Ulfen Guard

Eunice Flint's page

52 posts. Alias of infomatic.


Full Name

Eunice Flint

Race

Human

Classes/Levels

Oracle (Hermit) 3

Gender

f

Size

m

Age

27

Alignment

NG

Strength 10
Dexterity 14
Constitution 13
Intelligence 12
Wisdom 10
Charisma 18

About Eunice Flint

Eunice Flint
Human Oracle 3 (Hermit)
NG Medium Humanoid
Init +2; Perception +7

description:

Link

Tall, auburn-haired and practically auburn-skinned, she's spent so much time in the sun. Her eyes are like turquoise stones. She carries a pocketful of polished stones — nothing especially valuable — and turns them over in her palms when she's board, cracking against each other like marbles.

Raqi, her horse, is the color of bones left in the desert.

tldr background:

• Rancher and sculptor who raises horses in the foothills of the Stony Mountains, at the site of a Thassilonian ruin she’s in the process of dismantling.
• Daughter of two of the heroes from Rise of the Runelords/Shattered Star. Mother died in the effort, father lived but retired from adventuring in mourning.
• Father disappeared recently
• Has taken up her father’s years-long project — to convert the remaining ruin into a proper memorial for her mother and the other Sihedron heroes.
• Many people think that’s a terrible plan, for a variety of sensible reasons.
• Genie blood on her mother’s side; lived for a time with her great-grandmother.
• Has seen the Opaline Vault of the Peerless Empire of the Shaitan, but not Riddleport or Korvosa.
• Step-mother, half-brothers live in Rodderic’s Cove. She goes there in the spring and fall.
• Personality: Classic rancher: Stubborn, single-minded, little time for drama. Prefers horses to people, but has roots in Roderic’s Cove so some of the people there — the ones who don’t try to talk her out of the memorial idea — are OK by her.

stats:

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DEFENSE
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AC 19, touch 19, flatfooted 15 (Cha+4, Defense Bonus +5)
Wound 26 or 13, depending on rule (threshold 13) Vigor 18 (10+2d8 +3 FCB)
Fort +3, Ref +4, Will +5 (includes +1 vest of resistance)
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OFFENSE
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Speed 40 ft.
Melee +4 Kunai (1d4/x2, 10 ft., b or p, can be used as crowbar or piton)
Ranged +5 Masterwork Double Barrel shotgun (1d8 or 4d8, scatter)

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STATISTICS
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Str 10 Dex=14, Con 13, Int 12, Wis 10, Cha 16 (+2 racial=18)
BAB +2; CMB +5; CMD 17
Feats: Extra Revelation (Nature’s Whispers), Extra Revelation (Bonded Mount), Beastmaster Style

Traits
Scion of Legend — Related to Varisia hero (UMD, Perception are class skills, +1 trait bonus, 1/adventure get +Class level to skill check)
Planar Savant: Your knowledge of the planes comes from family ties, not study (Cha to Know/planes)
Desperate focus (+2 to concentration)
Drawbacks: Family Ties (Stepmother, brothers live in Roderic's Cove, can call in favors)

FCB Oracle
Skills (6 per level)
Know (nature) 3ranks +3cs +1 = +7
Perception 3 ranks + 3cs +1 trait = +7
Ride 3 ranks +3 cs + 2 = +8
Heal 3 + 3cs = +6
Use Magic Device 3 + 3cs + 4 +1trait= +11
Know (planes) 1 ranks + 3cs +4 CHA=+8
Survival 1 rank +3 cs = +4
Diplomacy 1 +3cx +4 = +8

Background skills (6 points)
Craft (sculptor) 1 ranks +3cs +1 = +6
Handle Animal 3 ranks + 3cs +4 =+10
Linguistics 2

Languages; Common, Giant, Terran

Spells
0: Detect Magic, Create Water, Mending, Guidance, Sotto Voce
1: Divine Favor, Protection from Evil, Barbed Chains, Cure Light Wounds, Charm Animals

Nature Mystery
Bonded Mount (Su): You gain the service of an unusually intelligent, strong, and loyal mount. The creature must be one that you are capable of riding and is suitable as a mount. A Medium oracle can select a camel or a horse. A Small oracle can select a pony or wolf, but can also select a boar or a dog if she is at least 4th level. This mount functions as a druid's animal companion, using your oracle level as your effective druid level. Bonded mounts have an Intelligence score of at least 6.

Nature's Whispers (Ex): You have become so attuned to the whispers of the natural world, from the croaking of frogs to the groaning of great boulders, that your surroundings constantly keep you preternaturally aware of danger. You may add your Charisma modifier, instead of your Dexterity modifier, to your Armor Class and CMD. Any condition that would cause you to lose your Dexterity modifier to your Armor Class instead causes you to lose your Charisma modifier to your Armor Class.

Erosion Touch (Su): As a melee touch attack, you can deal 1d6 points of damage per level to objects or constructs. If used against an object in another creature's possession, treat this attack as a sunder combat maneuver. You can use this ability once per day, plus one time per day for every three levels you possess.

