Paracount Julistar

Draig Tywod's page

78 posts. Alias of Checkerwall.


Full Name

Draig Tywod

Race

Half-elf

Classes/Levels

Sorcerer 1 / Oracle 1

Gender

Male

Size

Medium

Age

23 (young adult)

Special Abilities

Bloodline Draconic Gold / Oracle Mystery Flame - Oracle Curse Haunted

Alignment

Neutral Good

Deity

Sarenrae

Location

30 point build gestalt for Rise of the Runelords (+2 Charisma half elf)

Languages

Common, Elven, Draconic, Aklo,

Homepage URL

figureoflight@gmail.com

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

About Draig Tywod

Hp: 11/11
11(2+con 1+favored class) (8)()()()()()()()()()()()()()()()()()()()()()

Total = 10+ Armor+ Shield+ Dex+ Size+ Dodge+ Natur+ Def+ Bonus
AC: (12) = 10+ () + () + (2) +() +() +() +()
Touch: (12) = 10+ + (2) +() +() +()
Flat Foot: (10) = 10+ () + () +() +() +()

Base Attack bonus: 0
Ranged: +2

Saves:
Fort 0+ 2+(+) = 2
Ref 0+ 2+(+) = 2
Will 4+ 2+(+) = 8

Initiative:
+2=(+2dex)+()

Base Speed: 30 feet

Active magic:

-----------------------------------------------------------------------
Currency:
*Pp 570 Gp *Sp *Cp

Gear:
Weight /

Outfit -- ---

Backpack:

-----------------------------------------------------------------------

Gear:

Explorer's Outfit -- ---
Scarf, reinforced 10 gp 1lbs
Backpack, common 2Gp 2lbs
Belt Pouch 1 Gp 0.5lbs
Waterskin 1gp 4lbs
Soap
quarterstaff --- --- 1D6/1d6 x2 B
Crossbow, light 35Gp 4lbs 1D8 19–20/×2 80 ft. P
Bolt(s), crossbow (20) 2gp
Alchemist's fireflask 20gp 1lb
Oil, Lamp 1pintflask(x2) 2sp
Tindertwig(x3) 3gp
Belt Pouch
Flint and steel
String 50 ft.
Bell
Mirror, small steel 10gp

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Race features:

Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.

Dual Minded: The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws. This racial trait replaces the adaptability racial trait.

Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Feats:

eschew materials

- 1st level -
Elven Spirit- You possess the elven magic racial trait of the elves, granting you a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, you receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items. Alternatively, you can instead gain any one racial trait that elves can exchange for the elven magic racial trait.

Traits:

Favored Class:

Hp +1 (1 total)
Hp +1 (1 total) Skills + ( total)

Special Abilities:

class features Sorcerer:

1st level
7 / 3+4 day
Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

class features Oracle:

Revelations:

1st level
1/1 day
Fire Breath (Su): As a standard action, you can unleash a 15-foot cone of flame from your mouth. This flame deals 1d4 points of fire damage per level. A Reflex save halves this damage. You can use this ability once per day, plus one additional time per day at 5th level and every five levels thereafter. The save DC is Charisma-based.


Spells:

Spell like ability:

Spells sorcerer:

lv0
- Detect Magic - Detects all spells and magic items within 60 ft.
- Read Magic - Read scrolls and spellbooks.
- Jolt - Deal 1d3 electrical damage with a ranged touch attack.
- Mage Hand - 5-pound telekinesis.

1st
- Magic Missile - 1d4+1 damage; +1 missile per two levels above 1st (max 5).
- Mage armor - Gives subject +4 armor bonus.

2nd

3rd

4th

5th

6th

7th

8th

9th

Spells Oracle:

lv0
- Create Water - Creates 2 gallons/level of pure water.
- Enhanced Diplomacy - +2 on one Diplomacy or Intimidate check.
- Spark - Ignites flammable objects.
- Stabilize - Cause a dying creature to stabilize.

1st
- Cure Light Wounds - Cures 1d8 damage + 1/level (max +5)
- Protection from evil - +2 to AC and saves, plus additional protection against selected alignment.
-Entropic Shield - Ranged attacks against you have 20% miss chance.

2nd

3rd

4th

5th

6th

7th

8th

9th

Spells per day:
Arcane
0lv */* ( used today)
1st 4/4 3+1
2nd -/- 0+1
3rd -/- 0+1
4th -/- 0+1
5th -/- 0+0
6th -/- 0+0
7th -/- 0+0
8th -/- 0+0
9th -/- 0+0

