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Hieronymous Strong's page

273 posts. Alias of Thunderous.


Full Name

Hieronymous Strong

Race

Human

Classes/Levels

Oracle/3

Quick Stats:
HP=4/28, AC=17(18), Init+4, Per+7, Fort+2, Ref+1, Will+2, Wand of CLW 42

Gender

Male

Size

Medium (210lbs, 5'4")

Age

22

Alignment

Neutral Good

Deity

Torag, Angradd, Sarenrae

Location

Sandpoint

Languages

Common

Strength 18
Dexterity 10
Constitution 12
Intelligence 10
Wisdom 8
Charisma 16

About Hieronymous Strong

Appearance:
Short but heavy, he resembles a tall dwarf. He has a red hammer shaped birthmark on his left forearm. He has adopted a sort of wild look with the events of the last few years, his hair and beard are coarse and long and tend to make him look like a victim of too much static electicity. His nearly colorless eyes are usually open too wide due to his cursed vision, making him look a little wired. He wears a rough brown robe that belonged to his mentor Heldon Eldish under his cloak, but over his chainmail.

Backstory:
Born in a small human village near a dwarf settlement in Varisia, Hieronymous was a short and sturdy ball of happiness. Even as a child, he had a quality about him that made people smile and feel at ease, and he had no enemies. From a young age he had a knack for finding things behind or under earthen obstructions, he developed a seemingly magic ability to heal the sick, and even showed a talent for helping his father and other local mason's with their work. All of his life he was told he was special, that he was touched by the gods, that one day he would do something great. As he grew older, he began more and more to resemble a large dwarf, always the shortest of his friends but extremely stout and hairy, and also lost most of his vision as his eyes clouded over, becoming almost completely white. His natural charm allowed him to do pretty much anything he wanted, and so he spent most his time wandering through the countryside exploring and learning from Heldon Eldish (the village scholar) about other planes of existence (something he found intriging).

His life changed drastically one sad day while he was out investigating a local ruin - the small village his family called home was ransacked by giants and everyone he knew and loved, friends, mother, father, brother and sister, were dead or gone. He found one survivor, Gurdan, an elderly father of a classmate from his youth, clinging to life in a makeshift shelter on an island in a river not far from the village. Gurdan maintained that he saw some of the villagers being carried off alive. After taking Gurdan to be with Gurdan's family in Sandpoint , he spent three years searching for any more survivors, or for any trace of the giants that tore apart his life and his people, all the while learning about how to fight giants from people he met and honing his skills.

For a time Hieronymous blamed himself for what had happened to his village, but eventually he realized that he would probably have been slain had he been home that day. He believed that his family would want him to do more than spend his entire life searching for them, so he shook off the grief and vowed to use his abilities to help others. Starting out on his new path, his first good deed was to visit Gurdan in Sandpoint, and, learning of strange happenings nearby, decided to stick around in case he could be of service to the town.

Stats and abilities:
Hero Points = 2
Init +4; Senses - Sight 30' (Darkvision), Perception +7 (+8 vs giants)

Defense:
AC = 10+7=17 (18 with buckler)
HP = 28 (1d8)
Fort +2, Ref +1, Will +2
+4 bonus to your Combat Maneuver Defense when resisting a bull rush or trip attempt.

Curse = Clouded Vision (changes at level 5)

Offense
BAB +2
Speed 20 ft (med armor)
Attacks:
Mace, Heavy: +6 to hit (+4 from strength modifier +2 from BAB) and +7 against giant subtype creatures, 1d8+4 to damage (+4 bonus from strength) x2 on a critical.
Spear: +6 to hit (+7 against giant subtype), 1d8+6 damage (+4 strength mod x 1.5 for wielding 2 handed) x3 on a critical.

Traits (2, one is from Rise of Runelords):
Giant Slayer (You gain a +1 trait bonus on Bluff, Perception, and Sense Motive checks and +1 trait bonus on attack rolls and damage rolls against creatures of the giant subtype. )
Seeker (+1 Perception, perception is a class skill)

Skills (12+3=15 for human at third level, so far all of them are class skills):
Diplomacy: = 1 (+7)
Knowledge: Planes = 1 (+4)
Intimidate = 2 (+8, +9 vs Giants)(standard action in combat)
Perception = 5 (+7, +8 for Giants) (-1 for low wisdom)
Use Magic Device = 4 (+7)
Craft Stonemasonry = 1 (+4)
Knowledge Religion = 1 (+4)
Knowledge History = 1 (+4)
Survival = 1 (+3) (-1 for low wisdom)

Feats:

Improved Initiative (+4 to Initiative checks)

Extra Revelation

Power Attack - You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Mystery = Stone

Revelations:
Crystal Sight - See through stone, earth, or sand at 1'/level, metal at 1"/level (You can see through stone, earth, or sand as easily as if it were transparent crystal. Your gaze can penetrate a number of feet equal to your oracle level, or 1/12th this thickness of metal. You can use this ability a number of rounds per day equal to your oracle level, but these rounds do not need to be consecutive.)

Stone Stability - You receive a +4 bonus to your Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. At 5th level, you gain Improved Trip as a bonus feat. At 10th level, you gain Greater Trip as a bonus feat.

Shard Explosion - As a swift action, you can cause jagged pieces of stone to explode outward from your body. These shards deal 1d6 points of piercing damage per two oracle levels (minimum 1d6) to all creatures within a 10-foot burst. A Reflex save halves this damage. In addition, the broken shards make the area difficult terrain until your next turn. You can use this ability once per day, plus one additional time per day at 5th level and every five levels thereafter.

Orisons (5 at 3rd level)
Create Water (standard action)
Detect Magic
Read Magic
Stabilize (standard action)
Mending

Spells per Day (5+1=6 level 1 spells at 3rd level)

Spells known:

Level 1(3 level 1 at third level, plus all "Cure" spells of appropriate level, plus Magic Stone for being a Stone Oracle)

Bless (standard action, +1 to hit and save vs fear)
Cure Light Wounds (standard action)(cures 1d8 points of damage + 1 point per caster level (maximum +5))
Obscuring Mist (standard action, 20'x20')
Summon Monster I
Magic Stone (Makes 3 Sling Bullets that are +1 to hit and do 1d6+1 damage)

Equipment:
Chainmail
Spear
Mace, Heavy (Alchemical Silver)
Buckler
Finely Carved Sling (The forks are carved to look like two towers of a great keep and the handle looks like a ballista ready to fire between them.)
Sling Bullets (40)
Backpack
Pouch
Bedroll
Blanket
Flint and steel
Waterskin
Rough brown robe
Explorer's outfit - Includes sturdy boots, leather breeches, a belt, a shirt, a jacket, gloves, a bandana and a cloak. The clothes have plenty of pockets (especially the cloak).
Trail rations (14 days)
Hemp rope (50')
Empty sacks (2)
Shovel
Dagger
Dagger (Alchemical Silver)
Wand of Cure Light wounds (charges left are in my Quick Stats)
Ring of Protection +1

Stuff to sell and split between the group:
None

1028gp, 11sp, 28cp