Rohkar Cindren

Jaroslav Robertovich Nadmieny's page

41 posts. Alias of Dolarre.


Full Name

Human Sorcerer (Elemental Fire)/Oracle (Mystery of Winter) 1/1

Race

Spells per day: Sor 1st(3/4); Ora 1st (2/4) -- Wintery Touch (7/7) Elemental Ray (5/7)

Gender

Human Sorcerer (Elemental Fire)/Oracle (Mystery of Winter) 1/1

Size

medium

Age

26

Special Abilities

XP:400

Alignment

Nuetral Good

Languages

Taldane (Common), Hallit (native), Skald

Occupation

Making people feel better

Strength 10
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 13
Charisma 18

About Jaroslav Robertovich Nadmieny

The Tale of the Fox and the Hare:

Jaroslav Robertovich Nadmieny, Yaro for short, was born deep in Irrisen as the 4th son of a woodcutter. His mother died in childbirth, but such things are common. The crone often takes with one hand even as she gifts with the other. He was bright and likable, but the cottage where he was born and lived the first 15 years of his life was isolated. He was destined to live his life as his father, cutting wood for the village to the far south. To supplement the meager earning from the wood, he trapped and hunted for furs. Many snowshoe rabbits and arctic fox fell to his snares and traps.

Until one day, early in the morning, Yaro went out to collect from his last week's traps. He walked from snare to snare, but all were empty. He walked deep into the woods, following and resetting the traps one by one. Soon he realized, the snares he was working on were ones he did not set. On realizing this he turned and discovered he had wandered into a part of the deep woods he had never before seen. He turned in fear, because to be lost in the woods in Irrisen is to commit suicide in a most painful way.

Back the way he came he saw an odd sight. A fox sat and watched. But this fox's coat was red with summer colors, a shade unseen in this frozen land for many years. Beside the fox stood a hare, its coat whiter an more pure than any he collected before. The fox's face and whiskers were covered with snow and ice; its breath blasting forth in clouds of white frost. The hare held a burning branch in its mouth, without fear and without pain.

Yaro stood in shock. The fox spit a loop of wire into the snow. It was from one of Yaro's traps. The hare began to jump back and forth with the branch. Behind it the snow lay pristine and untouched by tracks. It stopped at the base of an old dead tree and lay the burning branch lightly against its trunk, which immediately burst into flames. Both beasts disappeared into the dark wood.

The tree lit quickly in the dry air, then the next, and then the next. Yaro began to flee. the fire followed him as he ran all the day and into the night, the flames of a great conflagration just feet behind him. Eventually, his body wore out and he collapsed into the snow and the fire surrounded him on all sides. Yaro closed his eyes in fatigue and acceptance, and let the fire consume him from above and the cold of the snow and ice sap his life from below.

The next morning, Yaro awoke feet from his home. His hair and back were scorched and blackened. His face and front near frozen from frostbite. In one hand was a simple silver key on a ring tufted with the tip of a red fox tail and holding the preserved foot of a snow-white rabbit. From that day he set no more snares, lay no more traps, and discovered the fox and hare had left him with gifts beyond what a simple woodcutter would ever need.

From that day, Yaro has travelled, now more than 7 years, the key always around his neck, trying to live the example of the fox and the hare, looking for ways opposing forces could work together instead of at odds.

Wisdom from the Old Country:

'Plan and think, but remember always, people who no move, freeze to death where they stand.'

'Is always foolish rat who finds cheese; wise stay home and starve.'

'Do good or bad, village always expect more of same.'

Description:

Before you is a distinguished young man, brown eyes with a touch of elven slant, brown hair, and ears that come to a very slight point. He is dressed in a sturdy set of clothes suitable for a long journey. A well-worn pack is slung over his back and an elaborate well-kept longsword is sheathed at his hip. A wide belt with sewn in chain wraps around him rising to just under his arms, and what can only be called a skirt made of overlapping strips of metal falls to his knees. A ball of flame about the size of a torch head slowly circles his head like a comet. A bone pipe hangs from his lips spewing thick smoke, and as you watch, he slips a sip of something from a flask retrieved from a pouch at his side. You notice he is missing the index finger of his right hand just above the knuckle. His smile is infectious and his eyes twinkle with amusement and joy; his gaze never seems to linger on any one thing for longer than a moment. As you turn away, just in the corner of your eye, you see the fleeting image of a red tailed fox chasing a snowy hare around his feet. But when you look directly, the image disappears.

Male Human Sorcerer (Fire Elemental bloodline)/ Oracle (Winter mystery) 1/1
NG Medium Humanoid
Str 10 Dex 12 Con 14 Int 10 Wis 13 Ch 18 (20 point buy)
Init +1; Senses: Perception +2, Sense Motive +5
Spd: 30 ft.

