About Godric Graywalker
Godric Graywalker
Male Mutant (half-orc) Oracle 4
NG Medium Humanoid (half-orc)
Init +2; Senses Perception +6, darkvision
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Defense
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AC 19/21 touch 12 flat-footed 17/19 (+7 armor, +2 shield, +2 Dex)
hp (4d8+8)
Fort +6 Ref +6 Will +8
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Offense
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Speed 30 ft.
Melee falchion +8 (2d4+5, 18-20/x2, s)
Melee morningstar +7 (1d8+3, x2, b/p)
Melee cestus +7 (1d4+2, 19-20/x2, b/p)
Ranged javelin +5 (1d6+3, 30 ft, x2, p)
Special Attacks power attack (-1/+2)
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Statistics
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Str 17 Dex 15 Con 14 Int 13 Wis 13 Cha 20
Base Atk +3 CMB +6 CMD 18
Feats extra revelation, lingering performance
Traits battlefield surgeon, compassionate, fate's favored; overprotective
Skills Bluff +9 (1) Craft (b) +6 (2) Diplomacy +10 (2) Disguise (b) +6 (1)Handle Animal (b) +6 (1) Heal +19 (4) Know (Geography) (b) +3 (2) Know (History) (b) +6 (2) Know (Nature) +5 (1) Know (Planes) +5 (1) Know (Religion) +5 (1) Perception +6 (2) Sense Motive +6 (2) Spellcraft +6 (2) Stealth +7/+3 (2) Survival +6 (2)
Languages common, mutant?, giant
SQ darkvision,
Arms & Armor masterwork falchion, masterwork morningstar, cestus, masterwork breastplate, heavy wooden shield
Combat Gear
Other Gear
Automatic Bonus Progression +1 armor - breastplate, +1 weapon - falchion, +1 resistance
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Abilities
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TRAITS
Battlefield Surgeon Heal is a class skill for you, and you can use the treat deadly wounds aspect of Heal 1 additional time per creature per day.
Compassion You may use Charisma in place of Wisdom when you use your Heal skill, and Heal is always a class skill for you.
Fate's Favored Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Overprotective If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.
FEATS
Extra Revelation gain one extra revelation for which you qualify. This feat may be taken multiple times.
Lingering Performance the bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. This includes similar abilities that qualify as bardic performance, including archaeologist's luck.
RACE ABILITIES/QUALITIES
Darkvision 60 feet
Sacred Tattoos +1 luck bonus on saves.
CLASS ABILITIES/QUALITIES
Mystery: Prophecied Survivor
Mystery Skills Bluff, Knowledge (nature), Perception, Stealth, Survival
Mystery Spells Endure Elements (2nd), Rope Trick (4th),
Revelations
- Healing Hands You gain a +4 bonus on Heal checks. You may provide first aid to two people or treat two people for poison as a standard action (make a separate Heal check for each creature). When using the Heal skill to treat wounds from caltrops (and so on), treat deadly wounds, treat poison, treat disease, or treat long-term care, you may treat double the normal number of people you may treat at the same time. You may provide long term care for yourself.
- Blessed Surgery Your divine patron guides your healing hands, allowing you to perform minor miracles with mundane cures. You can use this ability as a free action when using the Heal skill in order to roll the check twice and take the higher result. When you’re using this ability, any use of the Heal skill requiring 1 hour instead takes at most 1 minute. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
- Fortune's Favor As a swift action, you can call on fortune’s favor, giving you a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. You can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining this bonus is a free action, but it ends immediately if you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Fortune’s Favor is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level.
Curse: Merciful
If a non-enemy character who is adjacent asks you to heal them, or asks you for help and you can tell they have taken damage or drain or suffer from a disease or poison, you must help them on your next tum. If they have a condition or suffer from a poison or disease that you can neutralize or cure with any ability you possess or any spell you can cast, you must do so as your next action. Otherwise, if they have taken any damage, you must cast a spell or use an ability that heals hit points. Also, you cannot perform a coup de grace. You gain the ability to lay on hands, as the paladin ability, using your curse level as your paladin level (7/day, 2d6).
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Profile
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Appearance
Godric is a strikingly handsome man, with angular features and a clean shaven face. His long white hair flows down past his shoulders, and his pure alabaster skin is white as a winter snow. His eyes glow a vibrant iridescent purple, a striking feature, and yet they hold only kindness within them. He is average height and a lean build, His body will adapted to the harsh life of living in the wastelands. Knowing how off-putting his white skin can be to some, he tends to keep much of his features covered, including a mask and hood on his face. When he anticipates being around others, he will hide his flesh with a symbol makeup created from clay, ash, and dust. He has gotten rather proficient at applying this to make himself appear as others do. He still carries the heavy sword he used to free himself from his captor, as well as a shield and spiked cudgel.
