![]()
About Erethyn DreyerDescription: Spoiler:
Erethyn is thoughtful and observant about his surroundings. He speaks with a calm and easy going manner, as he would always prefer to talk out problems rather than fight. He enjoys the small things in life and takes pride when he can help people along their way. He loves life and often tries to do whatever he can to aid people into coming back to health. Erethyn is lithe and graceful like most elves. His almond shaped eyes are dark, while his hair is a light gold color which he keeps short. He is proud of his heritage and not unused to the hardships of the world but despite that his appearance is youthful even by Elven standards. Background: Spoiler:
His mother nearly died while giving birth and his father prayed for a miracle that day day. His prayers were answered when a young Paladin of Heironeous heard of their troubles and aided the couple. He called upon his restorative magics and managed to keep her alive. Erethyn was born with the help of these powers and he was clearly blessed by these actions. Both Erethyn's father and mother were thankful of the Paladins presence and struck up a fast friendship with him. The name of the Paladin was one Lorton Birch. Sensing that Erethyn was no ordinary boy, Lorton made time every few months to see how the young Elf was doing. Erethyn grew up learning of the Knights teachings and a wanderlust took hold of him from an early age. His abilities developed early on and though there was no formal voice that spoke to him, he felt as though he needed to help the people of this world with his gifts. His parents, though worried at his young age, were encouraged by Lorton to let him help prepare Erethyn for the future. He spent a good many years training the young Elf, until he was deemed ready to travel the world. Erethyn was 40 by the time he was deemed ready by the aging knight and had prepared himself mentally for the journey ahead. He left his home some time ago and has spent well over the past decade traveling the world as a healer. Defense Spoiler:
===== Defense ===== AC= 17 (10 base, +4 armor, +1 shield, +2 dex,) Touch ac= 12 Flat Footed ac= 15 CMD= 15(10 base, BaB +2, Str +1, Dex +2) HP 24/24
Offense Spoiler:
Spd 30 ft. Initiative: +2 Total =2Dex Melee: +3=(2Bab+1str) Ranged: +4=(2Bab+2Dex) -----Melee----- Mw. Longsword +4attack 1d8+1 19/20x2 -----Ranged-----
Statistics Spoiler:
Str 13, Dex 14, Con 12, Int 14, Wis 14, Cha 17, Base Atk +2; CMB +3. Traits Spoiler:
Sacred Conduit: Your birth was particularly painful and difficult for your mother, who needed potent divine magic to ensure that you survived (your mother may or may not have). In any event, that magic infused you from an early age, and you now channel divine energy with greater ease than most. Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy. Feats Spoiler:
Simple weapons proficiency-(Oracle) Light armor proficiency-(Oracle) Medium armor proficiency-(Oracle) Shield proficiency-(Oracle) Extra Channeling(1st) You may Channel Energy 2 more times a day. Selective Channeling(3rd) When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy. Skills Spoiler:
Skill points: Class+Int Ranks+Ability Mod+Class+Feat(s)+racial+Trait Diplomacy:1+3+3=+7 Handle Animal: 1+3+3= +7 Heal:2+2+3=+7 Knowledge (Arcana): 1+2=+3 Knowledge (Geography): 1+2=+3 Knowledge (History):1+2+3=+6 Knowledge (Local): 1+2=+3 Knowledge (Nature):1+2+3=+6 Knowledge (Planes):1+2+3=+6 Knowledge (Religion):2+2+3=+7 Linguistics: 2+2=+4 Perception: 1+2+2=+5 Sense Motive:1+2+3=+6 Spellcraft:3+2+3=+8 Survival:1+2+3=+6 Racial Abilities Spoiler:
* Low light vision: Elves can see twice as far as Humans can in conditions of dim light. *Lightbringer: Many elves revere the sun, moon, and stars, but some are literally infused with the radiant power of the heavens. Elves with this racial trait are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spell or effect they cast (including spell-like and supernatural abilities). Elves with Intelligence scores of 10 or higher may use light at will as a spell-like ability. *Keen Senses: +2 racial bonus on Perception checks. *Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon. Class Abilities Spoiler:
Favored Class- Oracle: Add +1/2 to the oracle's level for the purpose of determining the effects of one revelation. 3 Levels= +1.5 level(s) to Channel Revelation. Oracle Mystery-Life: Class Skills: An oracle with the life mystery adds Handle Animal, Knowledge (nature), and Survival to her list of class skills. Bonus Spells: detect undead (2nd)+ Cure Light Wounds, Oracle's Curse (Ex):Tongues: In times of stress or unease, you speak in tongues. Pick one of the following languages: (Celestial) Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spell-casting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language. Orisons: Oracles learn a number of orisons, or 0-level spells, as noted on Table 2–6 under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again. 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. 1.) Channel (Su): You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier. 6/day, Dc.16, 2d6 Healing. 3.)Energy Body (Su): As a standard action, you can transform your body into pure life energy, resembling a golden-white fire elemental. In this form, you gain the elemental subtype and give off a warm, welcoming light that increases the light level within 10 feet by one step, up to normal light. Any undead creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of positive energy damage + 1 point per oracle level. Creatures wielding melee weapons with reach are not subject to this damage if they attack you. If you grapple or attack an undead creature using unarmed strikes or natural weapons, you may deal this damage in place of the normal damage for the attack. Once per round, if you pass through a living allied creature's square or the ally passes through your square, it heals 1d6 hit points + 1 per oracle level. You may use this ability to heal yourself as a move action. You choose whether or not to heal a creature when it passes through your space. You may return to your normal form as a free action. You may remain in energy body form for a number of rounds per day equal to your oracle level. 3/3 Spells:
Spells per Day: 1st-Remaining 1/6, DC. 13 + Spell Level. *Light spells cast at +1 caster Level Spell Like abilities: *Light (at will) Cl.3 0th Level: Spells Known-5
1st Level: Spells Known-2+2
Magic Equipment:
Wand of Cure Light Wounds, C.L. 1st, x30 charges Scroll of Magic Weapon, C.L. 1st, x3, [b]Equipment Spoiler:
Mw. Longsword Mw. Composite +1 str. Longbow x25 arrows Mw. Chain Shirt Mw. Buckler Back pack Bedroll Waterskin Travelers outfit DTR. x6 Healers kit x10 uses Belt pouch Holy Symbol of Heironeous Soap x2 Sewing needle Cp.4 Sp.7 GP.65-10 |