Rogue

Dred 'Scythe' Mardock's page

81 posts. Alias of DFang.


Full Name

Dred 'Scythe' Mardock

Race

Dual Cursed Oracle 1 |HP: 7/10 |Spells per day: 3/3 |AC 16, 12T, 14F |F1, R2, W4 |Resist acid/cold/electricity 5

Classes/Levels

|| Init +8 | Senses clouded vision, Dark Vision 30ft | Perception +4

Gender

Aasimar Male

Size

Medium - 5'11"

Age

72

Alignment

Chaotic Good

About Dred 'Scythe' Mardock

LINK TO INVENTORY TRACKING SHEET

DESCRIPTION & PERSONALITY
Dred is a wanderer. He travels bearing light clothing and a few choice weapons and rations. Being a non-human, he prefers to wear a mask, hood, and cloak to hide his aasimar features and clouded eyes. His well used quarterstaff is always at hand and a large curved piece of metal with the outside edges covered with straps of leather pokes out from his backpack.

Despite his seemingly reclusive demeanor, Dred is actually a very smooth talker, a small blessing from his heritage. In fact, he considers this to be an unfair advantage over regular humans so he prefers to avoid using it lest he unwittingly becomes addicted to its power. Thus, his quiet and mysterious demeanor. To put it in perspective, Dred is completely fine discussing aspects of his life and those of others, but he would only talk to convince or force others of his point of view only to ensure his survival or to prevent harm upon himself and others.

SPELLS:

Level 0 - Infinite
Create Water, Detect Magic, Ghost Sound, Guidance, Mage Hand, Stabilize
Level 1 - 4/day
Cure Light Wounds, Divine Favor, Protection from Evil

Stat Block:

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DEFENSE
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AC 16, Touch 12, Flat-footed 14 (+2 Dex, +4 Armor)
HP 10 (1d8 +1(CON) +1(Favored))
Fort +1, Ref +2, Will +4
Resist acid 5, cold 5, electricity 5

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OFFENSE
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Speed 30 ft.
Melee:
Quarterstaff (2H) +3 (1d6+4)

Special Abilities:
War Sight (Su)

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STATISTICS
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Str 16, Dex 14, Con 13, Int 10, Wis 14, Cha 16
Base Atk +0; CMB +3; CMD 15

Feats
Level 1 - Improved Initiative

Skills [Total Ranks: 4 = 4 + 0 (favored)]
Format: Total Modifier - Skill Name - Ability - Ability Mod|Ranks|Class|Other Mods

+9 Diplomacy* - CHA - 3|1|3|2 (racial trait)
+6 Heal* - WIS - 2|1|3|0
+4 Knowledge (Planes)* - INT - 0|1|3|0
+4 Perception* - WIS - 2|0|0|2 (racial trait)
+7 Survival* - WIS - 2|1|3|1 (trait)

Languages Common, Celestial

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SPECIAL ABILITIES
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RACIAL TRAITS
+2 Wisdom, +2 Charisma: Aasimars are insightful, confident, and personable.
Native Outsider: Aasimars are outsiders with the native subtype.
Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Aasimars have a base speed of 30 feet.
Halo: Some aasimars possess the ability to manifest halos. An aasimar with this racial trait can create light centered on her head at will as a spell-like ability. When using her halo, she gains a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled. This racial trait replaces the darkvision racial trait.
Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks.
Incorruptible: Occasionally, aasimars arise with the ability to further ward away evil. Aasimars with this racial trait can cast corruption resistance against evil once per day as a spell-like ability. If an aasimar uses this ability on herself, the duration increases to 1 hour per level. This racial trait replaces the spell-like ability racial trait.
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

CLASS FEATURES
Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies.
Orisons: Oracles learn a number of orisons, or 0-level spells, as noted under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Spells: An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle's spell is 10 + the spell's level + the oracle's Charisma modifier.
Unlike a cleric, an oracle need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components.
Mystery: Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed.
At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells known per level. They cannot be exchanged for different spells at higher levels.
Oracle's Curse (Ex): A dual-cursed oracle must choose two curses at 1st level. One of these curses (oracle's choice) never changes its abilities as the oracle gains levels; for example, an oracle with clouded vision never gains darkvision 60 feet, blindsense, or blindsight. The other curse comes with its normal benefits.
Revelation: At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery. If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action.

