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About Bright AwnQuick View Stats for Combat:
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Second Sight: 11/day Bright Awn's Tale:
"Awn? Awn?! Where are you?" "Here, mother. I'm here!" "Oho! I thought this was a mighty oak tree - but it's you!" "Yes mother, I am mighty! Awn felt the warmth of the late summer sun on his face, remembering the day some summers past, when he had played in the dappled grove his people had used as a summer camp. Awn's "father" Tuar was an elf - a hunter of some skill; his "mother" Naia a half-elf follower of the Druidic path. Together with their clan of rangers and scouts they called the northern reaches of the Narlmarches their nela, their living/home. Encroachments of other humanoids less concerned with the living aspects of the Narlwood constantly harried the elvins, and as time went by, their numbers thinned, and their dreaming winnowed. Having consulted with dryads, and an almost forgotten treant-prophet Tuar and Naia planted an oak seed under the aegis of mystic bonds and rituals performed during an auspicious lunar eclipse. Thus Awn was "born". He was, like many Woodborn, curious, happy and gentle. But there was something...else. He had a gift, a gift of foresight, at first manifested in small, subtle ways. As he grew older, the gift began to pulse with almost palpable power. Tuar and Naia knew he was the one foretold. These lands, these "Stolen Lands" as the humans called them, were ripe for exploitation. Perhaps Awn could teach the humanoids to strike the balance between rapine and respect, between destruction and dedication. But as the time neared for Awn to prove himself, and go out into the world, his "gift" began to darken - the celestial conjunction his natal lunar eclipse fell under was known as the Triple Spiral - and one arm of the spiral was the gift of death. Awn could gain strength from killing, though it made him uncomfortable to do so. He avoided it where possible, but his folk made sure he knew that it was a gift - there would be a time for joy, and a time for grief - a time for creation and a time for death. As in the spiral of life, a beginning and end. And thus, the end of his youth, and the start of his adult life, between seedling and senescence. Armed with wisdom, and an elven blade of some history among his folk, Awn set out in the River Kingdoms, or as it was known to his people, the latalnela - river/living/home. To ensure respect for the land and, for his people, respite. STATS:
Ability Scores Score (modifier) (racial bonus) (level up) Str : 14 (+2) +2 Dex: 14 (+2) Con: 12 (+1) Int: 10 (+0) -2 Wis: 17 (+3) +2 +1 Cha: 14 (+2) DEFENSE:
AC: 19, touch 15, flat-footed 17 (+3 armor, + 2 Dex, +1 shield, +0 size, +3 natural) HP: 31 (Full first lvl = 8, avg (lvl 2, 3, 4) = 15, +4 Con, +4 Favored Class) Fort +5 (4 + 1 ), Ref +6 (4 + 2), Will +7 (4 +3) OFFENSE:
Initiative: +6 (+2 Dex, +4 improved initiative) Speed 30 ft. Base Atk: +3 CMB: +5 (+3 BAB, +2 str) CMD: 17 (10, +3 BAB, +2 str, +2 dex) Melee: Elven Curved Blade +6, 1d10+4 18-20 x2 (+2 Str, +3 BAB, +1 enhancement) (+3THF, +1 enhancement) Ranged: Javelin +5, 1D6 +2 x2 (+2 Dex, +3 BAB) (+2 Str)
Favored Class Bonus Seer : Hit points TRAITS:
Lunar Birth Benefit(s) You gain a +1 trait bonus on saving throws against the spells and spell-like abilities cast by humans. FEATS:
[1 1st level]
Improved initiative Extra Prophecy
SKILLS:
The seers class skills are: Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), and Swim (Str). Skills: (16 = 4 ranks x Seer 4, +0 int) Skill/Class/Ranks/Ability Modifier/Bonus ( * = ACP, # = no untrained) Acrobatics (Dex)/No/0/+x = +x * # Appraise (Int)/No/xx/+x = +x Bluff (Cha)/No/xx/+x = +x xxxxxClimb (Str)/Yes, +3/1/+2 = +6 * Craft (xxxx) (Int)/Yes, +3/x/+x = +x xxxxxDiplomacy (Cha)/Yes, +3/1/+2 = +6 Disable Device (Dex)/No/xx/+x =+x * # xxxxxDisguise (Cha)/Yes, +3/1/+2 = +6 Escape Artist (Dex)/No/xx/+x = +x * Fly (Dex)/No/xx/+x = +x * Handle Animal (Cha)/No/xx/+x = +x # xxxxxHeal (Wis)/Yes, +3/1/+3 = +7 xxxxxIntimidate (Cha)/No/1/+2 = +3 Knowledge (arcana) (Int)/Yes, +3/xx/+x = +x # Knowledge (dungeoneering) (Int)/Yes, +3/xx/+x = +x # Knowledge (engineering)(Int)/Yes, +3/xx/+x = +x # Knowledge (history)(Int)/Yes, +3/xx/+x = +x # xxxxxKnowledge (nature)(Int)/Yes, +3/2/+0 = +5 # Knowledge (nobility)(Int)/Yes, +3/xx/+x = +x # Knowledge (planes)(Int)/Yes, +3/xx/+x = +x # Knowledge (religion)(Int)/No/xx/+x = +x # Linguistics (Int)/Yes, +3/xx/+x = +x # xxxxxPerception (Wis)/Yes, +3/3/+3 = +11 [+2 Seer] Perform (Cha) /No/xx/+x = +x Profession (Int) /Yes, +3/xx/+x = +x # Ride (Dex)/Yes, +3/xx/+1= +x * xxxxxSense Motive (Wis)/Yes, +3/2/+3 = +10 [+2 Seer] Sleight of Hand (Dex)/No/xx/+x= +x * # xxxxxSpellcraft (Int)/Yes, +3/1/+0 = +4 # xxxxxStealth (Dex)/No/1/+2 = +3 * xxxxxSurvival (Wis)/Yes, +3/2/+3 = +8 Swim (Str)/Yes, +3/xx/+2 = +2 Use Magic Device (Cha)/No/xx/+x = +x # Languages: Common, Sylvan Woodborn Racial Abilities:
Woodborn Ability Score Adjustments
Size: Medium - Woodborn are Medium creatures and thus have no bonuses or penalties due to their size. Type Humanoid (earthblood, elf): Woodborn are humanoids with the earthblood and elf subtypes. Other Racial Traits
Oakflesh: A woodborn’s flesh turns blades like oak. This increases their natural armor bonus by +2. Deathoak (Sp): Some woodborn have mutated into a rare subtype of woodborn that thrives off death. These “death oak” gain the benefits of a death knell spell for 1 minute up to three times per day whenever they successfully kill a living creature. This replaces font of life. Death Knell
Oak Limbs (Ex) Woodborn’s limbs are as stout as oak and the woodborn gains 2 slam attacks that deal 1d4 damage each. Keen Senses (Ex) Woodborn gain a +2 racial bonus on Perception checks. Darkvision (Ex) Woodborn can see in the dark up to 60 feet. Low-light Vision (Ex) Woodborn can see twice as far as humans in dim light. Languages: Woodborn begin play speaking Common and Sylvan. Woodborn with high Intelligence scores can choose from the following: Aquan, Dwarf, Elf, Giant, Goblin, Orc, and Terran.
CLASS ABILITIES:
The seer’s class skills are Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), and Swim (Str). Weapon and Armor Proficiency: A seer is proficient with all simple weapons, and a single exotic or martial weapon of choice. She is also proficient with light armor, medium armor, and shields (except tower shields). Aura Reading (Ex): The seer is an innately perceptive
Second Sight (Ex): The gift of second sight is the seer’s defining ability. The second sight allows a seer to glimpse visions of the future, though this gift is frequently dif cult to control. Once per twenty-four hour period, the seer may meditate for one hour in an attempt to glimpse visions of the future. The seer receives a series of abstract premonitions about possible future challenges. This grants her a number of uses of second sight equal to her Wisdom modifier plus double her class level. The seer may use her second sight to empower a number of her prophetic gifts. However, all seers possess the basic ability to use their second sight to grant minor bonuses to a variety of actions. She may grant a +1 insight bonus to any skill roll, attack roll, or saving throw that she witnesses, applied as an immediate action. This bonus increases to +2 at 5th level, +3 at 10th level, and +4 at 15th level. The seer must declare use of this ability after the roll is made, but before the results are revealed. Fatebender Aura (Su): At 2nd level the seer gains the ability to perceive the forces of probability in her immediate vicinity. She learns how to manipulate these forces in subtle, almost imperceptible ways. A slight gesture or act of will on her part can send these forces rippling around her, aiding her allies and thwarting her foes. The seer’s fatebender aura can be activated as a standard action and extends in a thirty foot radius surrounding the seer. (Activating an aura becomes a move action at 8th level and a swift action at 14th level.) Though the seer possesses the ability to project any of the basic fatebender auras, only one aura may be in effect at a time; activating a new one automatically negates the previous one. A particular fatebender aura remains in effect until the seer activates another one or until she is rendered unconscious or otherwise helpless. A fatebender may cancel any aura she has in effect as a free action. Auras that affect enemies and allow a save have a Difficulty Class equal to 10 + the seer’s Wisdom modifier + 1⁄2 the seer’s level. An enemy that successfully saves against a seer’s fatebender aura effect cannot be affected by that effect again unless he leaves the aura and reenters it. At 2nd level, the seer can project any of the following fatebender auras: Aura of Alacrity: All allies within the aura when combat begins gain a +2 luck bonus to initiative checks. Aura of Weakness: All enemies within the aura inflict 2 less physical damage on all attacks until they successfully damage the seer or leave the aura. Aura of Swiftness: All allies within the aura at the beginning of their turn gain a +5 bonus to speed until the beginning of their next turn. Aura of Mystic Might: All allies within the aura gain a +2 bonus to all spell penetration checks. Aura of Defence: All allies within the aura gain a +1 dodge bonus to Armor Class. Aura