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DEFENSE
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AC 14, touch 12, flat-footed 12 (+2 Armor, +0 Shield, +1 Dex, +1 Dodge)
CMD: 11
HP: 11 (1d8 +2 Con +1 fav. class)
Fort +2(+0 base), Ref +1(+0 base), Will +3(+2 base)
+2 trait bonus vs. charm/compulsion/emotion effects

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OFFENSE Base att: +0
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Melee:
-Flamesinger: +1 (1d8+1/19-20/x2)
-dagger: +0 (1d4/19-20/x2)

Ranged:
-javalin: +1 (1d6/20/x2) Range 30
-dagger: +1 (1d4/19-20/x2) Range 10

Spells:
-Ray of Frost (CR): +1 ranged touch (1d3[cold or fire]/20/x2) Range 25, Save (none), SR (yes +1)
-Snowball (PeoNor): +1 ranged touch (1d6[cold or fire]+staggered 1rd/20/x2) Range 25, Save (Fort no staggered), SR none

Special Attacks:
-Wintry Touch (Su): +0 melee touch (1d6[cold]/20/x2) Save (none), SR (none)
-Elemental Ray (Su): +1 ranged touch (1d6[fire]/20/x2) Range 30 Save (none), SR (yes)

Special Abilities:

Weapon and Armor Proficiencies: All simple weapons; light and medium armor and shields except for tower

Mystery: Winter
Wintry Touch (Su): As a standard action, you can perform a melee touch attack that deals 1d6 points of cold damage + 1 point for every 2 oracle levels you possess. You can use the wintry touch ability a number of times per day equal to 3 + your Charisma modifier. At 11th level, any weapon that you wield is treated as a frost weapon.

Oracle Curse: Haunted - 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.

Bloodline: Elemental Fire
Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to fire. This also changes the spell's type to fire.
Elemental Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of fire + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Spells per day: Sor 1st(4); Ora 1st(4)
Spells known (sorcerer)
0th - dancing lights, open/close, prestidigitation, ray of frost
1st - silent image, snowball

Spells known (oracle)
0th - detect magic, ghost sound, guidance, mage hand, mending, stabilize
1st - command, cure light wounds, obscuring mist

Feats:

Eschew Materials (sorcerer bonus)
Merciful Spell (human bonus)
Dodge (level 1)

Skills:

Skill(rank/class/att/other)
Diplomacy (+1/+3/+4): +9
Heal (+1/+3/+1): +5
Perception (+1/+0/+1): +2
Sense Motive (+1/+3/+1): +5
Survival (+1/+3/+1/+1[trait]): +6

Traits:

Helpful: You always know the best way to assist your companions, be it assisting them with a task, defending them in battle, or helping them with a well-aimed strike. When using the aid another action, you grant your ally a +3 bonus instead of a +2 bonus.

Poverty-Stricken: Your childhood was tough, and your parents always had to make every copper piece count. Hunger was your constant companion, and you often had to live off the land or sleep in the wild. You gain a +1 bonus on Survival checks, and Survival is always a class skill for you.

Principled: You hold yourself to a strict code of behavior that guides all of your decisions and actions. You take a —2 penalty on Bluff checks and gain a +2 trait bonus on saving throws against charm, compulsion, and emotion effects.

Heirloom Weapon (altered): You carry and have an inate connection with a weapon that has been linked to your family for generations (the Runesword - Flamesinger). You gain proficiency with this specific weapon.

Drawback - Naïve: Your perception that everyone is innately good does not bode well in the heat of battle, when less scrupulous foes might take advantage of your misguided optimism. You take a -2 penalty to AC against improvised weapons and a -2 penalty to CMD against dirty trick combat maneuvers.

Drawback - Three Fingers and a Thumb: By accident or design you have lost one of the fingers of your good hand. You take a -1 attack penalty on all dexterity based weapon attack rolls, take a -2 on dexterity based skills that require fine manipulation, and take a -2 on CMD vs disarm attempts.

Gear:

Armor
haramaki - 3 gp (1lb)
armored kilt - 20gp (10lbs)

Weapons
Flamesinger (+1 longsword) (4lbs) sheathe on belt
morningstar - 8gp (6lbs) packed in backpack
dagger - 2gp (1lbs) sheathe on belt
javalin (4) - 4gp (2lbs) quiver

backpack - 2gp (2lbs/26 total lbs)
-bedroll - .5gp (5lbs)
-silk rope (100ft.) 20gp - (10lbs)
-flint and steel - 1gp (-)
-grooming kit - 1 gp (2lbs)
---comb, scissors, nail file, sponge, hairbrush, miniature mirror, soap, chewing stick, and tooth powder.
-shaving kit - 1.5gp (.5 lbs)
---straight razor, whetstone, small mirror, brush, cup, shaving powder for 50 shaves
-mess kit - .2gp (1lb)
---plate, bowl, cup, fork, knife, and spoon, made of tin
-pipe tobacco - .75gp (1.5lbs)
-waterskin - 1 gp (4 lbs) hanging on backpack
belt pouch - 1gp (.5lbs/1 total lb)
-bone carved pipe - 1gp (.5lbs)
-pipe tabacco - .25gp (.5lbs)
-hip flask - 1gp (.5 lbs)
---whiskey .1gp

traveler's outfit - 1gp (5lbs)
---boots, wool breeches, sturdy belt, shirt with vest and cloak with hood
signal whistle - .8gp (-) on chain around neck
ioun torch - 75gp (-) orbiting head
ring of elven blood middle finger of right hand
quiver - 1 gp (2lbs)

33gp 9sp