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About CaraidCaraid
Senses: Perception +14 (T, +3 Wis), Low light vision, Darkvision. DEFENSE
Fort +15 (E, +2 Con)
OFFENSE
Spd 25 ft
SPELLS
FOCUS SPELLS
STATISTICS
FEATS
Ancestry:
Dream May [Ancestry 1]: You are the child of a night hag, making one of your eyes violet or even black. Your mother's powers over sleep and dreams have given you a degree of resistance to those effects, granting you a +2 circumstance bonus to all saving throws against sleep effects and effects that cause or alter dreams.
In addition, sleep is more restorative for you. You regain HP equal to your Constitution modifier times double your level instead of just times your level, and you reduce any drained and doomed conditions you have by 2 instead of by 1. Called [Ancestry 5]: You have heard the Call, and in constantly resisting that persistent demand, you've developed a mental bulwark against effects that would target your mind. You gain a +1 circumstance bonus to Will saving throws against mental effects. If you roll a success on your saving throw against a mental effect that would make you controlled, you get a critical success instead. Hag's Sight [Level 9]: You've nurtured the supernatural abilities gifted by your hag mother, particularly your sight. You gain darkvision. Class:
Reach Spell [Oracle 2]: You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.
Reanimator Dedication [FA2]: You have dedicated your studies to the art of raising and commanding undead. If you're a spontaneous spellcaster with animate dead in your repertoire, it becomes a signature spell in addition to your usual signature spells. In addition, if you're able to target the mostly intact remains of an appropriate type of dead creature when casting animate dead, the undead you animate gains a +1 status bonus to attack rolls, AC, saving throws, and skill checks for the duration of animate dead. Divine Access [Oracle 4]: Your ability to tap into divine magic surpasses the spells traditionally available to you (the divine spell list). Choose one deity who grants one of your mystery's granted domains. Add up to three cleric spells of your choice granted by that deity to your spell list. You can select from these spells when you add or swap spells in your spell repertoire. Burning Hands (1), Fireball (3), Wall of Fire (4). Undying Conviction [FA4]: Your presence has a bolstering effect on your undead minions. Undead creatures under your control and within a 30-foot emanation around you gain a +2 status bonus to saving throws to resist positive damage and to Will saving throws to resist effects that would make them controlled. Steady Spellcasting [Oracle 6]: Confident in your technique, you don’t easily lose your concentration when you Cast a Spell. If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn’t disrupted. Deathly Secrets [FA6]: No means of creating or ruling the undead is beyond your grasp, even those of magical traditions not your own. You learn either the eyes of the dead or subjugate undead focus spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by meditating over the earthly remains of a dead sentient creature. The rules for focus spells appear here. Focus spells granted by the reanimator archetype are from the same tradition as those used to meet the archetype's prerequisite. Advanced Revelation [Oracle 8]: You learn an advanced revelation spell associated with your mystery. Increase the number of Focus Points in your focus pool by 1. Medic Dedication [FA8]: You become an expert in Medicine. When you succeed with Battle Medicine or Treat Wounds, the target regains 5 additional HP at DC 20, 10 HP at DC 30, or 15 HP at DC 40. Once per day, you can use Battle Medicine on a creature that's temporarily immune. If you're a master in Medicine, you can do so once per hour. General:
Toughness [General 7]: You can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value. Skill:
Streetwise [Background]: You know about life on the streets and feel the pulse of your local settlement. You can use your Society modifier instead of your Diplomacy modifier to Gather Information. In any settlement you frequent regularly, you can use the Recall Knowledge action with Society to know the same sorts of information that you could discover with Diplomacy to Gather Information. The DC is usually significantly higher, but you know the information without spending time gathering it. If you fail to recall the information, you can still subsequently attempt to Gather Information normally.
Stitch Flesh [Skill 2]: You can use Treat Wounds to restore Hit Points to undead creatures, not just living ones. The techniques you use to do so vary, but all require sutures, bandages, and other tools included in healer's tools. Some conditions that might raise the DC of treating undead's wounds differ from that of living creatures. Battle Medicine [General 3]: You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day. Discrete Enquiries [Skill 4]: You are subtle in your efforts to learn the things you need to know. When Gathering Information, you can hide the true subject of your inquiry among other topics of little interest to you without increasing the difficulty of the check or taking more time to Gather Information. Anyone trying to Gather Information to determine if someone else was asking around about the topic in question must exceed your Deception DC or the normal DC to Gather Information about your inquiries, whichever is higher, or else they don't learn of your efforts. Intimidating Glare [Skill 6]: You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language. Continual Recovery [Skill 8]: You zealously monitor a patient’s progress to administer treatment faster. When you Treat Wounds, your patient becomes immune for only 10 minutes instead of 1 hour. This applies only to your Treat Wounds activities, not any other the patient receives. SKILLS
AC penalty is 0 LANGUAGES
EQUIPMENT
BACKGROUND
CLASS FEATURES
Curse of Outpouring Life:
Life energy flows outward from you and connects you to all living things, but you expend your vital essence to do so. Your presence comforts the ill and injured, causes scars to fade slightly, spurs new growth in plants, and otherwise infuses your surroundings with vitality. Minor Curse: As your life force seeps outward, it becomes more difficult to keep your body functioning. Effects that restore Hit Points to you take a status penalty equal to half your level (minimum 1) to the number of HP you recover. Moderate Curse: The flow of life energy away from you can't be reversed. In addition to the effects of your minor curse, you can't be healed by magical effects originating from other creatures. However, if you are unconscious, magical effects can restore you to 1 HP (but no higher). You are affected normally by healing elixirs, potions, and other items. When you cast heal and all your targets are living creatures, you roll d12s instead of d8s for the amount of healing. Whenever you finish casting a non-cantrip spell, you restore Hit Points equal to the spell level to your choice of either one target of the spell or the creature nearest to you. You can't heal yourself in this way. This healing has the healing, necromancy, and positive traits, as well as the tradition trait of the spell. --------------------
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However, when Caraid was thirteen, the shop doorbell rang and a ring that his father always wore turned jet black. His father told Caraid to hide in the cellar and, under pain of death itself, not to come out. Caraid obeyed his father, but the cellar was under the main shop and he heard the conversation that was carried out above his head. "Hello Nepenthe, what are you doing here?" The voice that replied was female and... unnatural somehow. "I've come for my side of the bargain Oren. Where is the boy?" "Dead." Caraid's father replied and the boy could practically see his father's shrug. "These past two winters. Something got into his lungs. Probably one of those poisons they mess with in the Foundry." There was a long pause before the female voice spoke again. "You're lying Oren, where is he?" "I don't know Nepenthe!" His father growled. "And even if he were alive I wouldn't let you take him. Your kind takes girls, not boys! That was our agreement!" "Our agreement was for one soul Oren." The female replied, her voice soft and menacing. "If I can't have his, then I'll have to have yours!" Caraid waited for his father to speak again and heard nothing except a strange whisper in his ear, one that coaxed him to go upstairs, to reveal himself. But Caraid was stubborn and loyal to his father and he stayed put until the woman above cursed under her breath and the door closed behind her. His father disappeared that day, leaving no trace behind and Caraid was quick to sell his fathers shop and leave, before 'Nepenthe' could come back or hunt him down. Given his own, unique abilities Geb seemed like the most unlikely place he could conceive of, so that's where he went and grew to manhood working for the Export Guild. |