Ace Of Spades wrote: I am down. Going to make a compassionate Gnome oracle of life seeking adventure thrills. Here is the character pitch. Full Name: Svett Tessen
Brief Background:
Svett Tessen looks at his burnt hands. "How did this happen? Why?" The pain in his hands still remains from time to time. His hands have gotten darker and darker each day. Recently, he accidentally shot flames out of his hand in his own establishment in riddle-port. His business could not recover after that. It's been 20 years in Riddleport for Svett Tessen. This town has certainty kept him occupied. He is a thrillseeker and soon a welcomed regular in the Bucking Horse. Svett Tessen frequented that place, even got a job there, and worked up the latter. Soon he was the owner of the place. The owner, Renauld Vinterton passed away. Svett Tessan cared about his customers. He was humble enough to bartend, even though he didn't have to as the owner of Bucking Horse. Over a few years, Svett fell in love with a frequent regular, a Sarenrae Paladin by the name of Felicia Stirin. Most paladins are not welcome in Riddleport, but redemption is a more compatible virtue. Svett would give her drinks on the house and sing to her, but she stopped his advances. She had to leave Riddleport, despite being his friend. Svett told her that everyone deserves a thrill now and then. Why would a person be living a life if they did not use it? Svett hoped in all his customers that they get that opportunity. Hopefully, no one will stifle that. Felicia Stirin left a copy of Sarenraes Holy Text at Svett's door. Svett smelled it sweetly. I hope I can still help her. That is when.. in his own establishment.. fire poured from his hands. The book burned and his hands turned black. Svett is now unemployed. Hearing the chance of a job at the Gold Goblin, he seeks new excitement and adventure. He has practiced his voice, maybe he could sing there! Cheat the goblin and take his gold! Now, he feels a strange sense of self, a new feeling of strange energy flowing through him. Something... he wants to understand. Character Outlook/Personality:
Svett is optimistic. He is a energetic outgoing extroverted individual. He loves the use of language and is a bit obsessed about language at times. He hopes that he will learn them all. He avoids combat as much as possible, preferring to talk it out. If that is not possible, he uses his powers to remove the hostility or danger. He believes that each life is sacred. Adventure is a huge part of living from his perspective, but adventure can mean different things for different people. Learning how to bake a new bread could be a adventure in of itself. He hopes that no one stifles anyones sense of adventure. He is not quick to anger, but he can be surprisingly intimidating. He has a very romantic view of the world. He is a excellent friend to share a drink with. If danger or challenge comes, he will welcome it. Crunch:
Type: Small Humanoid (Gnome) Init: +0; Senses: Low Light Vision Perception: +4 -------------------- DEFENSE -------------------- AC: 15 , Touch: 11 , Flat-Footed: 14 (+4 armor, +1 Small) HP: 11 (1d8+3) Fort: +3, Ref: +0, Will: +4 -------------------- OFFENSE -------------------- Spd ft: 20 (15 with armor) Melee: Dagger -4 (1d3-1l19-20x2) Ranged : Dagger +0 (10 Feet) (1d3l19-20x2) -------------------- STATISTICS -------------------- Base Atk: +0; CMB: -2; CMD: 8 Feats: Additional Traits Favored Class Bonus: Skill Rank Skills : Bluff: +10, Diplomacy: +9, Handle Animal: +8, Intimidate: +9, Linguistics: +3, Perform (Sing): +5, Profession (Bartender): +4 Spellcraft: +6, Use Magic Device: +9 Special Abilities: Oracle Curse-Blackened, Revelation-Channel Positive Energy 5/day, Spells, Mystery: Life Spellcasting:
SPELLS KNOWN -------------------- Level 0: Create Water, Detect Magic, Light, Stabilize Level 1: Bless, Burning Disarm, Burning Hands, Cure Light Wounds, -------------------- SPELLS PER DAY -------------------- Level 0: Unlimited Level 1: 4 per day Oracle Curse and Traits:
Oracle Curse-Blackened: Your hands and forearms are shriveled and blackened, as if you had plunged your arms into a blazing fire, and your thin, papery skin is sensitive to the touch. You take a –4 penalty on weapon attack rolls, but you add burning hands to your list of spells known. At 5th level, add scorching ray and flaming sphere to your list of spells known. At 10th level, add wall of fire to your list of spells known and your penalty on weapon attack rolls is reduced to –2. At 15th level, add delayed blast fireball to your list of spells known. Race Traits: Keen Senses: Gnomes receive a +2 racial bonus on Perception checks. Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice. 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 defensive training and hatred. Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores 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. Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon. Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light. Magic Trait: Dangerously Curious: You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you. Social Trait: Fast Talker: You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you. Faith Trait: Omen: You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. Once per day, you may attempt to demoralize an opponent as a swift action. Campaign Trait: Looking For Work (Perform Sing): Choose one of the following skills: Bluff, Craft (any), Diplomacy, Intimidate, Perform (any), Profession (gambler), or Perception. You gain a +1 trait bonus in that skill, and that skill is always considered a class skill for you. Equipment:
Armored Coat: 20lbs/50gp Dagger: 1lb/2gp Oracles Kit: 29lbs/9gp
Total Weight: 30lbs-Medium Load. Gold: 44gp
Good Luck Everyone!
Greetings! Here is some rolls. Stats: 4d6 - 1 ⇒ (1, 6, 3, 2) - 1 = 11 Str 4d6 - 2 + 2 + 1 ⇒ (4, 6, 5, 2) - 2 + 2 + 1 = 18 Wis Human Mod+4th level 4d6 - 1 ⇒ (6, 1, 2, 6) - 1 = 14 Dex
4d6 - 3 ⇒ (4, 3, 5, 4) - 3 = 13 Cha 4d6 - 2 + 2 ⇒ (4, 3, 4, 2) - 2 + 2 = 13 Int Dual Talent alternate racial trait 4d6 - 1 ⇒ (3, 1, 6, 3) - 1 = 12 Con 19 Point Buy. :) HP:
Female Sylph Druid 6
To Felix Farian,
The Brevoy Colony does exist. Our travels have been fruitful. I made the journey quite safe under the circumstances.
I will keep you well informed, Sir William Kurn This letter was sent through a bird token
Female Sylph Druid 6
"I will tell you something that you do not know. I was born into a orc tribe and I loved them. My mother took me back and slaughtered them all. Do you think that is justice? Well.. it is. I paid the price and I will make justice out of those who refuse to follow. Power is the only constant, very little else remains" |