Gideon Carter's page

53 posts. Alias of Doomed Hero.

Special Abilities

Low Light Vision


Sylvan, Taldane, Aklo

Strength 12
Dexterity 13
Constitution 12
Intelligence 12
Wisdom 8
Charisma 19

About Gideon Carter

Kitsune Wrecking Mystic Warsighted Oracle of the Dark Tapestry 1


Gideon looks like whatever he wants to look like.

His favorite form, and the one most people would know as "Gideon" is that a lithe, attractive human man with green eyes, dark, medium length swept back hair, a well manicured short beard and a near constant grin.

He wears a loose white shirt with well worn dark grey leather breeches and boots with a matching vest and bracers. Sometimes he wears a grey cloak. Sometimes he wears a dark grey bandana as a head wrap.

His Sleeves of Many Garments mean that is doesn't much matter what he's actually wearing. He can change clothes almost instantly.


Gideon is a fake. His personality is an empty shell that he fills with whatever traits get him the best results. He has no idea who he is or what he should be doing, so he makes it up as he goes and hopes no one catches on.

His only real motivation is to be liked. He has a desperate need for approval and acceptance. Without that, he would probably have already fallen to madness or villainy. He has taken to copying the behaviors of good people since he's noticed that's what makes people like him most. He's become a strange combination of naive idealism and playful amorality.

Gideon tries on new personalities like other people try on clothes. So far, nothing has felt like a good fit so he just keeps trying. He's scared nothing ever will so he distracts himself with entertainment. He enjoys carousing, gambling, performances of all kinds.

In spite of his self doubt and hollow morals, Gideon is a fun, personable and even loving person who is terrified of what he is becoming and the things he has seen in his visions.


Gideon was touched by something dark. He was a simple actor once, who fell on hard times and turned to crime to pay the bills. After a few minor successes he was recruited for a heist aimed at taking a number of objects from a new exhibition in the Magnamar museum. Things were going well until Gideon had to crawl into a strange sarcophagus-like resovoir to avoid being spotted by patrolling guards. He banged his head pretty badly, opening up a gash on his head and bleeding into the strange grooves carved into the stone basin

At first he thought he had concussed himself, but the longer he stayed inside the more his mind was flooded with visions and feelings he couldn't explain. He suddenly knew things he had never learned. The stars. The void between them. The sleeping things in the cracks of reality. He was terrified.

Something was coming. He could feel a pull.

The next day he waited around long enough to get paid, then left as fast as he could. He had to reach the riverlands before it was too late.

He learned of some "charter" aimed at forming a new kingdom. If he could join that, he could piggyback his own goals alongside theirs. And, once he had enough proof, maybe he could bring them in as allies to stop the cataclysm that was coming.

Might be a tough sell though, now that his face kept shifting to copy the people he spoke to...

HP: 9 (8 Oracle, +1 con)

===== Defense =====


14 AC (10, +3 studded leather, +1 dex)

12 CMD (10, +1 str, +1 dex, +0 bab))

+1 Fort (+0 Oracle, +1 con)
...+2 vs. hot weather
...+50% to the duration of Poison, Sicken or Nauseate effects (oracle curse)
+1 Ref (+0 Oracle, +1 dex)
+2 Will (+2 Oracle)



+0 BaB
+0 CMB

+1 Morningstar, 1d8+1 bludgeoning/piercing, x2 crit

+1 Javelin, 1d6+1 piercing, x2 crit, 30' range

+1 Dagger, 1d4+1 slashing/piercing, 19-20 x2 crit, 10 ft.

=====Traits and Feats=====


Nine Tailed Scion: You gain a +1 trait bonus on caster level checks for your racial spell-like abilities as well as those from the Magical Tail feat. Additionally, you can select Magical Tail as a bonus feat whenever your favored class grants you a bonus bloodline feat, combat feat, or metamagic feat instead of the normal type of feat granted by that class.

Dangerously Curious: You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.

Brigand: You begin with an extra 100 gp in ill-gotten gains. You also gain a +1 trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with brigands, thieves, bandits, and their ilk.

Realistic Likeness: (1st) You can precisely mimic the physical features of any individual you have encountered. When you use your racial change shape ability, you can attempt to take the form of an individual, granting you a +10 circumstance bonus on Disguise checks made to fool others with your impersonation.



Class skills: Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). Disguise, Intimidate, Knowledge (arcana), and Stealth added from Dark Tapestry mystery

Skill Points: 4, +1 int, +2 Background*

Total: 7
...-3 Armor Check Penalty**
...+1 from Guidance, if there's time to cast it.