of Lethargy: Enemies who enter or begin their turn within the aura must make a Will save against the aura’s effects. If affected, they cannot charge or run while they remain within the aura. Aura of Treachery: Enemies who enter or begin their turn within the aura must make a Reflex save against the aura’s effects. If affected, the seer and her allies may count them as allies for the purposes of determining flanking bonuses. Prophecies (Su): At 3rd level and every odd-numbered level after, the seer unlocks another aspect of her prophetic gifts. Most of these prophecies permanently add new effects to her second sight and fatebender aura. A seer may not select the same prophecy multiple times unless noted. Any prophecy that grants a new aura follows the usual rules regarding auras (range, only one in effect at a time, etc.). At first, she may only select minor prophecies. Beginning at 9th level, she may select either major or minor prophecies. Beginning at 15th level, she may select master, major, or minor prophecies. Farsight (Su): At 4th level, the seer can draw upon her second sight to recycle her magical abilities. As a full round action, she can recall any one spell that she had prepared and cast that day. The spell is prepared again, as if it had never been cast. Use of this ability consumes a number of uses of second sight equal to the spell’s level. Minor Prophecies Spoiler:
Aura Adept: Select one aura currently known when this prophecy is selected. The seer may activate this aura as a move action. If it was already a move action, the seer may activate it as a swift action. If it was already a swift action, the seer may activate it as an immediate action.
Aura of Dvination (new aura) – All allies within the aura cast divination spells with a caster level equal to their current caster level + the seer’s Wisdom modi er. The Difficulty Class of all saving throws against divination spells cast by affected allies is increased by 2. Aura of Healing (new aura) - The seer’s presence strengthens healing energies within the aura. Any healing effects are increased by the seer’s Wisdom modi er when healing allies. Any healing effects that affect enemies are reduced by the same amount. (This effect does not apply to regeneration or fast healing.) Aura of Peace (new aura) – The seer projects an aura of calm and tranquility, discouraging hostility in friend and foe. Any creatures within the aura that make an attack roll during a surprise round must roll twice and choose the worse result. This aura automatically deactivates after the surprise round ends, or when the rest normal round of a combat begins. Aura of Second Sight (new aura): Once per turn while this aura is in effect, the seer may use his second sight class ability without expending a use of second sight. If you spend a use of second sight to use your second sight ability while this aura is active, the bonus is increased by +1. This applies only to the basic use of second sight, not other class abilities, feats, or other prophecies that spend second sight (except for improved second sight). Aura of Survival (new aura): The amount of negative hit points that an ally can sustain before dying is doubled, so long as they remain within the aura. Any dying allies within the aura automatically stabilize at the end of their turn. Aura of Watchfulness (new aura) - As one might expect, surprising someone who can see the future is a difficult endeavour. When this aura is in effect, allies may add the seer’s Wisdom modi er as a bonus to their Perception checks and Re ex saving throws against traps. Blessed Mentor: Any time the seer uses her second sight to grant a bonus to a skill roll, that bonus is increased by her Wisdom modifier. This only applies to class skills in which she possesses at least one rank. (These do not necessarily need to be class skills granted by the seer class, as long as they are class skills for that particular seer.) She may not gain the benefit of this ability when using second sight on one of her own skill rolls. Blessed Vision: The seer gains a supernatural perception of her surroundings. She gains low-light vision, or doubles the range of that ability if she already possesses it. Divert Destiny: Any time the seer empowers one of her own melee attacks with an attack bonus through use of second sight and success- fully strikes her target, the target suffers a penalty to all melee attack rolls equal to the seer’s second sight attack bonus unless they are directed against the seer. This penalty lasts until the beginning of the seer’s next turn. Doombringer: Enemies affected by your fatebender aura are wracked with portents of their own inevitable demise. The saving