Horgus Gwerm

Farmer Odell's page

464 posts. Alias of Kevin Hogan.


Full Name

Farmer Odell

Race

Human

Classes/Levels

Spellscar Oracle 6

Gender

Male

Size

Medium

Age

Something

Alignment

Neutral

Deity

raised Erastil - currently Pharasma

Location

Somewhere

Languages

Aquan, Auran, Common, Ignan, Terran.

Occupation

no longer a farmer - never again!

Strength 10
Dexterity 16
Constitution 12
Intelligence 10
Wisdom 10
Charisma 20

About Farmer Odell

The Odells farmed broccoli in the dell. It's just what they did. The children were named for what their parents felt they would be good at. If the string was unbroken, then nobody ever let on that it had ever been another way.

Until the day that Farmer's older sister, Wife, took off to head north and fight trolls. That was the first day that Farmer realized there might be more to his future than farming broccoli.

His mother (Lucille) had died giving birth to his baby sister, Wife, and his father (Farmer) died a season after the older Wife ran off. Of heartbreak? Perhaps. But it had been a harsh winter.

With his parents safely gone and no one's expectations to live up to but his own, Farmer left the family farm in the capable hands of his younger brothers, Tradesman and Tradesman. He bid them farewell, and they never saw him or heard from him again. Which was just the way he wanted it.

Where The Dreams Lead Farmer:

Every night after leaving the dell behind, Farmer dreamed of a point on the horizon. Each morning, he would identify the spot and head toward it. Field and forest slowly giving way to mountain, he would scavenge his food from the land as he passed.

When the shattered peaks began to appear, it made his navigation even easier. Food became scarcer, and water took on more importance. When he reached the blasted landscape of the Mana Wastes proper, it was very difficult to tell one piece of horizon from another.

What Happened There:

The dreams lead him in circles, and across the land in strange patterns until he came to a spot where they seemed to indicate that he waited. He waited for a few days, and then the storm came.

Clouds spiraled in, and colours shimmered across Farmer's vision, as though the Great Northern Lights had come down to the floor of the wastes, and were intent on playing tag.

Farmer was It.

The magic arced its way through him, grounding by way of his right leg. Frozen in this state, he dreamed while awake. Colours spiraling inward as shapes counter-spiraled outward. A whispering that rose to become a great rushing sound, filling his head with a susurrus of knowledge of the weird, of the world, of the won. An outside observer might have seen little change, but Farmer experienced a vast shadow play of magic and destiny. And a chicken.

How He Interpreted What He Saw:

In hints and impressions, dribs and drabs and patches of inspiration. Farmer believes that his vision involved Pharasma. The branchings of fate become more complicated the more people are involved, the more magic is involved, the more the Gods are involved.

She saw a bifurcation coming. One path lead the way of the Gods. The way of prophecy and predestination. The other path lead toward free will and choice.

Pharasma saw both choices. Aroden returns and prophecy is strengthened. Aroden dies and Fate becomes malleable. She allows Aroden to die and fails to tell anyone of this in advance.

Now the options for prophecy are weaker, but multi-fold. Choice is paramount. Farmer is to dip his fingers in the river of Fate, and steer matters toward the destination of his choosing. His prophecy is to be immediate and personal.

The magic of the world surges through Farmer, and he nearly dies of dehydration.

When Farmer Met Sigrit:

The song of the world aching in his leg with every step, it took Farmer much longer to leave the Wastes than it took him to get there. Travel was more difficult for two reasons. The first being his twisted leg. The second being ... that look. After his encounter with destiny in the Wastes, people started to look at Farmer differently.

Girls giggled. Women approached. Men stared, or looked away sharply, or muttered darkly. Sigrit didn't look at him the way that others did. And her pace was comparable to his. She was willing to talk religion. Or not to talk. He wasn't put off by what she said or how she said it.

Together, they traveled on.

Character Sheet Stuff:

Farmer Odell
Human Oracle (Dual-Cursed Oracle) 6
N Medium Humanoid (human)
Init +3; Senses Perception +6

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Defense
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AC 20, touch 13, flat-footed 17 (+3 Dex, +5 Armor, +2 Shield)
hp 37 (6d8+6)
Fort +3, Ref +5, Will +5 (add'l +2 trait bonus against effects on your dreaming mind or subconscious)
Weakness oracle's curses (lame, provocative)

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Offense
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Speed 20 ft.
Melee Morningstar +4 (1d8/20/x2) and
. . Dagger +4 (1d4/19-20/x2) and
. . Mithral Dagger +5 (1d4/19-20/x2) and
. . MW Voidglass Kukri +5 (1d4+1/18-20/x2)
Special Attacks revelations (animate primal forces, eldritch bolt [1d8+2 force, 30 ft.] [7/day], fortune, misfortune)
Oracle (Dual-Cursed Oracle) Spells Known :
3 (4/day) Bestow Curse, Cure Serious Wounds, Summon Monster III
2 (6/day) Cure Moderate Wounds, Grace, Oracle’s Burden, Recentering Drone, Summon Monster II
1 (7/day) Cure Light Wounds, Embrace Destiny, Endure Elements, Enhance Water, Ill Omen, Sanctuary, Shield of Faith, Summon Monster I
0 (at will) Create Water, Detect Magic, Light, Mending, Read Magic, Spark, Stabilize

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Statistics
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Str 10, Dex 16, Con 12, Int 10, Wis 10, Cha 20
Base Atk +4; CMB +4; CMD 17
Feats Abundant Revelation (Animate Primal Forces), Augment Summoning, Extra Revelation, Spell Focus (Conjuration)
Traits Agent of Chance (1/day), Lucid Dreamer
Skills Acrobatics +5 (+1 jump), Diplomacy +13*, Knowledge (history) +5, Knowledge (planes) +10, Knowledge (religion) +5, Linguistics +4, Perception +6, Sense Motive +5, Survival +1
Languages Aquan, Auran, Common, Ignan, Terran
SQ heart of the wilderness +3, mysteries (spellscar)
Combat Gear +1 Chain Shirt (+4 / -1), Chain Shirt (+4 max Dex bonus, -2 Armor Check), Dagger, Masterwork Voidglass Kukri, Mithral Dagger Key, Morningstar, Shield (Heavy Wooden, -2 Armor Check)
Other Gear Backpack, Bedroll, Belt Pouch, 10 Candles, Cellar of Fine Old Wines, Cold Iron Spiral Flask / Holy Symbol filled with a pint of Dragon Punch Whiskey, Flint & Steel, Iron Pot, Mess Kit, Mithral Bottle with Strong Stuff, Outfit worth 10 GP or less, Potion of Cure Light Wounds (1d8+1), Potion of Cure Moderate Wounds (2d8+3), Rope, Scale (REALLY large, black), 6 Scales (large, green), Soap, Spell Component Pouch, 9 Torches, 9 day's Trail Rations, Waterskin, more Whiskey, Wines (a truly ludicrous quantity).

* Includes +3 Provocative (Oracle level / 2) bonus to Diplomacy.
Total Armor Check when Armored Up: -3

Armor Check Penalty skills (complete): Acrobatics, Climb, Disable Device, Escape Artist, Fly, Ride, Sleight of Hand, Stealth, Swim.

7958 GP

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Special Abilities
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Abundant Revelations Choose one of your revelations that has a number of uses per day. You gain 1 additional use per day of that revelation: Animate Primal Forces.
Agent of Chance (1/day) You can change the fortunes of others, typically for the best. Once a day, when an adjacent ally makes a skill check and doesn't like the result, you can allow him a reroll as an immediate action. Your ally must take the result of the reroll, even if it is worse than the original.
Animate Primal Forces (1/day) (Su) As a standard action, you can summon a single Small air, earth, fire, or water elemental to serve you. It remains for a number of rounds equal to your Charisma modifier. At 7th level, you can summon a Medium elemental. At 9th level, you can summon a Large elemental. You can use this ability <Strike>once</strike> twice per day plus one additional time per day at 10th level. You must be at least 3rd level to select this revelation.
Augment Summoning Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.
Eldritch Bolt (1d8+2 force, 30 ft.) (7/day) (Su) Make a ranged touch attack against any foe within 30 feet, dealing 1d8+2 force damage.
Fortune (Ex) At 5th level, as an immediate action, you can reroll any one d20 roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it's worse than the original roll. You can use this ability once per day at 5th level, and one additional time per day for every six oracle levels beyond 5th.
Heart of the Wilderness +3 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize.
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. At 10th level, your speed is never reduced by armor. At 15th level, you are immune to the exhausted condition.
Lucid Dreamer You receive a +1 trait bonus on Knowledge (planes) checks and a +2 trait bonus on Will saves against effects on your dreaming mind or subconscious.
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. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day.
Provocative Your appearance elicits lust in most humanoids, no matter how you try to conceal it. Foes gain a +2 bonus to attack rolls when they deal nonlethal damage to you with lethal attacks, and suffer none of the usual penalties when doing so. You may use your provocative nature to your benefit, gaining a bonus to Diplomacy checks equal to half your oracle level (minimum +1). If you choose to use this bonus and fail a Diplomacy check, the target of the check feels spurned and its attitude changes to unfriendly (an already unfriendly target becomes hostile).
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.

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Current Notes:
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Agent of Chance (1/day):
Animate Primal Forces (2/day):
Eldritch Bolt (7/day):
Fortune (1/day):

Misfortune has been used on:

Spells per day used:
Level 1 (7/day):
Level 2 (6/day):
Level 3 (4/day):

Monster Stat Blocks

Class skills are Craft, Diplomacy, Heal, K: History, K: Planes, K: Religion, Profession, Sense Motive, Spellcraft.

Skill ranks: Acrobatics 1, Diplomacy 2, , K: History 2, K: Planes 6, K: Religion 5, Linguistics 4, Perception 6, Sense Motive 2, Survival 1

Potions Available: Cure Light Wounds (1), Cure Moderate Wounds (1)

Loot Claimed Value: 15,294 GP

Used Today so far: 1 (/1) Agent of Chance, 0 (/2) Animate Primal Forces, 1 (/1) Fortune, 0 Misfortune, 6 (/7) 1st-level spell, 2 (/6) 2nd-level spell, 1 (/4) 3rd-level spell, 3 (/7) Eldritch Bolt.

L7 notes: K: Planes, Perception (+2), Borrow Fortune as add'l 3rd known

add to character sheet:

page of spell knowledge - lesser restoration
scroll of cure critical wounds
scroll of flame strike
scroll of summon monster V
nascent potions of resist energy x3
potion of gaseous form x2

circlet of persuasion
The Anymug
wand of longstrider - 44 chgs
+1 returning starknife
painting of Queen Abrogail II on black velvet