Jeremiah comes from southern Brevoy, where he was born into a family of 5 children and meager income. During his childhood he had to deal with being ignored by his parents most of the time due to the large number of kids, and as a result he often dreamt of becoming something big in life, a hero or ruler who the people would admire. However, he didn't let these delusions get to him; he knew he would only amount to another peasant in a dreary town.
When he reached puberty, Jeremiah was sent to the local potter to become his apprentice. However, his apprenticeship was cut short one fateful afternoon when, as he played with some other kids, he fell beneath a passing wagon and his right leg was crushed.
After the tragic accident, he fell into a coma for a few days, during which time he was visited by visions of withered plants regrowing, bleeding wounds closing, and life being restored to the dead. As Jeremiah awoke from the coma, a surge of magical energy burst forth from him, washing over his attending parents, siblings, and the local healer with positive energy. Amazed, the adults fetched a priest (or the priest could have been the healer), who proclaimed that this fateful happening is a divine gift from Sarenrae, who chose Jeremiah as her vessel. It was soon discovered that no amount of healing could recover Jeremiah's leg, and the priest put forth that perhaps it was part of the gift that Sarenrae had given him.
After that day, Jeremiah was brought to a temple of Sarenrae, where he was indoctrinated and taught much about religion, politics, and history. He soon had no doubt in his mind that his gift, as he had since begun to think of it, was sent from the Dawnflower, and his purpose in life was to ease suffering in the world.
With this mindset, and with his training now completed, Jeremiah sets out into the world, ready to spread the light of Sarenrae to all those in need of and deserving of it.
JEREMIAH STRICKLAND CR 1/2
Male Human Oracle 1
NG Medium Humanoid (Human)
Init +0; Senses Perception +2
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DEFENSE
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AC 17, touch 10, flat-footed 17. . (+5 armor, +2 shield)
hp 10 (1d8+2)
Fort +2, Ref +0, Will +4
Weakness Lame
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OFFENSE
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Spd 15 ft.
Melee Heavy Shield Bash -3 (1d4+1/20/x2) and
. . Dagger +1 (1d4+1/19-20/x2) and
. . Gauntlet (from Armor) +1 (1d3+1/20/x2)
Oracle Spells Known (CL 1, +1 melee touch, +0 ranged touch):
1 (4/day) Cure Light Wounds (DC 15), Command (DC 15), Bless
0 (at will) Light, Detect Magic, Create Water, Stabilize
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STATISTICS
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Str 12, Dex 10, Con 14, Int 13, Wis 14, Cha 18
Base Atk +0; CMB +1; CMD 11
Feats Armor Proficiency (heavy), Selective Channeling
Traits Child of the Temple: Knowledge (Nobility), Noble Born - Lebeda
Skills Acrobatics -6, Climb -5, Diplomacy +8, Escape Artist -6, Fly -6, Heal +6, Knowledge (History) +5, Knowledge (Nobility) +6, Knowledge (Religion) +6, Ride -6, Sense Motive +6, Spellcraft +5, Stealth -6, Swim -5
Languages Celestial, Common, Dwarven
SQ Channel Positive Energy (Su), Channel Positive Energy 1d6 (5/day) (DC 14) (Su)
Combat Gear Dagger, Scale Mail, Shield, Heavy Wooden; Other Gear Backpack (empty), Flint and steel, Hammock, Rations, trail (per day) (6), Rope, hempen (50 ft.), Tent, Small, Waterskin (2)
Wealth 1 gp, 9 sp
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SPECIAL ABILITIES
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Channel Positive Energy 1d6 (5/day) (DC 14) (Su) A good cleric can channel positive energy to heal the living and injure the undead. Affects all within 30'.
Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance.
Selective Channeling Exclude up to 4 targets from the area of your Channel Energy.
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