| Full Name |
Esirelle Peck |
| Race |
HP 210 | AC 35 | F+25, R+25, W+29 | Per +24 | |
| Classes/Levels |
Halfling stage manager oracle 17 |
| Gender |
F |
| Size |
S |
| Languages |
Ancient Osiriani, Common, Halfling, Diabolic, Osiriani |
| Strength |
-1 |
| Dexterity |
5 |
| Constitution |
4 |
| Intelligence |
2 |
| Wisdom |
4 |
| Charisma |
6 |
About Esirelle Peck
[ spoiler=Quick stats]
HP 210/210
AC 35
Fort +25, Ref +25, Will (mysterious resolve) +27
Halfling Luck: Skill/saving throw []; attack/Perception []
Hero points: 1
Focus Points: 3/3
Spells (DC 36): 1st [][][][]; 2nd [][][][]; 3rd [][][][]; 4th [][][][]; 5th [][][][]; 6th [][][][]; 7th [][][][]; 8th [][][][]; 9th [][][] GP []
Effects: Cursebound xx (-xx speed)
[/spoiler]
[dice=Divine lance]1d20+28[/dice]
[dice=Spirit damage]10d4[/dice]
Esirelle Peck
Birthplace: Kintargo
Gender & Pronouns: Female, she/her
Ancestry: Halfling (gutsy)
Background: Amateur director
Class oracle (ancestors); Level: 17
Small, Halfling, Humanoid,
Deity: xxx
Languages: Ancient Osiriani, Common, Halfling, Diabolic, Osiriani
Persona: Leader
-1 Str -1a
+4.5 Dex 1a 1b 1f 5f 15f
+4 Con 1f 5f 10f 15f
+2 Int 1f 10f
+4 Wis 1a 5f 10f 15f
+5.5 20 Cha 1a 1b 1c 1f 5f 10f
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SENSES
Perception: [dice=Perception (expert)]1d20+25[/dice]
Special Senses: You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one.
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DEFENSES
Hit Points: 210 (+8 class, +4 Con; 6 ancestry)
AC: 35 (10 +1 armor, +3 Dex cap, +4 expert, +17 level)
Armor Padded (+1 AC, +3 cap)
Armor proficiencies expert in light armor, unarmored
SAVING THROWS
Fortitude: [dice=Fortitude (expert), +1 vs. creatures I've demoralized in last 24 hours]1d20+ 25[/dice]
Reflex: [dice=Reflex (expert), +1 vs. creatures I've demoralized in last 24 hours]1d20+ 25[/dice]
Will: [dice=Will (master), mysterious resolve, +1 vs. creatures I've demoralized in last 24 hours]1d20+ 27[/dice]
Notes: When you roll a success on a Will save, you get a critical success instead. When you roll a critical failure on a Will save, you get a failure instead. When you fail a Will save against a damaging effect, you take half damage.
____________________
OFFENSE
Speed: 25 ft.
Weapon proficiencies expert in simple weapons, unarmed
Weapon specialization You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master and 4 if you’re legendary.
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SPELLS
DC: 38 (master)
Spell Attack: +28 (master)
Spells known:
9th: overwhelming presence, wails of the damned, weapon of judgment
8th: holy host, moment of renewal, spirit song
7th: divine decree, execute, regenerate, shock to the system, time beacon (mystery spell)**
6th: blinding fury, dominate, necrotize, repulsion
5th: banishment, breath of life, invoke spirits, stagnate time**, synaptic pulse**
4th: divine wrath*, ghostly tragedy, unfettered movement, vital beacon
3rd: blindness, curse of lost time**, fireball, ring of truth, safe passage,
2nd: calm, clear mind, dispel magic*, revealing light
1st: concordant choir, command, déjà vu**, ill omen**, heal*
Cantrips: bullhorn, haunting hymn, divine lance, guidance, void warp, time sense
* Signature spell
** Gifted Power option
Focus Points: 3
Revelation Spells: temporal distortion; time skip; greater: manifold lives
Cursebound maximum: 4
Curse of the Infinite Pathways: You take a status penalty to Speed equal to 5 times your cursebound value as time slows for you. If you are cursebound 4, you are instead slowed 1.
Related Domains: decay, fate, time, vigil
Divine Access: 1st: ill omen, 5th: synaptic pulse, 9th: unfathomable song
___________________
SKILLS
Acrobatics (T, Dex)
[dice=Acrobatics (trained)]1d20+ 23 [/dice]
Sure Feet to Balance
Arcana (U, Int)
[dice=Arcana (untrained)]1d20+ 2 [/dice]
Athletics (T, Str)
[dice=Athletics (trained)]1d20+18[/dice]
Sure Feet to Climb
Crafting (M, Int)
[dice=Crafting (master)]1d20+ 25 [/dice]
Deception (U, Cha)
[dice=Deception (untrained)]1d20+ 5[/dice]
Diplomacy (E, Cha)
[dice=Diplomacy (expert)]1d20+ 28 [/dice]
Intimidation (L, Cha)
[dice=Intimidation (legendary)]1d20+ 30[/dice]
[dice=Intimidation (legendary) to Demoralize, terrified retreat]1d20+ 30[/dice]
Lore (gladiatorial) (T, Int)
[dice=Gladiatorial Lore (trained), Unmistakable Lore]1d20+ 20[/dice]
Lore (Tumen) (T, Int)
[dice= Tumen Lore (trained), Unmistakable Lore]1d20+ 20[/dice]
Lore (scribing) (T, Int)
[dice=Scribing Lore (trained), Unmistakable Lore]1d20+ 20[/dice]
Lore (theater) (E, Int)
[dice=Theater Lore (trained), Unmistakable Lore]1d20+ 23[/dice]
Medicine (U, Wis)
[dice=Medicine (untrained)]1d20+ 4[/dice]
Nature (U, Wis)
[dice=Nature (untrained)]1d20+ 4 [/dice]
Occultism (T, Int)
[dice=Occultism (trained)]1d20+ 20 [/dice]
Performance (T, Cha)
[dice=Performance (trained)]1d20+24 [/dice]
Religion (E, Wis)
[dice=Religion (expert)]1d20+ 25[/dice]
Society (E, Int)
[dice=Society (expert)]1d20+23[/dice]
Stealth (T, Dex)
[dice=Stealth (trained)]1d20+23[/dice]
Survival (U, Wis)
[dice=Survival (untrained)]1d20+4[/dice]
Thievery (E, Dex)
[dice=Thievery (expert)]1d20+25[/dice]
____________________
FEATS:
Ancestry Feats and Abilities
* 1st: Halfling Luck [free action] Frequency once per day; Trigger You fail a skill check or saving throw; Your happy-go-lucky nature makes it seem like misfortune avoids you, and to an extent, that might even be true. You can reroll the triggering check, but you must use the new result, even if it’s worse.
* 5th: Sure Feet: Whether keeping your balance or climbing, your feet easily find purchase. If you roll a success on an Acrobatics check to Balance or an Athletics check to Climb, you get a critical success instead. You’re not off-guard when you attempt to Balance or Climb.
* 9th: Guiding Luck: Your luck guides you to look the right way and aim your blows unerringly. You can use Halfling Luck twice per day: once in response to its normal trigger, and once when you fail a Perception check or attack roll instead of the normal trigger.
* 13th: Incredible Luck: Even other halflings consider you to be particularly lucky. You can use Halfling Luck once per hour, rather than once per day. If you have Guiding Luck, you can still use Halfling Luck when you fail a Perception check or attack roll only once per day (though you can use it within the same hour that you used Halfling Luck), and if you have Shared Luck, you can still use Halfling Luck on an ally instead of yourself only once per day.
* 17th: Unhampered passage: You can cast unfettered movement on yourself as a primal innate spell once per day.
Class Feats and Abilities
* 1st: Foretell Harm [free-action] (cursebound, divine, oracle) Frequency once per round; Requirements Your previous action was to Cast a non-cantrip Spell that dealt damage. Effect Your magic echoes ominously as you glimpse injury in the target’s future. At the beginning of your target’s next turn, it takes damage equal to twice the triggering spell’s rank as a seemingly random and minor misfortune finds it. The damage and type of misfortune is of a type matching the spell; for instance, if you dealt fire damage, a flame might spontaneous ignite on them or they might burn a hand on their torch. The target is then temporarily immune to Foretell Harm for 24 hours.
* 2nd: Whispers of Weakness [one-action] (cursebound, divine, oracle) Voices whisper to you how to best lay a creature low. You target one creature within 60 feet; if it has any weaknesses, you learn them, as well as which of its saving throw modifiers is lowest. You also come to understand its movements, gaining a +2 status bonus to your next attack roll (or skill check made as part of an attack action) against that foe before the end of your turn. The target is then temporarily immune for 1 day.
* 4th: Reach Spell: You can extend your spells’ ranges. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.
* 6th: Gifted Power: Your mystery grants you additional magic. You have an extra spell slot of your highest rank, which you can use only to cast one of your mystery’s granted spells, heightened to this rank.
* 8th: Advanced Revelation: Divine power reveals greater mysteries to you. You learn the advanced revelation spell associated with your mystery.
* 10th: Roll the Bones of Fate (cursebound, prediction) [one-action] Frequency once per 10 minutes; You roll a handful of bones to learn (or perhaps influence) the future course of events. Roll 1d4 and use the corresponding result below. Whenever you Roll the Bones of Fate, any effects from a previous usage immediately end.
1 Good You or an ally within 30 feet can roll twice on your next attack roll or skill check, taking the higher result. This is a fortune effect.
2 Bad One creature you are observing within 30 feet must succeed at a Will save against your spellcasting DC; on a failure, the target must roll twice on their next attack roll or skill check that takes at least one action to perform, taking the lower result. This is a misfortune effect.
3 Mixed You gain the benefits of rolling both a 1 and a 2.
4 Cursed Possibilities Your attempts to meddle in the forces of prophecy bring dire consequences for all. Every creature within 30 feet of you when you perform the augury rolls twice on their next attack roll or skill check that takes at least one action to perform; if the highest number rolled is odd, they take the lower result, and if the highest number rolled is even, they take the higher result. If they took the lower result, this effect has the misfortune trait for them, and if they took the higher result, it has the fortune trait.
* 12th: Greater Revelation: You unlock deeper revelations hidden within your mystery. You gain your mystery’s greater revelation spell.
* 14th: Mysterious Repertoire: Your mystery holds unknowable depths of magic not always associated with the divine. You can have one spell in your spell repertoire not on the divine spell list, in addition to spells you've added to your spell list from abilities like divine access. You cast that spell as a divine spell. You can swap which spell you add and from which tradition as you could any other oracle spell, but you can't use this feat to have more than one spell from another tradition in your spell repertoire at the same time. (Used to get fireball)
* 16th: Diverse Mystery (incendiary ashes)
Free Archetype Feats
* 2nd: Gladiator Dedication: You know how to turn combat into a form of entertainment. You gain the Additional Lore general feat for Gladiatorial Lore. If you were already trained in Gladiatorial Lore, you also become trained in a Lore skill of your choice. At the start of a combat encounter, if you have spectators, you gain a number of temporary HP equal to your character level for 1 minute and you can roll Performance for your initiative. If there are sapient creatures observing a combat encounter, and these onlookers are neither engaged in the combat themselves nor directly assisting any participants, the combatants have spectators. The GM is the final arbiter of whether or not a combat has spectators.
* 4th: Play to the Crowd [reaction] Trigger You reduce an enemy to 0 Hit Points during a combat encounter with spectators.
You show off for the crowd. Attempt a Performance check; the DC is determined by the GM but is typically the standard DC for your level or the DC to Make an Impression on the spectators, whichever is higher. On a success, choose one of the following benefits to gain; on a critical success, choose two benefits:
• A number of temporary Hit Points equal to your character level. These last for 1 minute.
• A +1 circumstance bonus to AC until the end of your next turn.
• A +1 circumstance bonus to your next attack roll before the end of your next turn.
* 6th: Performative Weapons Training: You’re skilled with flashy weapons and can use them to great effect. You have familiarity with the bo staff, dueling cape, spiked chain, sword cane, trident, war flail, and whip. For the purposes of proficiency, you treat these as simple weapons. The GM may add other martial weapons to this list as appropriate for the world or region you are playing in. Whenever you get a critical hit with one of these weapons, you get its critical specialization effect.
* 8th: Archaeologist Dedication: You are a student of peoples and their histories, and are in constant pursuit of knowledge and artifacts from the past. You become an expert in Society and Thievery, and you gain a +1 circumstance bonus to Recall Knowledge about ancient history, peoples, and cultures.
* 10th: Your studies open up new horizons. Choose a specific settlement (Tumen). You gain the Additional Lore skill feat in the Lore skill for that settlement and learn a single common or uncommon language of your choice that’s prevalent in that settlement.
* 12th: Trap Finder: You have an intuitive sense that alerts you to the presence of traps. You gain a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren’t Searching, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap. You can disable traps that require a proficiency rank of master in Thievery. If you have master proficiency in Thievery, you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2.
* 14th: Rogue dedication (become trained in Occultism)
* 16th: Skill Mastery (Religion to expert, Crafting to Master)
General Feats
* 3rd: Robust Health: Your physiology responds well to first aid. You gain a circumstance bonus to the number of Hit Points you regain equal to your level from a successful attempt to Treat your Wounds or use Battle Medicine on you. After you or an ally use Battle Medicine on you, you become temporarily immune to that Battle Medicine for only 1 hour, instead of 1 day.
*7th: Prescient Planner
* 11th: Incredible Investiture
* Bonus: Diehard: You die from the dying condition at dying 5, rather than dying 4.
* 15th: Terrified Retreat: When you critically succeed at the Demoralize action, if the target's level is lower than yours, the target is fleeing for 1 round.
Skill Feats
Background: Group Impression
* 2nd: Intimidating Glare
* 4th: Lasting Coercion: When you successfully Coerce someone, the maximum time they comply increases to a week, still determined by the GM. If you’re legendary, the maximum increases to a month.
* 6th: Unmistakable Lore: You never get information about your areas of expertise wrong. When you Recall Knowledge using any Lore subcategory in which you’re trained, if you roll a critical failure, you get a failure instead. If you’re a master in a Lore subcategory, on a critical success, you gain even more information or context than usual.
* 8th: Eyes of the City: You can track down targets with the help of locals. You can use Diplomacy or Society, whichever you’re trained in, to Track creatures in settlements. You chat with locals to help follow the trail of creatures you Track. At the GM’s discretion, there might not be enough people to speak with to keep following the trail.
* 10th: Glean Contents: You are adept at quickly scanning loose papers and carefully discerning the contents of sealed letters without damaging the seal. You can attempt Society checks to Decipher Writing on a message that is only partially glimpsed, upside down or reversed from your perspective, and gain a +1 circumstance bonus to the check when doing so. You can also use this feat to decipher sealed letters, adding the manipulate trait to your attempt to Decipher Writing. This doesn’t prevent witnesses from noticing your efforts; you might need to attempt Deception or Stealth checks to avoid being noticed. In either use of this feat, the recipient is made aware of your efforts on a critical failure (for instance, you might be caught rubbernecking or you might disturb the papers in a way their owner notices).
* 12th: Terrifying Resistance: The spells of those you have Demoralized are less effective on you. If you succeed in Demoralizing a creature, for the next 24 hours you gain a +1 circumstance bonus to saving throws against that creature's spells.
* 14th: Vicious Critique You have an eye for detail and a mouth for pointing out flaws, which makes it all the easier to convince the merchants and crafters of King's Heart to help you. You quickly analyze the triggering creature's wares in hopes of finding something useful in your coercion and attempt a Crafting check.
* 16th: Rapid Affixture
____________________
EQUIPMENT
Magical Gear: winged sandals, greater shining symbol, +1 resilient invisibility padded armor, cloak of illusions, wand of locate (3rd rank)
• 500 gp to spend on consumable items of 10th level or lower, or permanent items of 6th level or lower, as you see fit.
____________________
CAMPAIGN NOTES
* Our cast
* Possible sponsors
Leader: The public perceives you as the leader of the group, but some likewise consider you too brash or even pompous.
Background: You grew up a child of the theater. Perhaps your parents were actors or directors, or maybe you fell in with a theater crowd at a young age. Perhaps you and your siblings shared a tradition of putting on plays for your parents or, if you were an only child, maybe you directed your toys and stuffed animals in elaborate productions that played out in your mind. Whatever the case, as you grew older, you found that you were most comfortable helping to organize and facilitate the goals and dreams of others—and not just in the role of being a director for a stage production. You’ve always derived satisfaction from being the one in charge of something and helping others get organized so as to accomplish something significant. Yet for whatever reason, this never quite grew into your job; you’ve never actually made money directing, or if you have, it was never enough to allow you to abandon your other responsibilities. Still, the experience you’ve gained at this amateur work has given you some impressive skills and self-confidence.
____________________
BACKGROUND
Esirelle Peck was born in Kintargo, the daughter of a pair of halflings who worked menial jobs in the Kintargo Opera House. As she spent time with them, she fell in love with the theater, even though she was relegated to the back wings. As tensions got worse in the city, Esirelle begun having visions, seeing an infernal attack on the opera house that slaughtered everyone inside. Urging her parents to leave, they fled the city, taking ship to down around the southwestern tip of Cheliax, through the Arch of Aroden and into the Inner Sea. Still seeking to travel, and drawn north for unknown reasons, she signed onto a small boat plying the Sellen River – only to discover that it was in fact pirates. Thanks to her skills from months at sea, her commanding presence and strange divine powers, she quickly rose through the ranks, earning a reputation as a solid professional who could earn her captain and crew riches with minimal bloodshed.
After a year on the River Rat, she led a raid on a larger ship heading south — and came away with a torn piece of a treasure map. Uncertain what it was but certain it was important, she kept it to herself. Tracing back the ship’s path, she found herself in Daggermark, where she left her crew and set out to uncover the map fragment’s mysteries.
____________________
TIME MYSTERY
Granted Spells
cantrip: time sense; 1st: deja vu; 3rd: curse of lost time; 5th: stagnate time
Revelation Spells
initial: temporal distortion; advanced: time skip; greater: manifold lives
Related Domains: decay, fate, time, vigil
Mystery Skill: Occultism
Oracle Feat: Foretell Harm
Curse of the Infinite Pathways
Curse, Divine, Oracle
You take a status penalty to Speed equal to 5 times your cursebound value as time slows for you. If you are cursebound 4, you are instead slowed 1.