Personality
Godric is a kind, soft spoken man. He tries to listen before speaking, and holds his reactions until he is sure he is acting wisely. He has little value for possessions, though seeks those that will help him in aiding others. As of late he has sought those of a similar nature, who would strive to help the less fortunate in these trying times.
Background
The child that would become known as Godric Graywalker was born to a forgotten family in an unknown town. The couple had tried for years to conceive, always failing. Finally they had sought the blessing of the local wild woman, a witch. With her gifts, they conceived a child. On a moonless night, the woman gave birth after hours of labor. But the child, though healthy in form, was ghostly pale. He had no pigment whatsoever in his skin or his hair. Only his eyes had some color, and iridescent purple. Believing they have been cursed by the witch, the father and his friends stormed her hovel and murdered her. The mother, beside herself with this monstrous child, did the only thing she could: She went out into the wilds well beyond their walls and left the child on a stone, hoping that a predator or the elements would claim its life.
In what would certainly not be the last time in its life, the child however survived. Whether by chance, divine luck, or resolute nature, the child was neither claimed by the elements, nor became prey to a wild animal. A band of wasters (mutant scavengers) came upon the child, and two of them took it as a sign that they were to be gifted with an offspring. They saw his unique nature not as a curse, but rather a blessing, and brought the small boy back to their caverns.
Befitting such a blessing from their deity, they named the boy Godric. He was raised into his mid childhood in a loving, if challenging environment. The harsh lands the wasters called home was fraught with danger, and injury and even death were common among their people. So it was the shock to all when the boy touched another child’s broken arm, and the wound mended itself. Already viewed as a child with divine purpose, Godric was further elevated among the clan. The scavengers sought anything they could to help the child learn to manifest his powers of healing, and his skill began to grow.
But in the wastes, others covet what they do not have. Another band of mutants, violent raiders, heard rumors of the child with the healing touch. The tales of the boy had grown over time, into myths of a gift to both remove horrid mutations and grant boons. Though false, it still compelled the raiders to lay waste to Godric’s small clan. Some were taken as slaves, others for food, but for Godric, he was to be the chief's prize.
The cruel warrior Vaden had many trophies he had acquired over the years. Besides Godric, his most prized was the seer Edara. Late in her years, she was a talented diviner, who foretold Vaden's many successes. And it was she who had told him to seek out the boy. When Vaden brought his prize before the seer, she looked into his eyes and saw all she needed to know.
First, this was the boy she had foreseen. Second, he was indeed gifted. Third, she felt the presence of her long lost sister, a witch who’d taken up life in a small town as a midwife, on the child. And finally, she saw that he was the one who would kill Vaden.
Vaden strangely raised Godric as his son, bringing him from boy to almost man. Vaden tried to corrupt him to the violent ways, and though the boy took to some skill at arms, he had not the stomach for slaughter. In those years his gift to heal had also grown, so when Vaden and his men would return from battle, Godric was expected to heal them. But in the time between, he was left in the care of Edara. She taught him of the time before, before the darkness came. She taught him of the old gods and their teachings - virtue, vigilance, forgiveness. She taught him that those who are strong must protect the weak, those who can must heal the sick. She also taught him that the wicked must be punished.
Nearing what might have been his 16th or 17th year, Godric had grown into a rather strong young man. Vaden was away raiding, when Edara told Godric it was her time to pass. She knew that if she was gone, Vaden could no longer use her gifts and would himself be weakened. This would make him vulnerable to Godric's justice. Dodger begged her not to, but she assured him that it was her time, that she was at peace with it, and that afterward, they would both be free of Vaden. She drank a concoction of her own design, said goodbye, and when the morning came, Edara was no more.
In the weeks to come, Vaden's raids saw defeat and disaster. His gang was cut in half. After one particularly bad defeat, Vaden barely made it back alive. Nearly crawling to Godric, he begged him to 'heal your father, ease my pain'. Godric walked over with fury in his heart, hefted Vaden's mighty blade, and said, 'the pain you cause is finally over' - then beheaded him. In that moment, a lock of Godric’s snow white hair turned black. Though he had just stopped a vicious, cruel monster, he understood doing it out of rage, and seeking pleasure and satisfaction in it brought him closer to the darkness itself.
Godric fled the gang’s hold, knowing the others would seek revenge for his act. He fled long and far, into distant lands. Over the next three years, he wandered, helping those in need, trying the best he could to strengthen those small communities trying to survive. He has a purpose, he has a calling, he will help those he can. He is the graywalker.