ORACLE CURSES
Clouded Vision (Primary): Your eyes are obscured, making it difficult for you to see. You cannot see anything beyond 30 feet, but you can see as if you had darkvision. At 5th level, this distance increases to 60 feet. At 10th level, you gain blindsense out to a range of 30 feet. At 15th level, you gain blindsight out to a range of 15 feet.
Haunted (non-improving): Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known.

BATTLE MYSTERY REVELATIONS
War Sight (Su): Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results.

TRAITS
Orphaned: You grew up separated from your birth parents, and had to learn to watch out for yourself. You gain a +1 trait bonus on Survival checks, and Survival is always a class skill for you.
Magical Knack (Oracle): You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Your caster level in Oracle gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.

10-minute BACKGROUND:

Background & Concept Elements
1. Dred was born with already clouded eyes in Sandpoint. His mother died as she was holding Dred soon after delivery. He was raised as an orphan by Brother Abstalar Zantus, not knowing his true origins.
2. Despite being as careful as he can be, Dred is viewed to be clumsy due to the numerous accidents happening around him. Dred learned from a passing aasimar oracle named Alistair, one who rescued him from a goblin raid in the town square, that he was actually being haunted by spirits. Brother Zantus could only confirm this to be a possibility.
3. When he was considered old enough to get by on his own, Dred sought out Alistair who had traveled to Magnimar by then. He asked him to take him along and teach him to draw out his divine potential from being an aasimar. Dred spent the next couple of years supporting Alistair's group then during their travels.
4. During one adventure to cleanse a temple being corrupted by demons at the edge of the Iron Peaks, a large one they couldn't identify suddenly appeared and killed two of their members in a single sweep of its dark blade. Dred tripped over a stone that lodged itself in a crack on the floor and fell onto Alistair during their retreat. They both fell off the edge of the cliff and into the rapid flowing river below. Alistair has been in a coma ever since.
5. Dred continues to travel on his own, carrying on Alistair's wish to rid the world of evil.

Goals
1. Destroy the demon that killed off majority of Dred's group in the corrupted temple up on the Iron Peaks. He'd be looking for clues soon, but Dred knows he is not yet strong enough.
2. Find a way to revive Alistair. This could be through the use of an item or discover the power himself.

Secrets
1. Dred courted one of his companions in secret, an elven ranger named Ashyla. He had been planning to propose to her for them to leave the group and settle down after their trip to the temple, but he couldn't find her after getting an unconscious Alistair to safety. Dred is not sure if she's still alive.
2. The haunting spirit around Dred is actually his mother's. She had been watching over him and was the one which placed the stone in the crack during Dred & Alistair's retreat, saving him.

Relationships
1. Alistair
2. Ashyla
3. The unknown demon. True name is Zak al'Dhur

Memories, Mannerisms, and Quirks
1. Dred would recall how the demon appeared before them every time he sees someone using a teleport spell or anything similar. This would cause him to shut his eyes close due to it's vividness.
2. His first love was for Shalelu, an elven warrior back in Sandpoint. This is what set his 'preferences' for the fairer sex and drove his wandering spirit until he final left his hometown.
3. Dred always carries around with him the blade of Alistair's scythe that broke off during their encouter with the demon in the temple. This serves as a constant reminder for his desire to find a way to revive him, despite not using it since he's not yet proficient with it. It's very conspicuous as it pokes out prominently from his backpack and is where he received his nickname as a solo adventurer.

I'll add this to my inventory as 'masterwork scythe blade', but I'll request for it to be formally crafted as a masterwork weapon if we get to level 2 where I'll be taking a level as a fighter. Paying full cost of course (unless you let me in on a discount...). ;)