throw DC of your auras is increased by 2. Entwined Fates – The seer may activate a second fatebender aura without deactivating her current aura. Having multiple auras in effect is very taxing, and consumes one use of second sight per round. When the seer has no uses of second sight remaining, the most recently activated aura deactivates. Improved aura of defense – The seer’s aura of defense now grants a dodge bonus to armor class equal to the seer’s class level divided by three (round down, minimum +1). Improved aura of mystic might – Any allies affected by the seer’s aura of mystic might also gain a bonus to concentration checks equal to twice the seer’s class level. Improved aura of swiftness - As a free action, the seer may expend one use of her second sight to increase the speed of any ally currently affected by her aura of swiftness. This ally gains an additional +10 bonus to speed on his turn. Improved second sight– The seer’s second sight is particularly potent when used to affect the outcome of a battle. Whenever the seer uses second sight to grant a bonus to an attack roll, he may instead spend two uses of second sight to increase the damage roll associated with that attack by the same amount. Karmic Link: Once per day as a full round action the seer can link her fate with an ally’s by touch. Whenever the ally is within sight of the seer, he is considered to be within the seer’s fatebender aura and can be targeted by of the seer’s cure spells, so long as those spells are granted by the seer class. Mark of Destiny When using second sight to grant a saving throw, skill check, or attack roll bonus, the seer may instead expend three uses of his second sight. Every saving throw, skill check, or attack roll that the target makes for the next three rounds receives the second sight bonus. This effect immediately ends as soon as the target fails a saving throw, skill check, or attack roll. Moment of Truth – The seer can create a distraction at exactly the right moment, disrupting an enemy’s concentration. Whenever an ally provokes an attack of opportunity from an enemy, the seer may spend two uses of his second sight to cancel that attack. Both the enemy and ally must currently be in range of the seer’s fatebender aura. Rejuvenating Strike – The seer’s second sight becomes em- powered with healing magic. Any time she grants an attack bonus with her second sight and that attack is successful, the attacker heals a number of hit points equal to the seer’s wisdom modifier Spell Adept: You have overcome the seer’s natural spellcasting limitations. Your caster level with all seer spells is increased by your Wisdom modifier (though it cannot be higher than your total class level). Timely Warning: Any time the seer uses second sight to grant a bonus to a saving throw, she can choose to grant all allies simultaneously affected by that same affect her second sight bonus (this applies only to a single effect, such as a fireball that engulfs multiple party members). Use of this ability consumes three uses of second sight rather than the usual one. Time’s Arrow: The seer gains the effects of Precise Shot and Point Blank shot against any enemies within her fatebending aura. This prophecy counts as both of these feats for the purposes of prerequisites, but any feats that treat this prophecy as a prerequisite can only be used against enemies within the seer’s aura. Chosen Prophecies: Entwined Fates – The seer may activate a second fatebender aura without deactivating her current aura. Having multiple auras in effect is very taxing, and consumes one use of second sight per round. When the seer has no uses of second sight remaining, the most recently activated aura deactivates. Aura of Second Sight (new aura): Once per turn while this aura is in effect, the seer may use his second sight class ability without expending a use of second sight. If you spend a use of second sight to use your second sight ability while this aura is active, the bonus is increased by +1. This applies only to the basic use of second sight, not other class abilities, feats, or other prophecies that spend second sight (except for improved second sight). GEAR:
Weapons: Elven Curved Blade, 1d10 18-20 x2, S, 7 lbs., 80 gp Longspear 1d8 x3, P, 9 lbs., 5 gp Spiked Gauntlet 1d4 x2, P, 1lb., 5 gp Light Mace, 1d6 x2, B, 4 lbs., 5 gp Javelins (2) 1d6 x2, P, 4 lbs., 2 gp , (Sub-total - 21 lbs, 97 gp) Armor:
Miscellaneous:
Bedroll, 5 lbs, 1 sp.
1 sunrod, 1 lbs, 2gp.
Trail Rations x2, 2 lbs., 1 gp
Total equipment cost: 126 gp, 1 sp. (of xx starting funds)
Remaining Gold
Capacity: light: xx lbs. or less Medium: xx-xx lbs. Heavy: xx-xx lbs.
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