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About Davlamin JubilostVital Statistics:
Name: Davlamin Jubilost Race: Gnome Gender: Male Age: 72 Homeland: Riddleport Height: 3"8 Base Weight: 44 lbs Size: Small Speed: 15 feet (in armour) Hair: Mignight Black Eyes: Green Favoured Class: Oracle Levels: Oracle 2 Alignment: Chaotic Good Deity: Green Faith Carrying Capacity: 43.5- Light Load. 44 to 88 lbs- Medium Load. 87 to 120lbs- Heavy Load Starting Gold: 105gp Languages: Common (Taldane), Gnome, Sylvan, Draconic, Elven, Dwarven Ability Scores Strength- 13
HP, Speed & Initiative:
Max HP: 20 (8,6 + Con)
Skills, Feats, Traits, Racial & Class Features:
Class skills: Appraise, Climb, Craft, Diplomacy, Fly, Handle Animal, Heal, Knowledge (Nature, History, Planes, Religion), Profession, Ride, Sense Motive, Spellcraft, Survival, Swim. Armour Check Penalty: -1 in armour, -3 in armour and with shield Skill Modifiers
Class Features:
Mystery- Nature Revelations-
Nature’s Whispers (Ex): You have become so attuned to the whispers of the natural world, from the croaking of frogs to the groaning of great boulders, that your surroundings constantly keep you preternaturally aware of danger. You may add your Charisma modifier, instead of your Dexterity modifier, to your Armor Class. Any condition that would cause you to lose your Dexterity modifier to your Armor Class instead causes you to lose your Charisma modifier to your Armor Class. Curse=Lame 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. Lame tracker- 2 and 1 (favoured class x2)= 3 Racial Features: #Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks. #Slow Speed: Gnomes have a base speed of 20 feet. #Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light. See Chapter 7. #Gift of Tongues: Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces the defensive training and hatred racial traits. #Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier. #Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks. #Academician: Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any one Knowledge skill. This racial trait replaces the obsessive racial trait. #Illusion Resistance: Gnomes get a +2 racial saving throw bonus against illusion spells or effects. #Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon. Feats:
Traits:
Into Enemy Territory: The shadow in the sky is visible from all around Riddleport, not just in town. It’s certainly come to the attention of several druids, rangers, and other rural folk who dwell in the nearby mountains, forests, and swamps—among them, yourself. You’ve consulted with several seers and Harrowers, and may even have performed some simple auguries yourself, and all the signs point the same way—something or someone in Riddleport is connected to the blot, and it means bad news for the region. You’ve avoided the sleazy, dirty town for most of your life, traveling there only when absolutely necessary, and although you don’t relish the prospect of going there now, you see little other choice (especially if one of your superiors is ordering you to go investigate). Fortunately, an eccentric friend of yours (pick another PC) is in town, and you’ve heard this friend will be taking part in some gambling thing at a place called the Gold Goblin. Your friend’s always had better luck interacting with the cityfolk, so you’ve decided to accompany your friend to this gambling tournament and plan on letting him find a safe place for you to stay while you’re in town. Your long life of self-sustenance has toughened you and made you more resistant to hardship, in any event—pick one of the three categories of saving throw. You gain a +1 trait bonus on all saving throws of that type (Reflex chosen). Spells Known/Spells per Day:
DC's= 15 + Spell Level Spells Known Level 0= Detect Magic, Guidance, Stabilise, Read Magic, Light Level 1= Shield of Faith, Cure Light Wounds, Divine Favor, Charm Animal Spells per Day
Spell-Like Abilities-
Offence:
BAB: +1 CMB: +1 (-1 size, +1 BAB, +1 Strength) Common Attack Rolls Heavy Mace- +3, 20x2, 1d6+1 (+1 Size, +1 Strength, +1 BAB)
Defence:
AC: 21 (+1 size, +2 heavy wooden shield, +5 charisma, +3 armour)
CMD: 16 (-1 size, +5 charisma, +1 strength, +1 BAB)
Equipment:
Studded Leather Armour (Weighs 10 lbs, worth 25GP) Heavy Wooden Shield (Weighs 5 lbs, worth 7GP) Spell Component Pouch (Weighs 0.5lbs, worth 5GP) Heavy Mace (Weighs 4lbs, worth 12GP) Masterwork Backpack- (Weighs 1lb, worth 50GP) Bedroll, Waterskin, 5 Torches etc.- (Weighs 5 lbs, worth 6GP) Cash- 296 gold pieces, 3 silver pieces, 5 copper.
