Alain

Caraid's page

648 posts. Alias of Nikolaus de'Shade.


Race

|HP: 164/164| AC: 24 | F: +18, R: +15, W: +21+ | Dec +22, Dip/Itm+20, Med +21, Perc +19, Rel +17, Lor/Occ/Soc +15 |

Classes/Levels

Lvl 1: 3/3, 2: 3/3, 3: 3/3, 4: 3/3, 5: 2/3, 6: 1/2, Focus: 3/3 | HeP 2/3 | Active conditions:

Strength 10
Dexterity 14
Constitution 16
Intelligence 14
Wisdom 18
Charisma 20

About Caraid

Caraid
Male Changeling (Human) Oracle 11
CN Medium Humanoid (Human, Changeling)

Senses: Perception +19 (E, +4 Wis), Low light vision, Darkvision.

DEFENSE
AC 25 (T, +2 Dex)
HP 162/162 (8 + 11*[10+3+1])

Fort +18 (E, +3 Con)
Ref +15 (T, +2 Dex)
Will +21 (M, +4 Wis) Success = Crit Success

OFFENSE (E)
+1 striking dagger +19, 2d4.

Spd 25 ft
Space 5 ft.; Reach 5 ft.

SPELLS
Spell attack roll: (E) +20, DC 30.
Lvl 0: Daze, Divine Lance, Guidance, Light, Shield, Stabilize
Lvl 1: Animate Dead*, Harm*, Heal.
Lvl 2: Dispel Magic, Inner Radiance Torrent*, Spiritual Weapon.
Lvl 3: Fireball, Heal, Searing Light*
Lvl 4: Freedom of Movement, Radiant Beam*, Spiritual Anamnesis
Lvl 5: Breath of Life, Flame Strike*, Heal
Lvl 6: Raise Dead*, Spirit Blast

FOCUS SPELLS
Focus Points: 3/3
Life Link
Delay Affliction
Subjugate Undead
Malignant Sustenance Fast Healing 11 for 1 minute on a willing undead.

STATISTICS
Str 10 (+0)
Dex 14 (+2) [+2 @5/10]
Con 16 (+3) [+2 general, +2 @5/10]
Int 14 (+2) [+2 background, +2 general]
Wis 18 (+4) [+2 racial +2 general, +2 @5/10]
Cha 20 (+5) [+2 racial, +2 background, +2 class, +2 general, +1 @5/10]

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.
Oracular Warning [Oracle 10]: You have a flash of insight about impending danger related to one ally, and you can shout or gesture to warn that ally of the threat a moment before it materializes. One ally of your choice can roll twice for initiative and use the better result; this is a fortune effect. If you are legendary in Religion, you receive two visions and can warn two allies, granting them both this benefit.
You are momentarily thrown off by the divine insight, however, and you must roll twice for your initiative roll and use the worse result. This is a misfortune effect. The two effects are tied together; if you would avoid the misfortune effect for any reason, or if any of your allies would negate their fortune effect, your Oracular Warning does nothing. Depending on whether you use gestures or call out, this action gains either the visual or auditory trait, respectively.
Greater Deathly Secrets [FA10]: Your undead secrets grow stronger still. You learn either the malignant sustenance or grasping grave focus spell. Your focus pool increases by 1 point.

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.
A Home in Every Port [General 11]: You have a reputation in towns and villages you've visited, and residents are always willing to open their doors to you. When in a town or village, during downtime, you can spend 8 hours to locate a resident willing to provide lodging for you and up to six allies for up to 24 hours at no charge. The standard of living within the acquired lodging is comfortable, and square meals are provided at no cost. After 24 hours, you must pay standard prices for further lodging and meals or use this feat again to find a new resident willing to host you.

