Darius Finch

Janus Alistair Eden's page

713 posts. Alias of MordredofFairy.


About Janus Alistair Eden

Oracle(Spirit Guide) Level 6
CG Medium Human
Init 0 = 0(dex)
Senses Perception 7
FCB: +1 spell known(of below max spell level)
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Party Role/Concept
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Janus can fulfill primary or secondary Healer-Roles.
With some self-buffs, he can easily also frontline or provide thrown weapon support.
Will provide party-wide buffs, which he can enhance near the endgame via Heroic Echo.
Spirit Guide will add additional flexibility to cover needs. Need more Healing? Life Spirit for Channel. Need some Blasting? Fire Spirit for the spells.
Even more flexibility via great UMD.
Comes with a free Tiger at Level 11. You know, for flanking and pouncing and stuff.

Background:

Janus's family originally hailed from Cheliax, where they were minor nobility. Unfortunately, they had decided to back House Davian during the Civil War. With the Thrune Ascendancy, the surviving members of Janus family left, some moving to Taldor, some to the shackles, and those who would become his ancestors, to Varisia - Magnimar, to be specific.

They invested what little money they had into a caravan business, and became traders. They had a good sense for business and some lucky deals, and soon found themselves well-off.
Into this family, Janus was born, as third child of seven. With 2 older brothers who were destined to take over the business, he was trained as a caravan leader - but was quickly removed from the position when he lost valuable cargo to an imposter. Before the family could decide what other role to give him in their business, he was choosen by Desna as a divine Agent.
His parents and elder brothers knew better than to draw her ire by trying to stop him, and so he ventured forth, travelling with ships, caravans, hitching rides with merchants or farmers, letting the stars guide him and visiting different places. In some places, he would stay a few months, over a winter or for some longer work contract with good pay.

Sometimes, he would also find companions to travel with - the last one was a Tien Girl that worked as a smuggler, and they were romantically involved. She had booked passage on a ship for herself and cargo, travelling north, and Janus came along to Kalsgard.
He stayed in the city while she planned to deliver the cargo to her contact, a days worth of travel south of the city.
He waited for a couple days - those things were seldom exact science, with ships being delayed, or people showing up late, but when a week passed and she had not come back, he started to worry. He had taken to waiting near the station, not knowing where he should start to search, when he saw a man return the cart she had borrow days before.
Upon questioning, the man first denied everything, claiming he had borrowed the cart - when Janus attempted to press him for answers, the man pulled a knife on him.
After killing him in self-defense, Janus decided not to stay any longer - and instead set out in search of his current girlfriend(who, of course, ran into problems with the Rimerunners, and was abducted). Following Desna's guidance once more, he rode south where the stars led him.

Also, for the girl, to conveniently not keep her in the story, she can tag along for a bit before finding she is with child, and deciding to settle down. (and see if maybe Janus wants to commit to being a father, eventually - after the AP)

Description:
Janus is a young human male, albeit he has very androgynous features. He has long blonde hair that he usually wears in a ponytail. His face is soft and clean-shaven, and his build is not very masculine either. But maybe just because of that, he seems very charismatic, unthreatening, friendly. He has a melodic, clear voice and good control over it, further reinforcing positive first impressions. He has a taste for expensive and custom-tailored clothing, one of his few vices.

Personality:
Janus is an easygoing person that loves to travel, learn new things, and chat with people to learn about them. He is aware that his spellcasting granted by Desna is tied to a purpose - that he will have a role to fulfill - but he does not let that weigh him down. The opposite is true, he embraces his role, and travels where fate will take him - his strong faith has helped him overcome odds not in his favor in the past. He also likes reading, and has a broad range of topics on which he possesses some basic knowledge from a book or two.

Daily Abilities:

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Spells
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Level 0= Orison => Inf.
Level 1= 6+2(Cha) => 8/8
Level 2= 5+2(Cha) => 7/7
Level 3= 3+1(Cha) => 4/4
Level 4= 0+1(Cha) => -
Level 5= 0+1(Cha) => -
Level 6= 0+1(Cha) => -
Level 7= 0+0(Cha) => -
Level 8= 0+0(Cha) => -
Level 9= 0+0(Cha) => -

Spells Known:
Level 0: Detect Magic; Stabilize; Mending; Enhanced Diplomacy, Purify Food and Drink, Read Magic, Detect Poison, Create Water, Light, Spark
Level 1: Cure Light Wounds; Fumbletongue, Shield of Faith, Divine Favor, Liberating Command, Stone Shield, Bless, Moment of Greatness
Level 2: Cure Moderate Wounds; Dust of Twilight, Resist Energy, Aid, Lesser Restoration
Level 3: Cure Serious Wounds; Rage, Prayer
Level 4: Cure Critical Wounds; Moonstruck,
Level 5: Cure Light Wounds, Mass; Aspect of the Wolf,
Level 6: Cure Moderate Wounds, Mass; Litany of Madness,
Level 7: Cure Serious Wounds, Mass; Lunar Veil,
Level 8: Cure Critical Wounds, Mass; Blood Mist,
Level 9: Polar Midnight,

Automatic Oracle Spell, Mystery Bonus Spell, regular spells known(including from FCB)


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Defense
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AC 23 10+6(Cha)+6(Armor)+0(Shield)+1(Deflection), ACP = 0
hp 45 =8(Class)+2(Con)+5*(5(class)+2(con))
Fort 4 , Ref 8 , Will 5(+8 versus charm/compulsion, +3 versus Fear, +2 versus Illusions)

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Offense
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Speed 30 ft
MELEE +1 Starknife +11 1d4+7(20/x3)
RANGED +1 Starknife +11 1d4+7(20/x3)

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Statistics
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Str 10, Dex 10, Con 14, Int 14, Wis 12, Cha 20
Base Atk +4; CMB +0; CMD 13

Languages: Common, Sylvan, Tien + Celestial
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Special Abilities
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=====Feats=====
Level 1: Way of the Shooting Star
Level 1(Focused Study): Skill Focus(Perform (oratory))
Level 3: Additional Traits
Level 5: Extra Revelation
Level 7: Eldritch Heritage(Student of Humanity (Ex))
Level 8(Focused Study): Skill Focus(Use Magic Device))
Level 9: Shield Focus
Level 11: Divine Interference
Level 13: Improved Eldritch Heritage(Heroic Echo (Su))
Level 15: Unhindering Shield
Level 16(Focused Study): Skill Focus(Sense Motive)
Level 17: Greater Eldritch Heritage(Heroic Legends (Su))
Level 19:

=====Revelations=====
Level 1: Prophetic Armor (Ex)
Level 3(Spirit Guide): Bonded Spirit (Su)
Level 5(Extra Revelation): Moonbeam (Su)
Level 7(Spirit Guide): Bonded Spirit (Su) - Spirit Ability
Level 11: Primal Companion
Level 15(Spirit Guide): Bonded Spirit (Su) - Greater Spirit Ability
Level 19: Moonlight Bridge (Su)
Level 20(Alternative Capstone): Flame - Cinder Dance
Level 20(Alternative Capstone): Flame - Form of Flame

=====Oracle Curse: Reclusive =====
You are reclusive and paranoid to the point that your allies cannot easily help you in times of stress or unease.
Drawback: Whenever you are in combat, your allies must succeed at a melee touch attack to affect you with touch spells, and you must attempt saving throws to resist all spells cast by anyone other than yourself, even those cast by allies.
Benefit: Instantaneous spells you cast only on yourself affect you as though your caster level were 1 higher.
At 5th level, any spells you cast only on yourself affect you as if they were modified by the Extend Spell feat. This does not increase their level or casting time.
At 10th level, you are immune to charm spells and spell-like abilities.
At 15th level, you gain spell resistance equal to 10 + your oracle level.

=====Racial Qualities=====

Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
Imposter-Wary: You gain a +2 racial bonus on saving throws against illusion spells and effects, 1 free rank in Sense Motive at 1st level, and 1 additional rank in Sense Motive whenever they gain a level. This racial trait replaces skilled.
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Class Abilities
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=====Skills=====
4(class)+2(int)+1(skilled)+2(Background)

