Valeros

Dain Slumsaint's page

767 posts. Alias of Nick Barone.


Full Name

Dain Slumsaint

Race

Half Elf

Classes/Levels

Oracle 8 (Streets of Ptolus) - HP 96/96, AC 25 - Perception +14 (+16 for Initiative, Low Light Vision)- F: +12/ R: +12 / W: +16 - Speed: 25 - Hero Points: 2/2, Active Conditions: None; Default Exploration Activity: Search

Gender

Male

Age

31

Alignment

CG

Strength 12
Dexterity 14
Constitution 14
Intelligence 14
Wisdom 14
Charisma 18

About Dain Slumsaint

Dain 2.0:

Dain:
Human (Half-Elf) Oracle 8 (Streets of Ptolus Mystery)
Alignment: CG
Background: Street Urchin
Str 12 Dex 14 Con 14 Int 12 Wis 12 Cha 18
Fortitude (T): +12, Reflex (T): +12, Will (M) +16 (Resolve)
HP: 96
AC: 25
Perception (E): +14, Initiative Bonus: +2
Hero Points: 1
Low Light Vision
Trained Skills:
Acrobatics (T) +12, Arcana (T) +12, Deception (T) +14, Lore:Ptolus (E) +14, Medicine (T) +12, Nature (T) +12, Religion (T) +12, Society (T) +12, Stealth (E) +14, Survival (E) +14, Thievery (T) +12

Ancestry Feats:
Natural Ambition
Elven Instincts

Class Feats:
Glean Lore
Sorcerer Dedication (Diabolic Bloodline)
Basic Blood Potency --> Familiar
Advanced Blood Potency --> Enhanced Familiar
Advanced Revelation

General Feats:
Canny Acumen (Perception)
Toughness

Skill Feats:
Pickpocket
Read Lips
Recognize Spell
Streetwise
Unmistakable Lore

Expert Divine Spellcaster +16/DC26

Spells per day:
1st Level - 3/3
2nd Level - 1/3
3rd Level - 1/3
4th Level - 0/3

Focus Points = 2/3
Focus Spells: Face in the Crowd; Localized Quake; Soothing Words

Cantrips known: Detect Magic; Guidance; Light; Message; Read Aura; Stabilize; Shield; Telekinetic Projectile

1st Level Known: Bless; Heal (Signature); Sanctuary

2nd Level Known: Dispel Magic; Resist Energy (Signature); See Invisibility

3rd Level Known: Familiar's Face; Harm (H+2, Signature); Heroism

4th Level Known: Pernicious Poltergeist; Spell Immunity; Spiritual Weapon (H+2, Signature)

Equipment:
+1 Striking Spear, +1 Chain Shirt, 3 Lesser Healing Potions, 2 Scrolls of Darkvision, Scroll of Pet Cache, Jade Cat Talisman, backpack, bedroll, blanket, belt pouch, scroll case, clothes, 50' rope, expanded healers tools, infiltrator thieves tools, blue human skull, Imperial identification papers, 287 gp, 20 sp, 14 cp

Dain 1.0:

Male Half Elf Oracle (Streets) 6
CG medium humanoid
Hero Points: 2
Init +2; Low Light Vision; Perception +11 (+13 w/ familiar)

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Defense
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AC Chain Shirt +1: 18; Touch 13; flat-footed 16
Note: Not flat footed in surprise rounds or start of combat (trait)
HP 40 (6d8+7); Dead at -13
Fort +3 Ref +4 Will +7 (circumstantial +2 vs. Enchantment)

