About Froki Moreland.
Background:
"I will give you this one warning - leave now. I know you won't; not yet, you won't, but it would be cruel of me to not give you the chance...
For over two decades, you have held onto our land with an iron grip, but let me tell you this: the tighter you grasp the beautiful rose, the deeper it's thorns will pierce the flesh. Make no mistake, the reckoning is coming. We are the land, and you cannot control us. We will bring you down. Until you pull from us, we will cut at your capillaries - the soldiers that criss-cross our verdant fields - we will slash away your arteries - the suppliers, your merchants, your builders, your support staff - we will poison your veins - the aristocracy, the scholars, the upper class. We will pierce your heart - the generals, the councilors, and the source of your foul beating continuance, and one day, we will take your head - the emperor himself. But don't think the lack of vitality is safe. When you've guarded everything you think is important, your previous flesh you take such pride in - your children, your wives, and everything you value will be taken. We will scorch your very skin from the inside, until all other nations look at you in disgust. This is the pain you are bringing, and like a cancer we will rot everything in you until you are no more. So I give you this one chance, Kesadria, even though I know you will not take it. I warn you of the disease that is about to overcome your people because you dare to try to tame the untameable, and when your empire is nothing more than tumors, you will have only yourself to blame" Froki wasn't born knowing freedom, but from his grandfather, a wise druid, he learned of it's existence. His parents were slaves...oh, they called it indentured servitude, but the servitude was to pay off taxes on lands that were theirs before the cursed empire arrived, and he was born into bondage, having never tasted the sweet breath of freedom until he was seven years old. His grandfather had quietly resisted the Kesadrians from the beginning, but when his parents were executed in a public square to teach the older halfling a lesson, grandfather Karlic vowed to never let the same happen to his grandson, the last of his line. His rescue was silent, swift, and with little pain to the people who owed him, for this was Karlic's way. Froki, unfortunately, was not like his grandfather, and the avoidance Karlic tried to pass onto his grandson. Lessons of running, hiding, and avoiding - the boy took to the skills, but never the mindset. His mindset was, from the moment he watched his parents' heads roll from the block, one of revenge. Taking solace in the land, he found friends and comfort among the animals, but never the peace and serenity of his grandfather. The magic of the land came easily to him, but not the same as his grandfather. The other druids called Froki touched by the land itself, a conduit, an oracle. When the gods of the land itself came to him in a dream, they asked him a price for the power to exact his revenge, to free his people, and to bring the land back to the harmony it once was, and Froki agreed to never hear the beautiful songs of the birds. The price was much more than that - when he awoke in the morning, he lost the ability to hear anything at all - and the last phrase he heard was the senior god whispering to him "until every last Kesadrian has pulled up root." Froki is headstrong, fierce, independent, and cunning. He has a soft spot for creatures of the land, and a vengeful attitude against cruelty. He himself is not cruel, but will not hesitate to use the weapon of his enemies to free his people - all of the natives of Neralians, first those who fight the people, then those who choose not a side. He is charismatic and feels himself necessary to become the leader to unite the various factions and tribes left fighting against the empire, even though he's still not entirely sure how to do so. . . . Froki Moreland Male Halfling Oracle 1 ___________________ Stats
Size / Type: Medium Humanoid (Halfling)
Attributes
___________________ Offense
BAB: +0 Spiked Gauntlet
Sling
___________________ Defense
HP: 10 (1d8 + 2 Con per Level + 1 Favored Class)
Fort: +2 (+0 Base +2 Con)
___________________ Skills
Per Level: 6 (4 Base + 2 Int + 1 Favored Class) Skills List:
*=Class Skill
Acrobatics: +4 (+0 Ranks +4 Dex) Appraise: +2 (+0 Ranks +2 Int) Bluff: +4 (+0 Ranks +4 Cha) *Climb: -1 (+0 Ranks -1 Str) *Craft (any): +2 (+0 Ranks +2 Int) *Diplomacy: 4 (+0 Ranks +4 Cha) Disable Device: +4 (+0 Ranks +4 Dex) Disguise: +4 (+0 Ranks +4 Cha) Escape Artist: +4 (+0 Ranks +4 Dex) *Fly: +4 (+0 Ranks +4 Dex) Handle Animal: +4 (+0 Ranks +4 Cha) *Heal: +0 (+0 Ranks +0 Wis) Intimidate: +3 (+0 Ranks -1 Size +4 Cha) Knowledge (arcana): +2 (+0 Ranks +2 Int) Knowledge (dungeoneering): +2 (+0 Ranks +2 Int) Knowledge (engineering): +2 (+0 Ranks +2 Int) Knowledge (geography): +2 (+0 Ranks +2 Int) *Knowledge (history): +2 (+0 Ranks +2 Int) Knowledge (local): +2 (+0 Ranks +2 Int) *Knowledge (nature): +9 (+1 Ranks +3 Class Skill +2 Int +3 Skill Focus) Knowledge (nobility): +2 (+0 Ranks +2 Int) *Knowledge (planes): +2 (+0 Ranks +2 Int) *Knowledge (religion): +2 (+0 Ranks +2 Int) Linguistics: +3 (+1 Ranks +2 Int) *Perception: +6 (+1 Ranks +3 Class Skill +0 Wis +2 Keen Senses) Perform (any): +4 (+0 Rank +4 Cha) *Profession (any): +0 (+0 Rank +0 Wis) *Ride: +4 (+0 Ranks +4 Dex) *Sense Motive: +0 (+0 Ranks +0 Wis) Sleight of Hand: +4 (+0 Ranks +4 Dex) *Spellcraft: +6 (+1 Ranks +3 Class Skill +2 Int) Stealth: +13 (+1 Ranks +3 Class Skill +4 Dex +4 Size +1 Trait) *Survival: +4 (+1 Ranks +3 Class Skill +0 Wis) *Swim: +3 (+1 Ranks +3 Class Skill -1 Str) Use Magic Device: +4 (+0 Rank +4 Cha) Notes:
