| Full Name |
Clarence Omnicog |
| Race |
Human |
| Classes/Levels |
Oracle of Lore |
| Gender |
Male |
| Age |
64 |
| Alignment |
NG |
| Strength |
8 |
| Dexterity |
10 |
| Constitution |
12 |
| Intelligence |
14 |
| Wisdom |
14 |
| Charisma |
20 |
About Clarence Azaren
Senses: Perception +6
Initiative: +0
Hit Points: 9/9 (1d8, +1 Con)
Melee: Dagger -1 (1d4-1, 19-20/x2)
Armor Class: 19, 14 flat-footed , 15 touch (+5 Cha, +4 armor)
Saves: Fortitude +1, Reflex +5, Will 4
Resistances:
Immunities:
Weaknesses:
Base Attack Bonus: 0
Combat Maneuver Bonus: -1
Combat Maneuver Defense: 9
Size: Medium
Speed: 20 ft.
Oracle of Lore Features:
Oracle Proficiencies: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies.
Lame (lvl 1): One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th level, you are immune to the fatigued condition (but not exhaustion). At 10th level, your speed is never reduced by armor. At 15th level, you are immune to the exhausted condition.
Sidestep Secret: Your innate understanding of the universe has granted you preternatural reflexes and the uncanny ability to step out of danger at the very last second. Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws. Your armor’s maximum Dexterity bonus applies to your Charisma instead of your Dexterity
Lore Keeper: Instead of encyclopedic knowledge, you learn most of your information through tales, songs, and poems. You may use your Charisma modifier instead of your Intelligence modifier on all Knowledge checks.
Character Traits:
Focused Mind: You gain a +2 trait bonus on concentration checks.
Lore Seeker: The secrets of an ancient fallen civilization intrigue you, particularly the magical traditions of its highly mystical culture. You've studied magic intensely, and hope to increase that knowledge by adding ancient lore. You've come to the region to pursue that study, and chose the town as your base because it was out of the way of bigger cities—meaning less competition to study the ancient monuments in the region, you hope! You gain a +1 trait bonus on Knowledge (arcana) checks, and Knowledge (arcana) is a class skill for you. If you cast arcane spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus. Do not currently have arcane spells, though I may take bard levels in the future and will apply to them.
Skills:
8 ranks/lvl (4 class, 1 human, 2 int, 1 favored)
Diplomacy +9 (1 rank, +3 class, +5 Cha)
Knowledge (Arcana) +10 (1 rank, +3 class, +5 Cha, +1 trait)
Knowledge (Geography) +9 (1 rank, +3 class, +5 Cha)
Knowledge (History) +9 (1 rank, +3 class, +5 Cha)
Linguistics +6 (1 rank, +3 class, +2 Int)
Perception +6 (1 rank, +3 class, +2 Wis)
Sense Motive +6 (1 rank, +3 class, +2 Wis)
Spellcraft +6 (1 rank, +3 class, +2 Int)
Note: +1 to Knowledge: History regarding Thassilon, while using Brodert's Treatise.
Languages:
Azlanti, Common, Dwarven, Giant, Goblin, Thassilonian,
Feats:
Cosmopolitan: You can speak and read two additional languages of your choice. In addition, choose two Intelligence-, Wisdom-, or Charisma-based skills. Those skills always count as class skills for you. The skills chosen are Linguistics and Perception.
Extra Revelation: You gain one additional revelation. You must meet all of the prerequisites for this revelation.
Weapons: Dagger
Armor: Chain shirt
Tools and Skill Kits: Brodert's Treatise
Mundane Gear: Backpack (masterwork), Eyeglasses Traveling Clothes, Ink vial (1 ounce), Inkpen, Parchment (10 sheets)
Magical Gear: None
Potions: None
Scrolls: None
Money and Treasure: 13 gold, 9 silver
Experience Points: 0
To Next Level: 1000
Appearance and Personality:
Background:
Clarence is getting old, but he hasn't quite given up on his dream just yet. As an historian, Clarence has traveled Avistan in search of some sort of monumental discovery. He's always had a drive for learning, and has studied almost every subject that could be considered useful. When he was younger, he was agile, hardy, and even strong, but now his age is catching up to him.
The first thing to go was his leg. He awoke one night and found that his leg ached and he couldn't move it well. This ended his adventuring, but it started a whole new chapter in his life. Clarence could suddenly remember things better, especially stories and lore that he read or heard a long time ago, and he found that he had a newfound magical ability that had never manifested itself prior. Clarence thinks the magic (and the limp) is divine, but is not sure which deity has taken an interest in him.
Shortly after this revelation, Clarence got a strange feeling that there may be something interesting, something "monumental" near Sandpoint. Clarence had studied Thassilon briefly before, but maybe that is where his work will culminate in a brilliant discovery. Clarence has been studying more fervently ever since, learning the history of the area and becoming adept at deciphering Ancient Thassilonian runes. He remembers a time before the Late Unpleasantness and was at the Swallowtail Festival when the new cathedral was consecrated. He's heard stories of Attic Whispers and Sandpoint Devils that are so common in that area. But he still hasn't found quite what he was looking for.
But he can feel that the time will come soon.
Adventuring Companions:
Lysa Arianna, Cleric of Shelyn
Blake Deverin, Magus
Nornan, Shoanti Barbarian
Brinda Mvashti, Varisian Rogue
Campaign:
Ruins of Thassilon
Feats of Interest: