Artemis Entreri

Eron Sinderwash's page

4 posts. Alias of MoFiddy.


About Eron Sinderwash

Eron Sinderwash

Male Gnome Oracle (Morninglord) 8
NG Medium Humanoid
3'1", 36 lbs.
Init. +0; Perception +6
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Defense
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AC 19 (+6 Armor +1 Shield +1 Size), touch 11, flat footed 19
HP: 70 (8 1st level +7*6 Levels +16 Con +4 Favored Class) Current HP: 70
Fort: +9, Ref: +5, Will: +9
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Offense
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Speed 30'
Melee Scimitar +8/+3 1d4 + 1 (18-20/x2) - normal attack
Spells Known:
0-level: Spark, Read Magic, Detect Magic, Detect Poison, Mending, Stabilize, Light, Create Water
1-level (8/day): Burning Hands (Mystery spell, DC 19 W), Cure Light Wounds, Bless, Command (DC 17 W), Endure Elements, Shield of Faith, Remove Fear
2-level (8/day): Resist Energy (Mystery spell), Cure Moderate Wounds, Lesser Restoration, Sound Burst (DC 20 F), Hold Person (DC 18 W)
3-level (6/day): Fireball (Mystery spell, DC 21 R), Cure Serious Wounds, Searing Light, Prayer
4-level (4/day): Wall of Fire (Mystery spell), Cure Critical Wounds, Blessing of Fervor
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Oracle Curse, Mystery, and Revelations
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Curse - Lame: One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th level, you are immune to the fatigued condition (but not exhaustion). At 10th level, your speed is never reduced by armor. At 15th level, you are immune to the exhausted condition.
Mystery - Flame
Revelation - Cinder Dance (Ex): Your base speed increases by 10 feet. At 5th level, you receive Nimble Moves as a bonus feat. At 10th level, you receive Acrobatic Steps as a bonus feat. You do not need to meet the prerequisites to receive these feats.
Revelation - Burning Magic (Su): Whenever a creature fails a saving throw and takes fire damage from one of your spells, it catches on fire. This fire deals 1 point of fire damage per spell level at the beginning of the burning creature’s turn. The fire lasts for 1d4 rounds, but it can be extinguished as a move action if the creature succeeds at a Ref lex save (using the spell’s DC). Dousing the creature with water as a standard action grants a +2 bonus on this save, while immersing the creature in water automatically extinguishes the fire. Spells that do not grant a save do not cause a creature to catch on fire.
Revelation - Wings of Fire (Su): (9 min./day) As a swift action, you can manifest a pair of fiery wings that grant you a fy speed of 60 feet with average maneuverability. You can use these wings for 1 minute per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1 minute increments. You must be at least 7th level before selecting this revelation.
Revelation - Heat Aura (Su): (2/day) As a swift action, you can cause waves of heat to radiate from your body. This heat deals 5d4 points of fire damage to all creatures within 10 feet. A Reflex save halves the damage. In addition, your form wavers and blurs, granting you 20% concealment until your next turn. You can use this ability once per day, plus one additional time per day at 5th level and every five levels thereafter.
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Gnome Racial Abilities
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Low-Light Vision
Defensive Training: +4 Dodge bonus to AC vs. Giants
Hatred: +1 bonus on attacks vs. Reptilians and Goblinoids
Keen Senses: +2 Racial bonus on Perception checks
Obsessive: +1 Racial bonus on 1 Craft or Profession skill
Pyromaniac: Gnomes with this racial trait are treated as one level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using the bloodline powers of the fire elemental bloodline or the revelations of the oracle’s flame mystery, and when determining the damage of alchemist bombs that deal fire damage (this ability does not give gnomes early access to level-based powers, only affecting the powers they could use without this ability). Gnomes with Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these effects is equal to the gnome’s level; the DCs are Charisma-based. This racial trait replaces the gnome magic and illusion resistance racial traits.
Alternate Favored Class Option: Treat the gnome’s level as +1/2 higher for the purpose of determining the effects of the oracle’s curse ability. (Taken at even levels, so level is treated at 10 in terms of the curse ability.)
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Statistics
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STR 12 (14 -2 racial), DEX 10, CON 15 (13 +2 racial, INT 12, WIS 10, CHA 22 (16 +2 racial +2 level +2 headband)
BAB: +6; CMB +6, CMD 16
Languages: Common, Gnome, Sylvan, Ignan
Wealth: 0.0 gp

Feats:

Spell Focus (Evocation) (1)
Greater Spell Focus (Evocation) (3)
Great Fortitude (5)
Extra Revelation (Heat Aura) (7)

Skills:

Acrobatics -3
Appraise +1
Bluff +6
Climb -2
Diplomacy +13
Disguise +6
Escape Artist -3
Fly +7
Heal +7
Intimidate +6
Perception +6
Ride -3
Sense Motive +0
Stealth +1
Survival +0
Swim -2
Knowledge (arcana) +5
Knowledge (history) +5
Knowledge (local) +3
Knowledge (nature) +2
Knowledge (planes) +8
Knowledge (religion) +8
Spellcraft +8

Gear:

+2 Breastplate (4350 gp)
Buckler
Scimitar

Cloak of Resistance +3 (9000 gp)
Wand of CLW (750 gp) 50 charges left
Handy Haversack (2000 gp)
Efficient Quiver (1800 gp)

Backpack (2 gp)
Bedroll (0.1 gp)
Flint & steel (1 gp)
Rations (5 days) (2.5 gp)
50' hemp rope (1 gp)
Belt pouch (1 gp)
4 Spell component pouches (20 gp)
Waterskin (1 gp)
Flask of holy water (25 gp)
Healer's kit (50 gp)
Silver holy symbol (25 gp)
Explorer's outfit (10 gp)

Background:

Eron is a gnome Oracle from Darkon. The gnome village where he grew up is in southern Darkon not far from the coast.

He was seen as a parculiar gnome even among his people. His parents were loyal worshipers of Morninglord. Eron found comfort in his worship of him, but was always fascinated by her association with the Sun. He loved dreaming of using the power of the Sun's heat to destroy the evil that inhabited the ends of the earth.

His obsession with fire became more and more pronounced. Even his detractors though could not help but admit his great prowess with all things related to magical fire. His control of it seemed effortless.

The control that he possessed gave him overconfidence. It surged out of control one evening and the result was a fire that raged out of control through his village. Nobody was killed, but many homes were destroyed. It healed eventually, but he was left feeling very guilty and with a scar and limp. Those served as reminders of the destruction that he had caused and the lives that were almost lost.

He left his village in shame. Wandering for a year or so he finally boarded a ship...hoping it could take him to a happier place.