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.
Half-truths [Skill 10]: You are able to weave your words in such a way that you never use actual lies, but still mislead people to certain conclusions. You can attempt to make a Request of a creature using Deception instead of Diplomacy. You can attempt to Lie to a creature using Diplomacy instead of Deception. If you fail your check to Lie, the creature realizes that you were twisting words to fool them without outright lying.

SKILLS
Deception +22 (M, +5 Cha)
Diplomacy +20 (E, +5 Cha)
Intimidate +20 (E, +5 Cha)
Lore: Geb +15 (T, +2 Int)
Lore: Mercantile +15 (T, +2 Int)
Medicine +21 (M, +4 Wis)
Occultism +15 (T, +2 Int)
Religion +17 (T, +4 Wis)
Society +15 (T, +2 Int)

AC penalty is 0

LANGUAGES
Common, Necril, Dwarven, Halfling.

EQUIPMENT
1146 gold 50 silver 0 copper
+1 striking Dagger (100.2gp)
Healing Potion x2 (80sp)
Lvl 1 Harm wand
Bag of Holding II -> Adventurer’s Pack: backpack (containing the other goods), bedroll, two belt pouches, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks’ rations, soap, 5 torches, and a waterskin. (15sp)

BACKGROUND
Food Trader (Blood Lords Campaign)
You are still highly regarded by the Export Guild for your past journeys on the nation’s behalf. Your party gains 1 Reputation Point with the Export Guild at the start of the campaign.
Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost.
You’re trained in your choice of the Crafting or Society skill. You gain a skill feat: Seasoned if you chose Crafting or Streetwise if you chose Society. You’re also trained in Mercantile Lore.
HERITAGE
Changeling: Your mother was a hag. Your heterochromatic eyes are the most obvious signifier of this parentage, but you likely also have a slighter build, paler skin, and darker hair than most members of your other parent’s ancestry. You gain the changeling trait. You also gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can select from changeling feats and feats from your other parent’s ancestry whenever you gain an ancestry feat.

CLASS FEATURES
Life Mystery:
Mystery Benefit Your body is a deep reservoir of life energy. At each level, you gain Hit Points equal to 10 + your Constitution modifier from the oracle class, instead of 8 + your Constitution modifier.
Trained Skill: Medicine
Granted Cantrip: stabilize
Revelation Spells: initial - life link; advanced - delay affliction; greater - life-giving form
Related Domains: death, healing

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.
Major Curse: Life energy tears through you to empower your magic. Some of your spells carry positive energy with them. Each time you use a spell slot to cast a 5th-level or higher spell that takes 2 or more actions to cast, you disperse positive energy in a 30-foot burst with the effects of a 3-action heal spell with a level 4 lower than that of the spell you cast. This healing occurs immediately after you finish Casting the Spell. You don't benefit from this healing. Instead, you lose double the number of Hit Points rolled for the heal spell.

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Appearance
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Cariad has luxurious black hair which he wears at a middling length, thanks to regular haircuts. His skin practically glows with good health and his mis-matched eyes (one a fairly normal brown and the other a spectacular purple) gleam with humor and liveliness.
In short Caraid appears almost vividly alive, a constant spot of colour and vivaciousness amongst the drab setting (and people) of Geb.

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Personality
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Caraid is generally cheerful, partly because its in his nature and partly because he likes how it annoys most other people in Geb, who are generally too self-important and stuffy for his taste. The only exception to this is if he doesn’t get enough sleep. Caraid genuinely enjoys a good night’s sleep, and will party late, but rise correspondingly – he never skips sleep if there is any choice in the matter. On the rare occasions he does he is usually extremely moody for several hours, if not longer.

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Background
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Growing up Caraid only knew his father, a reasonably prosperous craftsman in Alkenstar. Rather than the mechanical wonders of the Clockwork City though, Caraid's father was a weaver, who created wonderful tapestries of fantastical worlds inspired by his dreams. He always claimed that his dreams were a gift from Caraid's mother and believed Caraid's own burgeoning magic and radiant good health to be part and parcel of the same.

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.