___________________ Traits
Highlander:
Highlander (Regional Hills or Mountains) - You were born and raised in rugged badlands or hills, and you've become something of an expert at evading the predators, monsters, and worse that haunt the highlands. Benefit: You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas. Seeker:
Seeker - You are always on the lookout for reward and danger. Benefit: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you. Other:
Other (Campaign) - Trait Flavor Text. Benefit: Trait Crunch text. ___________________ Feats
Skill Focus:
Skill Focus - Knowledge (Nature): Choose a skill. You are particularly adept at that skill. Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill. (Level 1 Feat) ___________________ Special Abilities
Proficiencies:
Proficiencies - Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies. Dimdweller:
Halfling Luck:
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws. Fleet of Foot:
Keen Senses:
Spells:
Spells:An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle’s spell is 10 + the spell’s level + the oracle’s Charisma modifier (see FAQ at right).
Like other spellcasters, an oracle can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given on Table: Oracle. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). Unlike other divine spellcasters, an oracle’s selection of spells is extremely limited. An oracle begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new oracle level, she gains one or more new spells, as indicated on Table: Oracle Spells Known. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score; the numbers on Table: Oracle Spells Known are fixed. In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with “cure” in the name, inflict spells include all spells with “inflict” in the name). These spells are added as soon as the oracle is capable of casting them. This choice is made when the oracle gains her first level and cannot be changed. Upon reaching 4th level, and at every even-numbered oracle level after that (6th, 8th, and so on), an oracle can choose to learn a new spell in place of one she already knows. In effect, the oracle loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. An oracle may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any cure or inflict spells, nor can she swap any spells gained from her mystery. Unlike a cleric, an oracle need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components. Mystery:
Mystery (Nature): 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. Nature Mystery: Class Skills: An oracle with the nature mystery adds Climb, Fly, Knowledge (nature), Ride, Survival, and Swim to her list of class skills. Bonus Spells: charm animal (2nd), barkskin (4th), speak with plants (6th), grove of respite (8th), awaken (10th), stone tell (12th), creeping doom (14th), animal shapes (16th), world wave (18th). Oracle's Curse:
Oracle's Curse (Ex): 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. Each oracle must choose one of the following curses.
Deaf Curse: You cannot hear and suffer all of the usual penalties for being deafened. You cast all of your spells as if they were modified by the Silent Spell feat. This does not increase their level or casting time. At 5th level, you receive a +3 competence bonus on Perception checks that do not rely upon hearing, and the initiative penalty for being deaf is reduced to –2. At 10th level, you gain scent and you do not suffer any penalty on initiative checks due to being deaf. At 15th level, you gain tremorsense out to a range of 30 feet. Orisons:
Orisons: Oracles learn a number of orisons, or 0-level spells, as noted on Table: Oracle Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again. Revelations:
Revelations: At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery (see FAQ at right). If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action.
Unless otherwise noted, the DC to save against these revelations is equal to 10 + 1/2 the oracle’s level + the oracle’s Charisma modifier. 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. ___________________ Spells
DC: 10 + Spell Level + Charisma Modifier Level 0:
Known: 4
Level 0 (At Will Per Day; DC 14) Create Water Detect Magic Light Stabilize Level 1:
Known: 2 + "Cure" Bonus
Level 1 (3 Per Day +1 Bonus; DC 15) Burning Disarm Cure Light Wounds Murderous Command ___________________ Equipment
Gold: X Equipment:
Small Sized Studded Leather Armor Light Armour, Xlbs +3 AC, +5 Max Dex, -1 Check Penalty Small Sized Heavy Wooden Shield
Bullets, Common (x20)
Bedroll
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