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Offense
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Speed 20 ft
Melee Spear +6; 1d8+2; Crit x3; 2-Handed, P
Ranged Spear +7; 1d8+2; Crit x3; Range 20'
CM Bonus +5; Defense 17
Oracle Spells Known (CL 6th, concentration +9)
3rd (4/day) - Cure Serious Wounds, Glyph of Warding (DC 16, Reflex for half damage), Prayer
2nd (6/day)- Bull's Strength, Cure Moderate Wounds, Detect Thoughts (DC 15, Will negates partial),Ironskin
1st (7/day)- Bless, Cure Light Wounds, Disguise Self, Divine Favor, Sanctuary (DC 14, Will negates), Shield of Faith, Touch of Blindness (DC 14, Fort negates)
0th (at will)- Detect Magic, Detect Poison, Light, Mending, Purify Food & Drink, Read Magic, Stabilize
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Special Abilities
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Elven Immunities: Immune to magic Sleep effects; +2 save against Enchantment spells and effects
On Your Toes: Never flatfooted in surprise rounds or before first action
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Tracked Resources
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1st Level Spells (7/7)
2nd Level Spells (6/6)
3rd Level Spells (4/4)
Knife in the Dark (2/2)
Scroll of Admonishing Ray (1/1)
Scroll of Silence (1/1)
Scroll of Spiritual Weapon (1/1)

Feats Skill Focus-Knowledge(Local), Extra Revelation, Eldritch Heritage, Extra Revelation
Traits Friends in Low Places, On Your Toes
Skills Acrobatics +1, Appraise +1, Bluff +7, Climb +0, Diplomacy +3, Disguise +3, Escape Artist +1, Fly +1, Handle Animal +4, Heal +10, Intimidate +3, Know(History) +5, Know(Local) +13, Know(Religion) +7, Lore(The Warrens) +5, Perception +11 [+13 w/ familiar], Ride +1, Sense Motive +9 [+11 w/ familiar], Sleight of Hand +7, Spellcraft +7, Stealth +9, Survival +3, Swim +1
Languages Common, Elven, Celestial
Mystery Revelations Eye of the Streets (Su, 1/day), Shroud of the City (Sp, 1/day), The Streets Are Your Friend (Ex), Knife in the Dark (Ex, 2/day)
Gear Chain Shirt +1, Spear +1, Amulet of Natural Armor +1, Bedroll, Blanket, Backpack, Beltpouch, Healer's Kit (10 uses), Spell Component Pouch, Peasants Outfit, Antitoxin, Scrollcase, Scroll of Admonishing Ray, Scroll of Silence, Scroll of Spiritual Weapon, Incense of Visions (wrapped in cloth), Wand of Cure Moderate Wounds (43 charges, Elessabya), Imperial Identification Papers, blue skull, 396gp, 18 sp
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Special Abilities
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Oracle's Curse - Lame (Ex)
Base speed reduced to 20'. Speed is never reduced by encumbrance. Immune to the Fatigued condition.
Eye of the Streets (Su) Full round action, 1/day. Summon tiny spirit animal to act as an arcane eye
Shroud of the City (Sp) 1/day. Cast veil on self and one ally/level within 30'. Cannot match the appearance of specific individuals.
The Streets Are Your Friends (Ex) In an urban environment, grant an ally within 30' a +2 competence bonus to skill checks with a particular skill for as long as you concentrate.
Knife in the Dark As a standard action, you can make a sneak attack as if you were a rogue of your oracle level (+3d6 damage). You can use this ability once per day, plus one additional time per day at 5th level and for every 5 levels thereafter.
Elven Immunities Immune to magic Sleep effects; +2 save against Enchantment spells and effects
Adaptabiity Gain Skill Focus as a bonus feat at 1st level.
Keen Senses Gain +2 racial bonus on Perception checks
Low Light Vision See twice as far in dim light as humans.
Elf Blood Count as both human and elf for race-related effects.
Multitalented Can have two favored classes.
Skill Focus Gain +3 to Knowledge(Local) checks
Extra Revelation Gain an additional Revelation from your Mystery (The Streets Are Your Friends)
Eldritch Heritage (Arcane) Gain the 1st level Bloodline power from the Arcane Bloodline (Arcane Bond to gain a raccoon familiar). Use character level - 2 in place of sorcerer level to determine effects of the power.
Extra Revelation Gain an additional Revelation from your Mystery (Knife in the Dark)
Alertness If familiar is within arms reach, gain +2 to Perception checks and Sense Motive checks
Share Spells Any spell cast with a target of "You" can target familiar instead as a touch spell.
Empathic Link Communicate empathically with familiar, sharing general emotions. Range of 1 mile. Gives you a connection to the familiar's location.
Deliver Touch Spells If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
On Your Toes You have tangled with the city's criminal element. You are not flatfooted during surprise rounds or before you have a chance to act.
Friends in Low Places In poorer districts, Gathering Information only takes 1d2 hours. Also, the attitudes of any destitute/impoverished NPCs begin 1 step closer to helpful.

