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About Dain SlumsaintDain 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:
Class Feats:
General Feats:
Skill Feats:
Expert Divine Spellcaster +16/DC26 Spells per day:
Focus Points = 2/3
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:
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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Feats Skill Focus-Knowledge(Local), Extra Revelation, Eldritch Heritage, Extra Revelation
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Detect Magic (Oracle 0)
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.
Detect Poison (Oracle 0)
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)
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)
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)
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)
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 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)
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)
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)
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)
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)
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)
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)
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)
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)
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).
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)
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)
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)
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)
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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Cannot benefit from Item Bonuses. Current Familiar & Master Abilities:
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...}
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