Reclusive Curse
You are reclusive and paranoid to the point that your allies cannot easily help you in times of stress or unease. Whenever you are in combat, your allies must succeed at a melee touch attack to affect you with touch spells, and you must attempt saving throws to resist all spells cast by anyone other than yourself, even those cast by allies. Instantaneous spells you cast only on yourself affect you as though your caster level were 1 higher.

Hermit archetype
Recluse’s Stride (Su): Your base speed increases by 10 feet. At 5th level, once per round when leaving a square, you can treat the square as though it isn’t threatened by any opponents that you can see. You must take this revelation at 1st level.

mount:

N Medium animal
Init +1; Senses low-light vision, scent; Perception +6
DEFENSE AC 18, touch 14, flat-footed 12 (+4 Dex, +4 Nat.)
hp 15 (3d8+6)
Fort +7, Ref +7, Will +3
OFFENSE Speed 40 ft.
Melee 2 hooves +1 (1d3+4)
STATISTICS Str 18, Dex 18, Con 18, Int 6, Wis 15, Cha 8
Base Atk +2; CMB +6; CMD 18 (22 vs. trip)
Feats: Run (B), Cunning, Hefty Brute (treat as large for CMD, attacks)
Skills (3+3cunning): Acrobatics +8; Intimidate +3, Perception +6, Stealth +8, Survival +6, Swim, +8
Perception +7
SQ docile
SPECIAL ABILITIES
Docile (Ex)
Unless specifically trained for combat (see the Handle Animal skill, a mule's hooves are treated as secondary attacks.

Size Large; Speed 50 ft.; AC +4 natural armor; Attack bite (1d4), 2 hooves* (1d6);
HD 3d8, BAB+2, Saves 3/4/1, 2 feats, 3 skills
Ability Scores Str 17, Dex 14, Con 15, Int 6, Wis 12, Cha 6; Special Qualities low-light vision, scent, Steadfast, Evasion

4th-Level Advancement
Ability Scores Str +2, Con +2; Special Qualities combat trained.

at 5th, take genie-trained

intro:

Everybody told Jorj Flint that the mountains would be the death of him. That it took a generation to be proven right didn’t stop anybody from tut-tutting when he finally vanished for good.

For more than 20 years they’d been telling Flint that, when he made his twice-yearly trips down the Chavali to Roderic’s Cove for food and other supplies. He usually had something to sell, as well: raw gemstones usually, sometimes a hunk of precious metal and — too often — blocks of polished stone from the Thassilonian ruin he was systematically dismantling. No one ever bought that stuff, at least not in the open.

On some level, the older townsfolk understood. His first love, Ellys, had died there, they knew; one of the heroes who had fought to reveal a slumbering menace. Her comrades went on to victory and fame, but her body was never found. And ever since Jorj has been working to scour the site of a millennia-old taint; make it a fit place for Elys to rest.

In recent years, there were signs he might give in. His wife came back to Roderic’s Cove for good five years ago — a miracle she stayed as long as she did, everyone said. Then his grown sons. And then, word came that Jorj himself had vanished. Was it giants, in the end? Shoanti? A missed step? A snakebite? Or something worse? No one knew, but everyone hoped the fool’s errand died with the fool.

But then, one spring, came his daughter down the river, the girl with the gold eyes — not from his wife, clearly. And she set about buying supplies for the trip back.

The poor girl, everyone said. The mountains will be the death of her.

intro2:

Eunice Flint was barely a toddler when her mother strapped on a slender, curved sword, handed her to a two-meter-tall woman with bright, amethyst eyes and went off with her husband to save their homeland.

Her mother never returned. In a way, her father didn’t either.

The couple had ventured from their home to face the rising threat of a reawakened Runelord. Her mother died in a Thassilonian ruin on the Storval Plateau; her body was never found. The loss devastated her father and though he battled through to victory, he never returned to civilization with his other comrades. Instead he returned to the ruin to search for Erys’ body and - failing that - pledging to reform the ruin into a proper burial site and memorial. In time that obsession — not his role in finding the Sihedron or overcoming the threat of the Runelords — became his defining characteristic, and most people just thought of him as an addled hermit.

Eunice, for her part, spent the months of the crisis with her grandmother, a Jann called Behasha. She told the child stories of the Opaline Vault and taught her Terran before returning her, reluctantly, to her father, who was already engaged in his single-minded effort to transform the ruin where Erys died. He used summoned creatures and other magicks to keep giants and other natives away and what personal influence he had as a “Hero of Sandpoint” to steer prospectors to other places. But Eunice doesn’t have the same level of clout — magical or political — as her father, and with him out of the picture she’s unsure how long she’ll be able to hold out.

gear:

Masterwork double-barreled shotgun (730gp)
Cartridges (bulletx20), shotx10) (450 gp)
Alchemical cartridge (gray dust shot) x2 (100gp)
Alchemical cartridge (dragon's breath) x4 (160gp)
Traveler's Outfit (Worn) (5 lb) (1 gp)
Ammunition Pouch (2 lb) (5 gp)
Spell Component Pouch (2 lb.) (5 gp)
Cold Iron Dagger (4gp)
Kunai 2
Cracked Deep Red Sphere (+1 ride) 200 gp
Cloak of Resistance +1
Riding saddle 10gp
Saddlebags 8 gp