Priest of Pharasma

Hector Starwatcher's page

4 posts. Alias of Void Dragon.


Full Name

Hector Starwatcher

Race

Human

Classes/Levels

Oracle 6

Gender

Male

Size

Medium

Age

23

Alignment

NG

About Hector Starwatcher

Hector Starwatcher
Male Human Oracle 6 Mystery Heavens
NG Medium Humanoid (Human)
Init +7; Perception +10
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DEFENSE
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AC 21, touch 11, flat-footed 20 (+7 Armor, +3 Shield, +1 Dex)
hp 45 (6d8+12)
Fort +5, Ref +4, Will +7
Defensive Abilities
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OFFENSE
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Speed 30 ft.

Melee
Mace, Heavy Attack +5 Damage 1d8 Type B

Ranged

Special Attacks

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STATISTICS
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Str 10, Dex 12, Con 14, Int 08, Wis 12, Cha 22
Base Atk +4; CMB +4; CMD 15
Feats: Improved Initiative, Extra Revelation, Spell Focus (Illusion), Greater Spell Focus (Illusion)
Traits Fast-Talker, Chance Savior
Skills Bluff +16, Diplomacy +15, Heal +10, Perception +10, Sense Motive +10
Languages Common

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SPELLS KNOWN/PER DAY
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DC 16 (7+Curse Spells) 0th: Create Water, Detect Magic, Guidance, Light, Mending, Read Magic, Spark, Mage Hand (C), Ghost Sound (C)

DC 17 (4+Cure+Mystery Spell) (8/day)1st: Cure Light Wounds, Color Spray (M) DC 19, Endure Elements, Shield of Faith, Ant Haul, Detect Undead

DC 18 (2+Cure+Mystery Spell+Curse Spells) (7/day)2nd: Cure Moderate Wounds, Hypnotic Pattern (M) DC 20, Restoration Lesser, Gentle Repose, Levitate (C), Minor Image (C) DC 20

DC 19 (1+Cure+Mystery Spell) (4/day)3rd: Cure Serious Wounds, Daylight (M), Dispel Magic

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SPECIAL ABILITIES
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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.

Haunted: Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known. At 5th level, add levitate and minor image to your list of spells known. At 10th level, add telekinesis to your list of spells known. At 15th level, add reverse gravity to your list of spells known.

Revelations

Awesome Display (Su): Your phantasmagoric displays accurately model the mysteries of the night sky, dumbfounding all who behold them. Each creature affected by your illusion (pattern) spells is treated as if its total number of Hit Dice were equal to its number of Hit Dice minus your Charisma modifier (if positive).

Lure of the Heavens (Su): Your connection to the skies above is so strong that your feet barely touch the ground. At 1st level, you no longer leave tracks. At 5th level, you can hover up to 6 inches above the ground or even above liquid surfaces, as if levitating. At 10th level, you gain the ability to fly, as per the spell, for a number of minutes per day equal to your oracle level. This duration does not need to be consecutive, but it must be spent in 1-minute increments.

Guiding Star (Su): Whenever you can see the open sky at night, you can determine your precise location. When the night sky is visible to you, you may also add your Charisma modifier to your Wisdom modifier on all Wisdom-based checks. In addition, once per night while outdoors, you can cast one spell as if it were modified by the Empower Spell, Extend Spell, Silent Spell, or Still spell feat without increasing the spell's casting time or level.

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EQUIPMENT
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+1 Breastplate
+1 Heavy Wooden Shield
Cloak of Resistance +1
Headband of Alluring Charisma +2
backpack
bedroll
belt pouch
candles (10)
flint and steel
iron pot
mess kit
rope
soap
torches (10)
trail rations (5 days)
waterskin
Masterwork Mace, Heavy

Coin 170 GP

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BACKGROUND
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Hector was born a small village near Solku. He grew up always looking at the stars even when he was supposed to be sleeping. It was during one of these nightly star visits that Hectors family farm was attacked by some gnolls. The gnolls slaughtered most of his family members and when Hector returned most of his farm was burnt down. Hearing the voices of his family members blame him for their deaths Hector went out on a quest to quiet the spirits of the dead that surrounded him.

During this quest Hector got caught up in a band of thieves who used the young man's desire to quiet the voices to help them rob some graves for money. As Hector went on these trips the voices following him got louder and new voices joined the old. When Hector finally couldn't stand these voices anymore he went to a temple of Pharasma and confessed. The Pale Lady accepted Hector's apology and the voices lessened but the voice of his family members remained. Hector knew that he could finally quiet the voices if he repented for his deeds and he went out to atone for what he had done.

Hector learned on his travels that the Pale Lady had granted him the ability to cast spells and truly awaken during the night. Hector continued to follow the will of his lady and he stopped his old grave robbing associates. He also went out and began a campaign to wipe out as many gnolls as he could find.

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PERSONALITY
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Hector is a man who believes in fate and that nothing happens by happenstance. He knows that he has divinely inspired gifts so he believes that his fate is to help others with their goals in life. Hector's driving goal is to finally find a way to set the spirits surrounding him to rest. Due to this Hector is willing to jump at the first sign of any adventure as he sees that as also being part of his fate in his quest for redemption. Hector is willing to extend his hope of redemption to others as long as they are not gnolls. Hector hates gnolls with a fiery passion since they killed his family.