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Tracked Resources
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Eye of the Streets (1/day)
Shroud of the City (1/day)
Healer's Kit (10/10)
Scroll of Admonishing Ray (1/1)
Scroll of Silence (1/1)
Scroll of Spiritual Weapon (1/1)
Wand of Cure Moderate Wounds (50/50)
Antitoxin (1/1)
596gp, 18sp

Detect Magic (Oracle 0)
School: divination
Casting Time: 1 action
Components: V, S
Range: 60 ft.
Area: cone-shaped emanation
Duration: concentration, up to 1 min./level (D)
Saving Throw: none; Spell Resistance: no

You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura eminates from a magic item, you can attempt to identify its properties (see Spellcraft).

Detect Poison (Oracle 0)
School: divination
Casting Time: 1 action
Components: V, S
Range: close
Target/Area: one creature, one object, or a 5'cube
Duration: instantaneous
Saving Throw: none; Spell Resistance: no

You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Light (Oracle 0)
School: evocation [light]
Casting Time: 1 action
Components: V
Range: touch
Target: object touched
Duration: 10 min./level
Saving Throw: none; Spell Resistance: no

This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius from the point touched, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.

You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. Light can be used to counter or dispel any darkness spell of equal or lower spell level.

Purify Food & Drink (Oracle 0)
School: transmutation
Casting Time: 1 action
Components: V, S
Range: 10'
Target: 1 cubic foot/level of contaminated food and water
Duration: instantaneous
Saving Throw: Will negates (object); Spell Resistance: yes (object)

This spell makes spoiled, rotten, diseased, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magic potions. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.

Read Magic (Oracle 0)
School: divination
Casting Time: 1 action
Components: V, S, F (clear crystal prism)
Range: personal
Target: you
Duration: 10 min./level
Saving Throw: none; Spell Resistance: no

You can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).

Stabilize (Oracle 0)
School: conjuration (healing)
Casting Time: 1 action
Components: V, S
Range: close
Target: one living creature
Duration: instantaneous
Saving Throw: Will negates (harmless); Spell Resistance: yes (harmless)

Upon casting this spell, you target a living creature that has –1 or fewer hit points. That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally.

[spoiler=Spells - 1st Level]
Bless (Oracle 1)
School: enchantment (compulsion) [mind-affecting]
Casting Time: 1 action
Components: V, S
Range: 50'
Target: The caster and all allies within a 50-ft. burst, centered on the caster
Duration: 1 min/level
Saving Throw: none; Spell Resistance: yes (harmless)

Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.

Bless counters and dispels bane.

Cure Light Wounds (Oracle 1)
School: conjuration (healing)
Casting Time: 1 action
Components: V, S
Range: touch
Target: creature touched
Duration: instantaneous
Saving Throw: Will half (harmless), see text; Spell Resistance: yes (harmless), see text

When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage.

Disguise Self (Streets Mystery 1)
School: illusion (glamer)
Casting Time: 1 action
Components: V, S
Range: personal
Target: you
Duration: 10 min./level (D)
Saving Throw: none; Spell Resistance: no

You make yourself—including clothing, armor, weapons, and equipment—look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your creature type (although you can appear as another subtype). Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person or gender.

The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. If you use this spell to create a disguise, you get a +10 bonus on the Disguise check. A creature that interacts with the glamer gets a Will save to recognize it as an illusion.

Divine Favor (Oracle 1)
School: evocation
Casting Time: 1 action
Components: V, S
Range: personal
Target: you
Duration: 1 minute
Saving Throw: none; Spell Resistance: no

Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn't apply to spell damage.

Sanctuary (Oracle 1)
School: abjuration
Casting Time: 1 action
Components: V, S
Range: touch
Target: creature touched
Duration: 1 round/level
Saving Throw: Will negates; Spell Resistance: no

Any opponent attempting to directly attack the warded creature, even with a targeted spell, must attempt a Will save. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent can't follow through with the attack, that part of its action is lost, and it can't directly attack the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. This spell does not prevent the warded creature from being attacked or affected by area of effect spells. The subject cannot attack without breaking the spell but may use nonattack spells or otherwise act.

Shield of Faith (Oracle 1)
School: abjuration
Casting Time: 1 action
Components: V, S, M (parchment with holy text written on it)
Range: touch
Target: creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless); Spell Resistance: yes (harmless)

This spell creates a shimmering, magical field around the target that averts and deflects attacks. The spell grants the subject a +2 deflection bonus to AC, with an additional +1 to the bonus for every six levels you have (maximum +5 deflection bonus at 18th level).

Touch of Blindness (Oracle 1)
School: necromancy [darkness,shadow]
Casting Time: 1 action
Components: V
Range: touch
Target: creature or creatures touched (up to one/level)
Duration: 1 round/level (see text)
Saving Throw: Fort negates; Spell Resistance: yes (harmless)

A touch from your hand, which is engulfed in darkness, disrupts a creature's vision by coating its eyes in supernatural darkness. Each touch causes the target to become blinded for 1 round unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per caster level. Any touch attack not used after 1 round per caster level is lost.

Bull's Strength (Oracle 2)
School: transmutation
Casting Time: 1 action
Components: V, S
Range: touch
Target: creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless); Spell Resistance: yes (harmless)

The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.

Cure Moderate Wounds (Oracle 2)
School: conjuration (healing)
Casting Time: 1 action
Components: V, S
Range: touch
Target: creature touched
Duration: instantaneous
Saving Throw: Will half (harmless), see text; Spell Resistance: yes (harmless), see text

When laying your hand upon a living creature, you channel positive energy that cures 2d8 points of damage + 1 point per caster level (maximum +10). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage.

Detect Thoughts (Streets Mystery 2)
School: divination [mind-affecting]
Casting Time: 1 action
Components: V, S
Range: 60 ft.
Area: cone-shaped emanation
Duration: concentration, up to 1 min./level (D)
Saving Throw: Will negates, see text; Spell Resistance: no

You detect surface thoughts. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher).
2nd Round: Number of thinking minds and the Intelligence score of each. If the highest Intelligence is 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the spell ends. This spell does not let you determine the location of the thinking minds if you can't see the creatures whose thoughts you are detecting.
3rd Round: Surface thoughts of any mind in the area. A target's Will save prevents you from reading its thoughts, and you must cast detect thoughts again to have another chance. Creatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts.

Each round, you can turn to detect thoughts in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Ironskin (Oracle 2)
School: transmutation [earth]
Casting Time: 1 action
Components: V, S
Range: personal
Target: you
Duration: 1 minute/level (D; see text)
Saving Throw: none; Spell Resistance: no

Your skin hardens and takes on the color and texture of rough iron.

You gain a +4 enhancement bonus to your existing natural armor bonus (if you do not have a natural armor bonus, you are considered to have an effective natural armor bonus of +0).

This enhancement bonus increases by 1 for every 4 caster levels above 3rd, to a maximum of +7 at 15th level.

While you’re under the effects of this spell, if an opponent confirms a critical hit or sneak attack against you with a physical weapon (not a spell or magical effect), you can dismiss this spell to negate the critical hit or sneak attack and treat it is as a normal hit. Dismissing the spell in this way is not an action, but you must be conscious and aware of the attack to do so.

Cure Serious Wounds (Oracle 3)
School: conjuration (healing)
Casting Time: 1 action
Components: V, S
Range: touch
Target: creature touched
Duration: instantaneous
Saving Throw: Will half (harmless); Spell Resistance: yes (harmless)

When laying your hand upon a living creature, you channel positive energy that cures 3d8 points of damage +1 point per caster level (maximum +15). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage.

