Quinn

Egrias the blind's page

6 posts. Alias of mittean.


About Egrias the blind

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==ASHES OF KHYBER==
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34 year-old male Thranish Changling (posing as a Human) from Flamekeep, Thrane, Oracle "χρησμοί" Khrēsmoi (Seer "μάντεις" Manteis) 1
LN Medium humanoid (changeling (shapechanger))

xp 0/3,000 Tier 1
Destiny Points 1 Hero Points 5
Init +2; 38 (40 Size, -2 Dex); Senses Low-light vision 30 ft., can't see beyond 30 ft., Perception +1
Favored class Oracle - Add +½ to the oracle’s level for the purpose of determining the effects of the oracle’s curse ability.
Wrath

"I do not want to just let them be hurt and do nothing. But I'm not the man for the job."
"I'm always loyal to the Brelish people. I'm loyal to the King when he deserves it."
"I don't want to talk about my home."

Goal (what) I want to punish those who brought on the Last War.
Motivation (why) I have no home.
Seed (originating thought) I want to go home. But my home doesn't exist anymore.
Embodiment Innocent victim-Restless wanderer

Although the gods work through many agents, perhaps none is more mysterious than the oracle. These divine vessels are granted power without their choice, selected by providence to wield powers that even they do not fully understand. Unlike a cleric, who draws her magic through devotion to a deity, oracles garner strength and power from many sources, namely those patron deities who support their ideals. Instead of worshiping a single source, oracles tend to venerate all of the gods that share their beliefs. While some see the powers of the oracle as a gift, others view them as a curse, changing the lives of the chosen in unforeseen ways.
While all oracles possess some ability at divination, the seer is a true prophet, able to see things as they really are, or will be.

Egrias's portrait, Egrias's full body

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==DEFENSE==
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Defense +2, touch +2, flat-footed +0 (+2 Dex)
Hit Points 22/22 (1d8) Vigor 22/22 Wound Points 26/26 (Threshold 13)
DR 0/- damage 0 non-lethal damage 0
Clobbered 13 Massive damage 26 Stabilize 26%
Staggered from 0 to -1, dying from -2 to -26
MaxDex 0 ACP 0 ASF 0%

F/R/W 1/2/2; +2 racial bonus vs sleep and charm effects.
Defensive abilities
Weaknesses

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==OFFENSE==
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Speed 30 ft. (6 squares) (8 counts)
Melee
Ranged
Space 5 ft. Reach 5 ft.
Special attacks
Oracle (seer) spells (CL 1st; concentration +5)
1st level (4/day)
Cure Light Wounds (ಲಘು ಗಾಯಗಳನ್ನು ಗುಣಪಡಿಸಿ) - 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).
Kreighton's Perusal (મેજનું અવલોકન) - You gain a brief but incomplete understanding of one book’s contents, equivalent to having skimmed its pages for 1 hour.
Read Weather (હવામાન વાંચો) - This spell allows you to forecast the weather at your location for the next 48 hours, providing you with advance warning of storms, tornadoes, and so on.
Ventriliquism - You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else.
Orisons (at will)
Ghost sound (የመንፈስ ድምጽ) (DC 14)
Guidance
Mage Hand
Resistance
Scrivener's Chant
Stabilize
Mystery Dragon

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==ABILITIES==
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Str 8 (-1), Dex 14 (+2), Con 13 (+1), Int 11 (+0), Wis 10 (+0), Cha 16 (+3)
Bab +0, CMB +2, CMD 11

Feats
Agile Maneuvers - You’ve learned to use your quickness in place of brute force when performing combat maneuvers.
Oracular Intuition - You are highly sensitive to magic and changes in a person’s demeanor.
Traits
Flaws
Drawbacks
-2 Too Many Secrets
Skills
Appraise +1 (+1 SP)
Bluff +5 (+3 Cha, +2 Racial, -2 Too Many Secrets)
Heal +4 (+1 SP, +3 Trained)
Intimidate +5 (+3 Cha, +2 Racial)
Knowledge (history) +4 (+1 SP, +3 Trained)
Knowledge (planes) +4 (+1 SP, +3 Trained)
Knowledge (religion) +4 (+1 SP, +3 Trained)
Perception +1 (+1 SP)
Sense Motive +2 (+0 Wis, +2 Racial)

Languages
• Common
• Dwarven

Other Gear
130 gp

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==SPECIAL ABILITIES==
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Agile Maneuvers - Use DEX instead of STR for CMB
Finesse Weapon Attack Attribute - Finesse weapons use Dexterity on attack rolls.
Haunted (Oracle's curse - Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Hero Points - Hero Points can be spent at any time to grant Advantage or Disadvantage.
Intuition +2 - Racial bonus on Bluff, Intimidate, and Sense Motive checks.
Minor Change Shape (Su) - Changelings have the supernatural ability to alter their appearance as though using a disguise self or alter self spell that affects their bodies but not their possessions. This ability is not an illusory effect, but a minor physical alteration of a changeling's facial features, skin color and texture, and size within the limits described by the spell. There is no duration (lasts until changed again). +10 circumstance bonus to Disguise. Does not affect clothing or gear. Use as a Full-Round Action.
Natural Divination (Revelation) (1/day) (Su) - You can gain a bonus to a save check, skill check, or initiative roll which must be used within 24h.
Shape Change (Medium) - If the form you take is that of a Medium humanoid, you gain a +2 size bonus to your Strength.
Shape Change (Small) - If the form you take is that of a Small humanoid, you gain a +2 size bonus to your Dexterity.

Egrias:
==RUNELORDS OF KHYBER==
NG medium humanoid (Changeling (shapechanger))

"I can't just let them be hurt and do nothing. But I'm not the man for the job."
"I'm always loyal to the Brelish people. I'm loyal to the King when he deserves it."

Egrias's portrait, Egrias's full body

Favored class Oracle - Add +½ to the oracle’s level for the purpose of determining the effects of the oracle’s curse ability.

==DEFENSE==

hp 31/31 (31) Vigor 31/31 wp 21/21
Clobbered 10 Massive damage 21 Stabilize 21%
Staggered from 0 to -1; dying from -2 to -21
FRW 1/2/7
Defensive abilities
Slippery - A changeling gains a +2 bonus on saves against sleep and charm effects.

==OFFENSE==
Melee
• Spear -1 (1d8-1, 20/x3) P, brace INIT 50
• Dagger -1 (1d4-1, 19/x2) PS INIT 44
Ranged
• Spear +2 (1d8-1, 20/x3) P 20 ft. INIT 50
• Dagger +2 (1d4-1, 19/x2) PS 10 ft. INIT 44
Space 5 ft. Reach 5 ft.
-Special attacks-
χρησμοί Khrēsmoi CL 1st; Concentration +6
≡Orizons≡ DC 15
Light
Detect magic
Guidance
Read magic
≡1st level≡ DC 16
Know the enemy - +10 knowledge check on a monster.
Comprehend languages - You can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it. Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text. Comprehend Languages can be made permanent with a permanency spell.
Cure light wounds - 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 the 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.

==STATISTICS & ABILITIES==
Str 8 (-1) Dex 14 (+2) Con 13 (+1) Int 12 (+1) Wis 10 (+0) Cha 20 (+5)
Bab +0 CMB -1 CMD 11

Skills
• Appraise +1 (+1 INT)
• Bluff +13 (+1 SP, +3 trained, +5 CHA, +2 Framed - Family Honor, +1 Without a past (Linguistics), +2 Deceptive) +15 when forging
• Diplomacy +0 (+0 WIS)
• Heal +0 (+0 WIS)
• Intimidate +7 (+5 CHA, +2 Deceptive)
• Knowledge (history) +9 (+1 SP, +3 trained, +5 CHA)
Knowledge (local) +5 (+5 CHA)
• Knowledge (religion) +9 (+1 SP, +3 trained, +5 CHA)
• Linguistics +9 (+1 SP, +3 trained, +1 INT, +4 Gifted Linguist, +1 Without a past (Linguistics)) +10 when forging
Perception +3 (+5 WIS, -2 Beady eyes)
• Profession (fortune-teller) +1 (+1 SP, +0 WIS)
• Profession (professor) +1 (+1 SP, +0 WIS)
• Sense motive +4 (+0 WIS, +2 Oracular intuition, +2 Deceptive)
• Spellcraft +2 (+1 SP, +3 trained, +1 INT, +2 Oracular intuition)
• Stealth +2 (+2 DEX) -2 to Stealth checks to remain unnoticed in a crowd

Feats
Simple weapons - You make attack rolls with simple weapons without penalty.
Light and Medium armor Proficiency - When you wear light or medium armor, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Shield Proficiency - When you use a shield (except a tower shield), the shield’s armor check penalty only applies to Strength– and Dexterity-based skills.
Spell Focus (Divination) - Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Oracular intuition - You get a +2 bonus on Sense Motive checks and Spellcraft checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Diviner's delving - You gain a +2 bonus on caster level checks with divinations to overcome spell resistance or effects that impede divination (for example, non-detection). When using a divination spell that requires concentration, you gain information from the spell in 1 round sooner than normal (so you gain information from the first 2 rounds with 1 round of concentration, and information from the third round in the second round of concentration).
• Counter: Refill wands - You can refill a wand of any 4th-level or lower spell that you know. Refilling a wand takes 1d4 days per 1,000 gp cost of the wand, no less than an hour each day, and costs 100 gp/day. You refill the wand 2d6+CL charges.
• Counter: Push - You do not provoke an attack of opportunity when performing a bull rush combat maneuver.
• Counter: Scribe scroll - You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if the base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.

Traits
Without a past (Linguistics) - You earn +1 trait bonus to Bluff and Linguistics when used to forge documents, and choose one as a class skill.
Fast-talker - You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.
Framed - Family Honor (Bluff) - The person framed was a family member, perhaps a father or brother. You managed to trick the fisherman into revealing the truth with your skilled tongue and thus gain a +2 bonus on Bluff checks.
Irrepressible - You can use your Charisma modifier in place of your Wisdom modifier when attempting Will saving throws against charm and compulsion effects.

Flaws
Beady eyes - Your Darkvision ability is replaced by low-light vision, and you take a -2 on Perception checks.
Slow healing - You do not normally recover hit points or temporary ability damage through natural healing. If you undergo complete bed rest for a full day, you may either recover 1 hit point or 1 ability point of damage. Any conjuration (healing) spell cast upon you works at only half its caster level.

Drawbacks
Mournland Scars - You have a scar that has somehow mutated or is vividly discolored. You are at a -2 to Stealth checks to remain unnoticed in a crowd. Attempts to find you, magically or otherwise, are at a +2 circumstance bonus. This bonus does not apply to Perception rolls if you are not in the line of sight.
Nervous - Whenever you take 10 on an ability check or skill check that imparts any penalty for failure (aside from wasted time), you treat your check as if you had rolled an 8 instead of a 10, even if you are able to take your time.

Special abilities
Natural Divination - You can read the entrails of a freshly killed animal or humanoid to gain an insight bonus equal to your Charisma modifier on one saving throw. Alternatively, by observing and interpreting the flights of birds, you may apply a +10 competence bonus on any one skill check. Finally, by charting marks in dirt or stone, or observing the behavior of sand when thrown into the wind, you gain a +4 insight bonus on one initiative check. These bonuses must be used during the next 24 hours and you must declare you are using the bonus before the check or save is made. Making natural divination takes 10 minutes. You may use natural divination (in any combination) once per day plus one additional time per day for every four oracle levels you have attained.
Lore Keeper - Instead of encyclopedic knowledge, you learn most of your information through tales, songs, and poems. You may use your Charisma modifier instead of your Intelligence modifier on all Knowledge checks.

Special qualities
• Oracle's curse - Clouded vision You cannot see anything beyond 30 feet, but you can see as if you had darkvision. At the 4th level, this distance increases to 60 feet.
• Mystery - Lore

Racial abilities
Gifted Linguist - Changelings gain a +4 racial bonus on Linguistics checks, and they learn one additional language every time they put a rank in the Linguistics skill.
Change Shape (Su) - A changeling can assume the appearance of a Small or Medium humanoid as the alter self spell, save that it does not adjust its ability scores.
Deceptive - A changeling gains a +2 bonus to Bluff, Intimidate and Sense Motive checks.

Sin
• Wrath - True strike - You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.

I think I know a guy...
Beauregard Jorasco, Halfling Rogue 3, Sorcerer 1
Korliss Ironscale, lizardfolk Druid 1
Kravos Vortensis, Kalashtar Psychic warrior (Pathwalker) 1
• Karg; ogre; expert 2; N; Sharn City of Towers p. 120
Watches-Shadows-Behind-You, Male Halfling shaman 1
Angeus, Female Rogue 4 / Sorcerer (Fey) 4
Eowithe Mournegrym, Female Inquisitor(Sin-Eater) of Desna 2
Lolly, male Eldeen Reaches Barbarian 5, Cleric of the Traveller 1

Languages
• Brelish
• Dwarven (1)
• Aundairan (2)

Age 33
Height 5'7" Weight 146 lbs.
Hair Black, tightly cropped Eyes Deep brown Skin Dusky brown
Occupation Maintenance at the Sandpoint chapel (former professor)
Secret Was involved in the perfect operation, that made headlines, but he is secret.
Homeland Thaliost, Thrane

Witch Dreamweaver Synergist Sees prophecies of the future. Riddles.
Inspiration Sam Winchester
Berserk button Watching the rich ignore the poor because they're invisible. When rulers rule with no care for the effects on the vulnerable.
Belief The Traveller "Beware the gifts of the Traveler"
Goal To see.
Debt To pay off a gambling debt owed by a loved one
Regret Was part of magical experiments.
Secret He believes he can be cured someday. He selfishly helps those in need to "be worthy" of some intervention and is angry at those who persecute, mostly because he directs his own hurts against them.
Tropes

==GEAR==
Gear 7 lbs. total weight
• Clothes (worn, 5 lbs.)
• Backpack, masterwork (Carried, [0/60], 2 lbs.) as if STR is a 9
Combat gear
• Spear (Carried, 6 lbs.)
• Dagger (Carried, 1 lb.)
Carrying capacity 26/53/80 (30/60/90)
Encumbrance 13

Dragons (PP)
Sovereigns (GP) 10
Shillings (SP)
Coppers (CP)

Description:
Egrias looks older than 33 years. He is bald, with tired brown eyes that have lost their cinnamon sparkle.
His body is not strong, and he stands with stooped shoulders and an exhausted posture. He has a white slash across his face where his eyes are.

Personality:
Egrias Dantayne is an emotional man. He has a bit of a temper and has never learned to fully deal with his emotions. He is tired, depressed, and frustrated. Oddly enough, he is able to look straight to the core of others, and to their struggles in life, and know exactly what to say.
One can't be a muse for oneself. Egrias's thoughts on that? Screw the muse, what would she want to do with an old blind junior professor? He is a professor of history, who teaches the Brelish people, about the "fallacy" of logic in following a religion, specifically the Silver Flame, and in the economic effect of the trade agreements of the Five Nations, and how they separated from Galifar.

He grew up in Thrane, and hated the religious folks there, who he always felt were abusing the gullible nature of people to manipulate and control them with their "prophecies" and "visions". The fact that he now has visions and prophecies disgusts him because he fears he could become that abuser that tormented him growing up.

“Why is all this happening to me?”

—Lira Raevan, human bard

Bad things happen to you all the time, but through a combination of amazing luck, phenomenal resourcefulness, and maybe a dash of a greater destiny, you always seem to come through.

Adventuring: Most people adventure because they choose to, for one reason or another. Not you. If you had a choice in the matter, you’d be back home living a quiet life where nothing extraordinary ever happens. But ever since the day when the Emerald Claw agents burst into your home looking for you, or you woke up and found yourself in a strange forest with a dragon saying you were part of the Prophecy, or you manifested psionic or magical powers you never knew you had—ever since then, this lightning-rail ride of life has been moving so quickly that you don’t know how to jump off and get things back to normal. Maybe there is something special about you. You could have unusual powers, play a key role in a prophecy (draconic or otherwise), or maybe a shard of an ancient artifact is embedded in your flesh. For whatever reason, other people are far more interested in your life than you yourself used to be. You’ve managed to keep one step ahead of them so far—or maybe you haven’t, and “they” are your adventuring companions.

Personality: You are somewhat bewildered about all the events that have brought you to this point in your life. You don’t understand why people are so interested in you, and you often wish they’d just leave you alone. You’d rather not go through all these harrowing adventures, but some greater force in the world seems to have decreed that adventuring is your lot in life, so you’ve had to figure out how to make the best of it. Take care not to degenerate into constant whining and complaining, or your companions will quickly tire of both it and you. You’ve been thrust into the spotlight against your will; if you speak softly and try to deflect that attention, maybe things will quiet down soon. Also, don’t assume that every adventure should be about you and the people who are after you. Don’t ever believe that you are as important as people seem to think you are.

Behavior: Cling to the illusion of being an ordinary person yanked unwillingly into a life of adventure for as long as possible. Practice your crafting, profession, or performing skills as if you intend to make a living with them someday. Rely on your adventuring companions for some degree of protection, while looking for ways to contribute materially to any situation without intentionally meaning to.

Language: You are soft-spoken and unassuming. Downplay your own importance and any successes you accomplish. If you kill a Grick with your sword—well, that
sure was lucky, wasn’t it? And those agents of the Chamber, they couldn’t possibly be looking for you.

Variants: You might suffer from amnesia, and your adventuring career is an attempt to recover the knowledge and abilities you have lost. If others are interested in you, it’s because of who you were before losing your memory—in which case your enemies might hold the secret to uncovering your own past.

Background:
He was struck nearly blind on the Day of Mourning, as he was in Cyre at the time, and survived. No one knows this. He hates the world and whatever cruel God did this to him; the fact that they seem to have chosen him to be some sort of "vessel" disgusts him. He'd like to meet whoever tried to make him carry the water of life for the world in this dented and "holy" cup he calls a body, and punch them right in the nose.

Writing:

Is his curse new? How long? Did he just find a clue that it can change? Is the entity controlling him the spirit of Cyre? Genus loci. He and Korihor and Ceilidh all had their powers manifest on the Day of Mourning.

Next level:

Witch Dreamweaver Synergist

Man vs God