Divine:
0lv */* ( used today)
1st 4/4 3+1
2nd -/- 0+1
3rd -/- 0+1
4th -/- 0+1
5th -/- 0+0
6th -/- 0+0
7th -/- 0+0
8th -/- 0+0
9th -/- 0+0
/ / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / 4 +(2)intmod (+1 role play bonus) (7per lv) ( 7 total)
| _ _ _ _ _ _ _ _ _ _ _ _ _ _ Skills:
Total= ranks ability trained bonus
|
| _ _ _ _ _ _ _ _ _ _ _ _ _ _ Acrobatics 2= 0 0 0 0
| _ _ _ _ _ _ _ _ _ _ _ _ _ _ Appraise 2= 0 0 0 0
| _ _ _ _ _ _ _ _ _ _ _ _ _ _ Bluff 8= 0 0 0 0
| _ _ _ _ _ _ _ _ _ _ _ _ _ _ Climb 0= 0 0 0 0
| _ _ _ _ _ _ _ _ _ _ _ _ _ _ Craft( ) 2= 0 0 0 0
| _ _ _ _ _ _ _ _ _ _ _ _ _ _ Diplomacy 8= 0 0 0 0
| _ _ _ _ _ _ _ _ _ _ _ _ _ _ Disable Device 0= 0 0 0 0
| _ _ _ _ _ _ _ _ _ _ _ _ _ _ Disguise 4= 0 0 0 0
| _ _ _ _ _ _ _ _ _ _ _ _ _ _ Escape Artist 2= 0 0 0 0
| _ _ _ _ _ _ _ _ _ _ _ _ _ _ fly 2= 0 0 0 0
| _ _ _ _ _ _ _ _ _ _ _ _ _ _ Handle Animal 0= 0 0 0 0
| _ _ _ _ _ _ _ _ _ _ _ _ _ _ Heal 2= 0 0 0 0
| _ _ _ _ _ _ _ _ _ _ _ _ _ _ Intimidate 4= 0 0 0 0
| _ _ _ _ _ _ _ _ _ _ _ _ _ _ KN Arcana 6= 0 0 0 0
| _ _ _ _ _ _ _ _ _ _ _ _ _ _ KN Planes 0= 0 0 0 0
| _ _ _ _ _ _ _ _ _ _ _ _ _ _ KN Religion 0= 0 0 0 0
| _ _ _ _ _ _ _ _ _ _ _ _ _ _ KN History 0= 0 0 0 0
| _ _ _ _ _ _ _ _ _ _ _ _ _ _ KN 0= 0 0 0 0
| _ _ _ _ _ _ _ _ _ _ _ _ _ _ Linguistics 0= 0 0 0 0
| _ _ _ _ _ _ _ _ _ _ _ _ _ _ Perception 2= 0 0 0 0
| _ _ _ _ _ _ _ _ _ _ _ _ _ _ Perform 4= 0 0 0 0
| _ _ _ _ _ _ _ _ _ _ _ _ _ _ Profession(Scribe) 6= 0 0 0 0
| _ _ _ _ _ _ _ _ _ _ _ _ _ _ Ride 2= 0 0 0 0
| _ _ _ _ _ _ _ _ _ _ _ _ _ _ Sense Motive 6= 0 0 0 0
| _ _ _ _ _ _ _ _ _ _ _ _ _ _ Slight of hand 0= 0 0 0 0
| _ _ _ _ _ _ _ _ _ _ _ _ _ _ Spellcraft 6= 0 0 0 0
| _ _ _ _ _ _ _ _ _ _ _ _ _ _ Stealth 2= 0 0 0 0
| _ _ _ _ _ _ _ _ _ _ _ _ _ _ Survival 2= 0 0 0 0
| _ _ _ _ _ _ _ _ _ _ _ _ _ _ Swim 0= 0 0 0 0
| _ _ _ _ _ _ _ _ _ _ _ _ _ _ Use Magic Device 8= 0 0 0 0
| _ _ _ _ _ _ _ _ _ _ _ _ _ _ ( ) 0= 0 0 0 0

Backstory:

Draig's mother was a wanderer, a half-elf who spent most of her life traveling as a free spirit.
She earned most of her work as a sellsword or treasure hunter, but earned money in many odd jobs.
She met and traveled with another voyager and gave birth to Draig. Over the years she transitioned to the sedentary life, and found a place to call home and raise her child.
Draig has hazy brief memories of his father, seeing him only a few times when moving; and only
when he was at a very young age.
Draig had magical power manifest early in his life, often drawing mixed reactions from mundane citizens in some settlements they lived in, adding strain to the already displaced half-elves.
Power that his mother did not share, and he was told that it came from his father; a figure in his life she spoke of little.
As a boy Draig's heritage often served to his benefit, his half-elf blood often noted as being fairer
than many of his peers, but there was also something else responsible for his hair having a honey color, and the molten gold flecks he has in his eyes.
He aged and matured a little slower than the humans around him, but he always had talent, and often
was well known; earning himself nicknames like 'little salamander' because of his now obvious connection
to fire.

Through the Church of Sarenrae Draig learned the beauty and purity of fire, and was considered to be blessed by the priests. He also learned his letters, and began to read and write as a scribe for Sarenrae, getting an opportunity for education.
He had found a community that accepted him, and a skill he could be proud of; but he was restless.

There where too many questions that his mother either could not or would not answer, about his father
and about his power. Travel was a part of his life, and a memory of his childhood. Now a young man he felt compelled to walk the path his mother once did.
He felt like he had to escape, to find himself; and to find his other parent.

He got the chance he was looking for with a band of traveling priests. Draig Set out into the world boldly, but encountered trouble on the road.
Evil spellcasters set upon the travelers... with fire. Draig survived the battle, but only just; and the event was disturbing.
He had experienced the destructive indiscriminate consuming power of fire, and now truely knew its nature. New powers grew in him and he became something new he had been baptized by fire.
The spirits follow him now, they know him, and as he grows so do they.

Draig has traveled to Sandpoint seeking new knowledge. He hunts for ancient secrets, hoping to find arcane wisdom and divine texts.
He travels with the goal of mastering and learning about his own strange power. His dream is to track down the mysterious progenitor who's secrets his mother has never revealed.

description:

special attributes: