Grau Soldado

Jun Korter's page

204 posts. Alias of David James Olsen.


Full Name

Jun Korter

Race

Human Dual-Cursed Oracle of Life 3

Classes/Levels

Hps 33/33 AC 19 FF 17 T 12 CMD 14 Fort +3 Ref +3 Will +5 Init +2 Per +2

Gender

Male

Strength 15
Dexterity 14
Constitution 16
Intelligence 16
Wisdom 15
Charisma 18

About Jun Korter

Resources

Channel 5/day Used - [0/5] Save Will DC 15 for Half
1st Level Spells (5/day) Used - [0/5]
Effects None

Male Human Oracle 3 (Dual Cursed)

Initiative +2
HP 33 (18+9+3) Current HP 30/30
AC 19(+5 Armor, +2 Shield, +2 Dex) FF 17 T 12
Speed 20
BAB +2 CMB +4 CMD 16
Fort +4 Ref +3 Will +5

Languages Common, Elven, Dwarven, Giant

Melee Heavy Mace +0 (1d8+2)
Ranged light crossbow +0 (1d8/19-20)

Skills:

Class Skills: Bluff (Cha), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Use Magic Device.

Skill Points (4Class+2Int+1Human+0FC=7/Level) ACP -4

Bluff +9 (1+3CS+4Cha+1Trait)
Diplomacy +10 (3+3CS+4Cha)
Heal +6 (1+3CS+2Wis)
Knowledge (History) +7 (1+3CS+3Int)
Knowledge (Planes) +9 (3+3CS+3Int)
Knowledge (Religion) +9 (3+3CS+3Int)
Sense Motive +8 (3+3CS+2Wis)
Spellcraft +9 (3+3CS+3Int)
Use Magic Device +11 (3+3CS+4Cha+1Trait)


Traits and Feats:

Traits

Fast-Talker: You had a knack at getting yourself into trouble when drinking but learned how to talk yourself out of sticky situations. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

Dangerously Curious: You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.

Feats

Human - Selective Channel
1st Level - Extra Revelation (Misfortune)
3rd Level - Toughness


Spells:

Oracle Spells (Caster Level 3, Known 5/2, Cast Defensively +8, Ranged Touch +4)

1 (5/day)(DC 15)bless, burning hands, cure light wounds, entropic shield, ill omen
0 (Will)(DC 14)create water, detect magic, mending, purify food and drink,stabilize


Racial and Class Traits:

Weapon and Armor Proficiency Jun is proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).

Stat Adjustment: +2 to one stat (Con)

Medium: Jun is a Medium creature and has no bonus or penalty due to his size.

Normal Speed: Jun has a base speed of 30 feet but with his oracle curse it is reduced to 20.


Class Abilities:

Oracle Curse

Blackened You take a –4 penalty on weapon attack rolls, but you add burning hands to your list of spells known. At 5th level, add scorching ray and flaming sphere to your list of spells known. At 10th level, add wall of fire to your list of spells known and your penalty on weapon attack rolls is reduced to –2. At 15th level, add delayed blast fireball to your list of spells known.

Lame One of your legs is permanently wounded, reducing your base land speed to 20 feet. Your speed is never reduced due to encumbrance.

Revelations

Channel (Su) You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier.

Misfortune (Ex) At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it’s worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day.

Life Link (Su) As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).


Gear:

Money 3 pp 2 gp 1 sp 8 cp

Scalemail(50gp)
Heavy Steel Shield (20 gp)
Heavy Mace (20gp)
Light Crossbow (35gp)
20 Bolts (1gp)
Backpack (2gp)
Bedroll (1sp)
Crowbar (2gp)
Rope 100' (2gp)
Manacles (15gp)
Oil - 5 Flasks (5sp)
Trail Rations - 10 Days (5gp)
2 sacks (2sp)
Waterskin (1gp)
Whetstone (2cp)


Appearance:

Jun is just over 6' tall with dark brown hair and eyes. Jun can be a handsome man, but rarely makes an effort to dress well or shave. He always wears long silk gloves over his burnt hands and arms and tends to fumble when holding on to things if he doesn't keep slow. He also has a very pronounced limp.

Background:

Jun Korten was raised as the son of a merchant. His father was an honest merchant who treated everyone with respect and followed the law. Jun took to that philosophy naturally and when old enough joined the guard. Jun looked to make the city better and had lofty dreams. Not long after he joined the guard he saved a woman set upon by some punks looking to rob her. Jun beat them back and the two of them fell instantly in love.

Jun Korten used to have a pretty good life, not a great life, at least in his mind, but a good life. He had a position in the cityguard, had a beautiful wife, a modest home. Sure he didn't make a lot of money as a guard, his wife always arguing with him wanting more things, and his house was an old run down place, but things made sense then.

At least it did up to a year ago when she left him.

Not sure where she went, but she was gone one day, left everything behind. At first Jun thought she must have been taken, but using every favor he earned being in the guard, no one could come up with any leads. Then the drinking began to deal with his dark thoughts and depression. Soon he drank so much he wasn't on the job or if he did make it he was already drunk.

That was six months ago.

Jun's skill set was limited and with no money and nothing to his name but some armor and weapons. He still had one friend in the guard left and he recommended Jun for a caravan guard job as long as Jun cleaned himself up and stopped his drinking. Jun agreed of course though he really had no intention of following through. There were times on the road where there wasn't alcohol available, but when it was, Jun drank until he passed out.

That was 4 months ago.

Sleeping it off under the wagon one night the caravan was attacked by bandits and lit the wagon above him. Jun snapped out of his stupor when the wagon fell on his leg, trapping him under the burning wagon. The only option he had was to grab and lift it off of him as the flames started to consume him. He didn't think he had a chance but somehow he did it, but it the process he succumbed to severe burns on his hands and arms. His arms were blackened and shriveled, his skin burned and sensitive but others had said it looked like he had a glow when it happened.

Today.

While his leg and arms never fully healed, he discovered he had a gift from the gods. He found he had spells and the ability to heal people. Filled with renewed purpose he stopped drinking and began to use his abilities to help people in need. With his hands badly burnt he wasn't all that good of a fighter anymore so he took over the medical role in the caravan while others took over his job.

Now he has struck out on his own, ready to better the world with his new found abilities, hoping to make a mark, and find his wife and be a man worthy of her.

The first step was helping out in a medical triage he stumbled past. He aid those could before notice a group that passed. Something about them pulled his attention, and with his new found power he has learned to trust his instincts. Lumbering forward the best he could to keep up, he followed the group, hoping to learn what drew his attention.