Adventuring Skills

Acrobatics(ACP) = (ranks)+(Dex)
Bluff = (ranks)+(Cha)
Climb(ACP) = (ranks)+(Str)
15 Diplomacy = 6(ranks)+6(Cha)+3(class)
-- Disable Device(ACP) = (ranks)+(Dex)
Disguise = (ranks)+(Cha)
Escape Artist(ACP) = (ranks)+(Dex)
Fly(ACP) = (ranks)+(Dex)
10 Heal = 6(ranks)+1(Wis)+3(class)
Intimidate = (ranks)+(Cha)
6 Knowledge (arcana) = 1(ranks)+2(Int)+3(class)
6 Knowledge (dungeoneering) = 1(ranks)+2(Int)+3(class)
6 Knowledge (local) = 1(ranks)+2(Int)+3(class)
6 Knowledge (nature) = 1(ranks)+2(Int)+3(class)
7 Knowledge (planes) = 2(ranks)+2(Int)+3(class)
7 Knowledge (religion) = 2(ranks)+2(Int)+3(class)
7 Perception = 6(ranks)+1(Wis)
Ride(ACP) = (ranks)+(Dex)
10 Sense Motive = 6(ranks)+1(Wis)+3(class)
9 Spellcraft = 4(ranks)+2(Int)+3(class)
Stealth(ACP) = (ranks)+(Dex)
Survival = (ranks)+(Wis)
Swim(ACP) = (ranks)+(Str)
12 Use Magic Device = 6(ranks)+6(Cha)

Background Skills

Appraise = (ranks)+(Int)
Artistry = (ranks)+(Int)+3(class)
Craft = (ranks)+(Int)+3(class)
-- Handle Animal = (ranks)+(Cha)
6 Knowledge (engineering) = 1(ranks)+2(Int)+3(class)
6 Knowledge (geography) = 1(ranks)+2(Int)+3(class)
6 Knowledge (history) = 1(ranks)+2(Int)+3(class)
6 Knowledge (nobility) = 1(ranks)+2(Int)+3(class)
3 Linguistics = 1(ranks)+2(Int)
Lore = (ranks)+(Int)+3(class)
15 Perform(Oratory) = 6(ranks)+6(Cha)+3(Feat)
5 Profession(Herbalist)= [/b]= 1(ranks)+1(Wis)+3(class)
-- Sleight of Hand(ACP) = (ranks)+(Dex)

=====Gear=====

Belt - nothing
Head - nothing
Body - nothing
Headband - nothing
Chest - nothing
Neck - nothing
Eyes - nothing
Shoulder - nothing
Feet - nothing
Wrists - nothing
Hand - nothing
Ring - nothing
Ring - nothing
Slotless - nothing

180 Gold

15 GP - Kit, Shaving(A shaving kit contains a straight razor, a whetstone, a small mirror, a brush, a cup, and enough shaving powder to last a Medium humanoid 50 shaves.)
10 GP - Boline (Bolines are hook-shaped knives commonly used by herbalists and spellcasters to harvest ingredients for their craft. A boline’s blade is typically 5 inches long, and is too small and irregular to use as a weapon. You can use a boline to finely slice the herbs in a healer’s kit, so you can treat deadly wounds with only a single use from a healer’s kit rather than two uses.)
10 GP - 10 Sticks Incense - This aromatic resin, imbued with fragrant oils, is often formed into sticks, cones, or balls and burned in ceremonies or during meditation. A piece of incense burns for 1 hour.
9 GP - Kit, Oracle’s(This kit includes a backpack, a bedroll, a belt pouch, candles (10), a flint and steel, an iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.)

4k Headband of Alluring Charisma +2
2k +1 Starknife
5.1k +2 Mithral Shirt
1k Cloak of Resistance +1
2k Ring of Protection +1

=====Traits=====

Faith Unshakable and Unassailable (Exemplar - Faith)
Your dedication to your ideals is stronger than steel.
You gain a +2 trait bonus on Will saves against charm, compulsion, and fear effects. For every two other faith traits you have, this bonus increases by 1.

Irrepressible (Faith)
Your hope for a brighter future blessed by the gods, combined with your powerful personality, allows you to force your way free of spells that cloud the mind.
Benefit(s): You can use your Charisma modifier in place of your Wisdom modifier when attempting Will saving throws against charm and compulsion effects.

Fate’s Favored (Faith)
The fates watch over you.
Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

=====Ability Scores=====:

STR 10=10(Buy)
DEX 10=10(Buy)
CON 14=14(Buy)
INT 14=14(Buy)
WIS 12=12(Buy)
CHA 20=17(Buy)+2(Race)+1(Level 4)