Arclord of Nex

Ezra Thorne's page

205 posts. Alias of Michael Riter.


Full Name

Ezra Thorne

Race

Tiefling

Classes/Levels

Oracle lvl. 1 (10/10) AC 12/12/10 |F+2|R+2|W+2| P+0|Init+2

Gender

Male

Size

Medium

Age

64

Alignment

Lawful Neutral

Deity

Asmodeus

Location

Cheliax (originally)

Languages

Common, Infernal, Orc, Goblin

Occupation

Diplomat for the Aspis Consortium

Homepage URL

http://www.myth-weavers.com/sheetview.php?sheetid=991781

Strength 7
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 10
Charisma 20

About Ezra Thorne

Description:
Ezra is a tall, lanky man, who is often seen carrying around a few scrolls and perhaps a quill. He has brown hair and light brown eyes. His clothing style tends to be fashionable, he is a diplomat after all. He was recently beaten and attacked by unknown assailants, leaving his arms and hands badly burned, and his leg broken. He now walks around with a staff, and covers up his arms and hands with fines silk gloves and takes medication... but that does nothing to ease the pain.

Personality:
Ezra is an amiable man who generally likes to please people. He is always conscious about keeping orderly, and always keeps up with the latest fashions. He is always looking to make someone laugh, or get new contacts to share with his organization, The Aspis Consortium.

Character Traits:
Ezra is not one to tell a lie on a whim, only doing so when it is necessary to improve relationships with someone. Even then, he prefers to emulate Asmodeus, in that he tries not to lie, rather, simply doesn't tell the whole truth. Other than that, he is generally pleasant to be around.

Character Flaws:
Ezra is a bit gullible, something that he must work on. Sometimes he forgets that other charismatic people may not necessarily be after his best interests. For this reason, he likes to work with a partner when speaking with someone: he does the talking, while they listen out for any lies.

Allies:
The Aspis Consortium. He works as a diplomat for them and is a bronze tier member at this point in time. He is to travel to Tadloton and attempt to not only gain contact with the mercenary's guild and attempt to build a partnership with them, but he is to also speak with the mayor in hopes of gaining his support for the Consortium and their activities, perhaps also attempting to legitimize themselves in this new area. He was promised a cure for his injuries if he was successful, as well as retribution for his attack.

Enemies:
None thus far. He's never been in a situation in which he had been made to look bad. Though he is now searching for an answer as to his recent attack and brutalization.

How to play Ezra: Well assuming that I am not available, I will show you exactly how this character is meant to be played! This can be done in two easy steps:
1) Stay as far away from combat as possible, while still having room to cast command or murderous command. Remember, you only have a 20 foot movement speed so you want to be as far away as possible in case you have to run! Preferably you have as many allies in between you and the foe as possible.
2)Burning Hands is a very last resort. You are to run if things go bad, and if it is clear you can't lose the enemy, then try to look feeble and use diplomacy! Promise to work for the bad guys, or offer them money! If they make it clear they still want to kill you (or they have no interest in money... I'm looking at you undead/animals) then fight to the death. If you are going to die, then die on your feet.

Ezra Thorne
Male LN Tiefling Dual Cursed Oracle, Level 1, Init +2, HP 10/10, DR Cold/Elec/Fire 5, Speed 20 ft
AC 12, Touch 12, Flat-footed 10, CMD 10, Fort +2, Ref +2, Will +2, CMB -2, Base Attack Bonus 0
(+2 Dex)
Abilities Str 7, Dex 14, Con 14, Int 12, Wis 10, Cha 20
Condition 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.

You take a –4 penalty on weapon attack rolls, but you add burning hands to your list of spells known.

At 5th level, add scorching ray and flaming sphere to your list of spells known.

At 10th level, add wall of fire to your list of spells known and your penalty on weapon attack rolls is reduced to –2.

At 15th level, add delayed blast fireball to your list of spells known.

Burned:
You take a –1 penalty on saving throws against fire effects.
In addition, whenever you are adjacent to open flames or are on fire, you take a –1 penalty on all attack rolls, saving throws, and skill checks until you spend an entire round away from fire. These penalties are not cumulative. (An instantaneous fire effect adjacent to you or affecting you causes this penalty to apply until 1 round after it is gone.)

Resurrected:
Benefit(s): You gain a +2 trait bonus on saving throws against death effects. In addition, you do not die until your hit points drop to a negative amount equal to or lower than your Constitution score + 4.

Secret Knowledge:
Benefit(s) You gain a permanent +2 trait bonus on checks with that skill, and it is a class skill for you. Once this skill is chosen, it cannot be changed.

Weathered Emmisary:
Benefits: You gain a +1 trait bonus on all Linguistics and Survival checks, and Linguistics is always a class skill for you.
Lore Mystery:
Misfortune (Ex): At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it’s worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day.