Glyph of Warding (Streets Mystery 3)
School: abjuration
Casting Time: 10 minutes
Components: V, S, M (powdered diamond worth 200gp)
Range: touch
Target: object touched or 5' square/level
Duration: permanent until discharged (D)
Saving Throw: see text; Spell Resistance: no (object)/yes (victem)

This powerful inscription harms those who enter, pass, or open the warded area or object. A glyph of warding can guard a bridge or passage, ward a portal, trap a chest or box, and so on.

You set all of the conditions of the ward. Typically, any creature entering the warded area or opening the warded object without speaking a password (which you set when casting the spell) is subject to the magic it stores. Alternatively or in addition to a password trigger, glyphs can be set according to physical characteristics (such as height or weight) or creature type, subtype, or kind. Glyphs can also be set with respect to good, evil, law, or chaos, or to pass those of your religion. They cannot be set according to class, HD, or level. Glyphs respond to invisible creatures normally but are not triggered by those who travel past them ethereally. Multiple glyphs cannot be cast on the same area. However, if a cabinet has three different drawers, each can be separately warded.

When casting the spell, you weave a tracery of faintly glowing lines around the warding sigil. A glyph can be placed to conform to any shape up to the limitations of your total square footage. When the spell is completed, the glyph and tracery become nearly invisible.

Glyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled. Mislead, polymorph, and nondetection (and similar magical effects) can fool a glyph, though non-magical disguises and the like can’t. Read magic allows you to identify a glyph of warding with a DC 13 Knowledge (arcana) check. Identifying the glyph does not discharge it and allows you to know the basic nature of the glyph (version, type of damage caused, what spell is stored).

Depending on the version selected, a glyph either blasts the intruder or activates a spell.

--Blast Glyph: A blast glyph deals 1d8 points of damage per two caster levels (maximum 5d8) to the intruder and to all within 5 feet of him or her. This damage is acid, cold, fire, electricity, or sonic (caster’s choice, made at time of casting). Each creature affected can attempt a Reflex save to take half damage. Spell resistance applies against this effect.

--Spell Glyph: You can store any harmful spell of 3rd level or lower that you know. All level-dependent features of the spell are based on your caster level at the time of casting the glyph. If the spell has a target, it targets the intruder. If the spell has an area or an amorphous effect, the area or effect is centered on the intruder. If the spell summons creatures, they appear as close as possible to the intruder and attack. Saving throws and spell resistance operate as normal, except that the DC is based on the level of the spell stored in the glyph.

Prayer (Oracle 3)
School: enchantment (compulsion) [mind-affecting]
Casting Time: 1 action
Components: V, S
Range: 40'
Target: all allies and foes within range
Duration: 1 round/level
Saving Throw: none; Spell Resistance: yes

You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.


Familiar:

Magill
Female Raccoon Familiar 8
N tiny magical beast - Minion
Low Light Vision; Scent (30', Imprecise) ; Perception +12
Can communicate empathically with Dain within 1 mile.

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Defense
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AC: 25
HP 40
Fort +12 Ref +12 Will +16

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Offense
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Speed 25', Climb 25'
Attack +8, but can't make Strikes.

Cannot benefit from Item Bonuses.

Current Familiar & Master Abilities:
Climber (locked)
Scent (locked)
Speech
Spell Delivery

Skills: Acrobatics +12; Stealth +12; all others +8


Background:

Dain was born and raised in a brothel in the Warrens where his human mother, Ylonne, plied her trade. When Dain was old enough to ask, Ylonne told him that his father was a Shoal Elf sailor whose name she could not remember. Ylonne still works in the brothel, but as more of "house mother" who helps the madam oversee the girls.

Although Ylonne clearly cared for her son, she didn't resist when the brothel put him to work at a young age. Many of the establishment's menial tasks fell to him, and it was not uncommon for Dain to receiving beatings if he was perceived to be slacking off. He endured throughout his early childhood, but when go a bit older he overheard talk that a young elf boy might be appealing to some of the customers. Owning nothing more than the clothes on his back, he left the next day.

{More to come...}