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About Fitliss PhitzingerStatistics:
Male Gnome Oracle of Life 3
LG Small Humanoid (Gnome) Init +0; Senses low-light vision; Perception -2 ------------------------------ DEFENSE ------------------------------ AC 17, touch 11, flat-footed 16 (+6 armor, +0 dex, +1 size); +4 vs giant hp 22 Fort +3, Ref +1, Will +1; +2 vs illusion, +4 vs death effects Weakness +1 damage from cold iron, rat allergy ------------------------------ OFFENSE ------------------------------ Speed 15 ft. Melee mwk. longspear +6 (1d6+3/x3; reach), or gauntlet +5 (1d2+2) Ranged ------------------------------ STATISTICS ------------------------------ Str 14, Dex 11, Con 15, Int 10, Wis 7, Cha 16 Base Atk +2; CMB +3; CMD 13 Traits Blessed Touch, Magical Knack (paladin), Resurrected Feats Fey Foundling Skills 1 Climb* +3, 3 Diplomacy +9, 3 Knowledge (history) +8, 3 Knowledge (religion) +6, Perception -2, 2 Spellcraft +5 (4 points; 4 class, 0 INT) ACP -5 *ACP applies to these skills Skill Bonuses +2 Climb, +2 Knowledge (history) Languages Common, Gnome, Sylvan Special Abilities:
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SPECIAL ABILITIES ------------------------------ Life Mystery Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed. At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table: Oracle Spells Known. They cannot be exchanged for different spells at higher levels. Channel Positive Energy (2d6, 4/day, DC 14) Life Link (Su): As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action). Oracle's Curse (lame) Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle’s curse cannot be removed or dispelled without the aid of a deity. An oracle’s curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. 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. Racial Traits:
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Racial Traits ------------------------------ Defensive Training +4 dodge to AC vs giants Explorer Many gnomes are obsessed with seeing as much of the world as possible, rather than perfecting some specific talent or vocation. These gnomes gain a +2 racial bonus on Climb checks and checks for one Knowledge skill of their choice. This racial trait replaces hatred and obsessive. Illusion Resistance Gnomes gain a +2 racial saving throw bonus against illusion spells and effects. Vivacious: Some gnomes recover 50% more hit points (minimum 1) whenever they recover hit points from rest. Whenever they are healed of hit point damage by a spell, they heal an additional amount equal to 1/2 the spell's caster level (minimum 0). The extra healing does not apply to spells that grant fast healing or similar effects. This racial trait replaces gnome magic and keen senses. Weapon Familiarity Gnomes treat any weapon with the word “gnome” in its name as a martial weapon. Oracle Spells:
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Oracle Spells ------------------------------ 0th (at will) create water, detect magic, light, spark 1st (6/day) detect undead, divine favor, cure light wounds, obscuring mist, protection from evil Gear/Possessions:
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GEAR/POSSESSIONS ------------------------------ Carrying Capacity Light 0-49.5 lb. Medium 50-99.75 lb. Heavy 100-150 lb. Current Load Carried 49.5 lb. Gear breastplate, mwk. longspear, mwk. backpack, bedroll, belt pouch, candles (10), flint & steel, iron pot, mess kit, rope, soap, torches (10), rations (5), waterskins (6), donkey, riding saddle, saddlebags, hot weather outfit, padded donkey barding, pole, holy water (2), acid (2), alchemist's fire (2)
Background:
Fitliss has always been a bit of an odd one out. He simply showed up on his "parents" doorstep one day, a tiny baby with a crooked leg and more vivid than normal coloration (skin, hair, etc.). His devout new parents took him as a sign from Iomedae and took him in. Fitliss loves to explore, and as a child would always venture farther from home than necessary, or safe. One day during his wanderings, he came across a curious fey, whose appearance was subtly off, in a way that Fitliss still can't put a finger on to this day. The fey laughed when he approached, a sound that sent shivers down Fitliss's spine. A wiser person would have fled, but Fitliss is rather lacking in common sense, and proceeded to strike up a conversation with the strange being. Whatever they spoke of, Fitliss is unable to remember, he figures the being removed it from his memory. The creature tired of the conversation after a while, and raised a hand, magical energy coalescing into a deadly array of colors. The fey released the spell, and a Fitliss died. Before his soul could even leave his body, a voice spoke a single word. "No." In less than an instant, Fitliss found himself somewhere else entirely, no one in sight, and alive. Taking this as a sign from Iomedae that he had important work to do, Fitliss hefted his pack and wandered off, none the worse for the wear after his death experience.
Appearance and Personality:
Fitliss is vibrant in both color and personality, with golden skin, eyes, and hair that can seem, in the right light, to be glowing themselves. He is very kind and will always do what is right. Despite being an oracle, he follows the paladinic code to a T, and will not take well to questionable acts by anyone. That said, he is naive, trusting, and not very perceptive, so party members can likely sneak necessary (or not so necessary) acts of questionable morals past him. Fitliss is also very happy and energetic, with an indomitable spirit that refuses to quit. |