Background:
Approaching middle age, Davlamin Jubilost found that abandoning himself to the life of a benevolent hermit was the best way to deal with the Bleaching and fend it off for as long as possible. The fey-kin left his life as a budding agitator and public speaker in Riddleport behind him many decades ago- good timing as he was beginning to antagonise the crime lords in the town. Davlamin has always followed his own moral compass, acting recklessly and without considering the long-term implications of his actions- only that he follows his own sense of right and wrong. Davlamin is strong for a Gnome, but his greatest weapon was always his unearthly persuasiveness and magnetic personality- despite mundane appearances, he has the makings of a magnificent leader. All too familiar with the careful balance of the world, Davlamin became deeply disturbed by the Blot and its implications, and has travelled back into Riddleport with an old friend to investigate. The Gnome moves with an unearthly grace despite slow reflexes and a lame leg, and life in the wilderness has toughened him. He tends to ride his tame wolf companion Moonchaser wherever he goes, and is fond of petting and playing with the wolf, who knows to be gentle with his lame companion. Moonchaser has been with the Gnome for almost five years now, and the amused Gnome gave him the name when he noticed the wolf's tendency to run uphill towards the full moon and howl longingly towards it.
Davlamin's father was a renowned adventurer and priest of Cayden Cailean, and spent many years as a slave in Cheliax, finding his faith in Cayden after his shackles had been broken by a noble Eagle Knight who died to give him and his fellow slaves freedom. His father retired from adventuring to become a scholar, and still lives in Riddleport. Davlamin is a jovial and tolerant sort, except when an action goes directly against what he believes is right. He does not hesitate to resort to force if diplomacy cannot win the day, and tends to be very reckless. He has many friends among travellers that go to and from Riddleport, and despite his life as a Hermit, usually has several conversations in a week, if only to his companion Moonchaser sometimes.
Appearance:
Davlamin is an average looking gnome of average height and build. Dressed in studded leather armour over simple brown clothing, he rarely travels far without the aid of his loyal wolf Moonchaser. Unlike many Gnomes, his features are somewhat mundane- his hair is midnight black, a rarity among his race. He could be mistaken for a Halfling if not given close inspection. Despite having a clear limp and clumsy footing when he is forced to walk. the Gnome seems to move with a supernatural grace, easily anticipating the actions of others through a combination of magic and supreme awareness of his surroundings. Davlamin is somewhat muscular for his size, but his most obvious physical feature is his piercing stare. When he speaks, it is with utter confidence and conviction, and he is able to inspire and persuade others easily. Moonchaser:
Size- Medium Speed- 50 feet HP- 20 (3d8+6) AC- 15 (+2 Natural, +2 Dexterity, +1 Dodge) FF- 12 Touch- 13 BAB- +2 Attack- Bite +4 (1d6+1+trip). Trip CMB- +4. Ability Scores Str 13, Dex 15, Con 15, Int 6, Wis 12, Cha 6; Special Qualities scent, link, share spells. Feats- Dodge, Weapon Focus (Bite) Fort- +5 Reflex- +5 Will- +2 CMB- +3 CMD- 15 Skills- Perception +5, Stealth +6, Survival +2 (+6 scent tracking); Racial Modifiers +4 Survival when tracking by scent Tricks- Attack x2, Come, Defend, Down, Guard, Track. 7th-Level Advancement: Size Large; AC +2 natural armor; Attack bite (1d8 plus trip); Ability Scores Str +8, Dex –2, Con +4.
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