+8 Disguise (1 rank, +4 cha, +3 class)
...+1 vs Brigands and other criminals
...+10 to appear human (kitsune)
...+10 to pretend to be a specific person (realistic likeness)
...+10 with Disguise Self active (illusion, DC 1/2 level + charisma will negates if interacted with)
...+10 with Alter Self active (Many Forms, physical transformation, not an illusion). Also eliminates penalty for impersonating a different race.

+8 Bluff (1 rank, +4 cha, +3 class)
...+1 vs Brigands and other criminals
+8 Diplomacy (1 rank, +4 cha, +3 class)
...+2 Enhanced Diplomacy
...+1 vs Brigands and other criminals

+5 Knowledge: Religion (1 rank, +1 int, +3 class)
+5 Craft: Alchemy* (1 rank, +1 int, +3 class)

+5 Stealth** (1 rank, +1 dex, +3 class)
+3 Acrobatics** (+1 dex, +2 racial)
+1 Climb (+1 str) **
+1 Swim (+1 str) **
+5 Slight of Hand* ** (1 rank, +1 dex, +3 class)
...+4 to hide small objects on body

+1 Disable Device (+1 dex)
...+10 open lock (flat bonus). One chance per lock. Skeleton key.



Spell-Like Abilities (DCs 1/2 level + cha)
Alter Self (humans only), at will, indefinite duration

Dancing Lights x3 per day
...+1 Caster Level

Oracle Spells
+1 DC of Enchantment effects (kitsune magic)
Enchantment marked in Italics

---Orisons, 4 known, at will----
Enhanced Diplomacy
Detect Poison
Detect Magic

----1st level, 2 known, 8 per day----

Cure Light Wounds (bonus)
Murderous Command
Forbid Action



=====Race Abilities=====


Favored Class bonuses:

Agile (Ex) Kitsune receive a +2 racial bonus on Acrobatics checks.

Change Shape (Su) A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores and can remain in this form indefinitely.

Kitsune Magic (Ex/Sp): Kitsune add +1 to the DC of any saving throws against enchantment spells that they cast. Kitsune with a Charisma score of 11 or higher gain the following spell-like ability: 3/day—dancing lights (caster level equals the kitsune's level)

Natural Weapons (Ex) In her natural form, a kitsune has a bite attack that deals 1d4 points of damage.

Low-Light Vision: Kitsune can see twice as far as humans in conditions of dim light.

====Oracle Abilities====


Wrecking Mysticism: A divine entity has blessed you with a source of eldritch power that erodes your fortitude, increasing by 50% the duration of any poison, sickened condition, or nauseated condition affecting you.

Whenever you would gain a mystery spell, you can gain Magical Tail as a bonus feat instead. Once this choice has been made, it cannot be changed. You cannot replace a bonus spell granted to you by an oracle archetype with Magical Tail, even if it replaces a mystery spell.

At 5th level, add minor image and ventriloquism to your list of spells known.

At 10th level, add magic jar to your list of spells known.

At 15th level, add project image to your list of spells known.

Martial Flexibility (Ex) At 1st level, a warsighted can use a move action to gain the benefit of a combat feat she doesn't possess. This effect lasts for 1 minute. The warsighted must otherwise meet all the feat's prerequisites. She can use this ability a number of times per day equal to 3 + 1/2 her oracle level.

The warsighted can use this ability again before the duration expires in order to replace the previous combat feat with another choice.

If a combat feat has a daily use limitation (for example, Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit. At later levels, when she gains multiple feats through this ability, she can use those feats to meet the prerequisites of other feats she gains with this ability. Doing so means that she cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.

At 7th level, a warsighted can use this ability to gain the benefit of two combat feats at the same time. She can select one feat as a swift action or two feats as a move action. At 11th level, a warsighted can use this ability to gain the benefits of three combat feats at the same time. She can select one feat as a free action, two feats as a swift action, or three feats as a move action. At 15th level, a warsighted can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action.

This ability replaces the revelations gained at 1st, 7th, 11th, and 15th levels.



Neck: Pocketed Scarf
Body: Sleeves of Many Garments (200 gp)

-Hidden on person-

-In Pouches/On belt-


Javelin x10
Pillum x2



220 cash


smoking bottle, fog cutter lenses

Skeleton Key (75 gp)
Traveler's Anytool (250 gp)
Wayfinder and Heightened Continual Flame
Transformative weapon
Wild armor
Natural Spell