About Kellen UnderfootMale young halfling oracle (dual-cursed oracle) 1 / cleric of Sun Wukong (evangelist) 4
DEFENSE
OFFENSE
Known Oracle Spells (CL 1st, concentration +3): 1st (4/day)— fallback strategy, moment of greatness, cure light wounds
Cleric Spells Prepared (CL 4th, concentration +9):
STATISTICS
Feats: Alertness, Light Armor Proficiency, Boon Companion (5), Flagbearer (3), Improved Initiative (1) Skills: Acrobatics 0, Acrobatics (Jump) -4, Climb -4, Diplomacy +11, Disguise +6, Escape Artist 0 , Fly +0 , Knowledge Religion +9, Perception +15 , Ride 0 , Sense Motive +15 , Stealth +2 , Swim -4 Traits: Mediator, Natural Born Leader Languages Celestial, Common, Halfling SQ aura, aura of chaos, bardic performance, countersong, fearless, fleet of foot, halfling luck, heavens mysteries, inspire courage, keen senses, lame, low-light vision, misfortune, orisons, orisons, public speaker, second curse, sermonic performance, shadowplay, single-minded, spontaneous casting Gear masterwork chain shirt (small), buckler (small), longspear (darkwood), headband of inspired wisdom +2, dusty rose prism - cracked, holy symbol (tattoo) SPECIAL ABILITIES:
Animal Domain
Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions). Domain Spells: 1st—calm animals, 2nd—hold animal, 3rd—dominate animal, 4th—summon nature’s ally IV (animals only), 5th—beast shape III (animals only), 6th—antilife shell, 7th—animal shapes, 8th—summon nature’s ally VIII (animals only), 9th—shapechange.
Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 14 Will save to halve the damage. You can use this ability 5 times per day. Countersong (Su) You can counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong you make a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet (including yourself) that is affected by a sonic or language-dependent magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use your Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components. Dusty rose Prism - Cracked Fascinate (Su) You can use your performance to cause up to 2 creatures to become fascinated with you. Each creature to be fascinated must be within 90 feet, able to see and hear you, and capable of paying attention to you. You must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. Each creature within range receives a Will save (DC 14) to negate the effect. If a creature's saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes your performance for as long as you continue to maintain it. While fascinated, a target takes a -4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function. Fey-Thought Disguise, UMD Fleet of Foot Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. Halfling Luck (Ex) Halflings receive a +1 racial bonus on all saving throws. Heavens Mysteries You draw upon the divine mystery of the Heavens to grant your spells and powers. Inspire Courage (Su) You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance. Lame One of your legs is permanently wounded, reducing your base land speed by 5 feet. Your speed is never reduced due to encumbrance. Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day. Mediator You have a way with calming tempers, using cool logic to sooth heated disagreements, and you were always the one to settle arguments among your friends, family, and community. You receive a +1 trait bonus on Diplomacy checks. In addition, you receive a +1 trait bonus to the DC of any charm or compulsion effect that does not provide ongoing control and results in peaceful acts, such as calm emotions, sleep, or a Suggestion to lay down arms.
Public Speaker An evangelist gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by 6. Second Curse Posessesed
Sermonic Performance An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as used by a bard of the same level (including interactions with feats, spells, and prestige classes), using Perform (oratory) as the evangelist's performance skill. However, an evangelist gains only the following types of bardic performance: countersong, fascinate, and inspire courage at 1st level; inspire greatness at 9th level; and inspire heroics at 15th level. Sermonic performance replaces the 1st-, 9th-, and 15th-level channel energy abilities. This caps the cleric's channel energy damage at 7d6 points. Shadowplay (1 RP): Characters with this trait cast spells with the darkness, light, or shadow descriptor at +1 caster level. Single-Minded An evangelist focuses her skills and learning on proclamation rather than the fine details of the church's deeper mysteries or martial training. Thus, she may select only one domain and does not gain medium armor proficiency or shield proficiency. Spontaneous Casting An evangelist does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, an evangelist can spontaneously cast command (1st), enthrall (2nd), tongues (3rd), suggestion (4th), greater command (5th), geas/quest (6th), mass suggestion (7th), sympathy (8th) and demand (9th) as a spell of listed level by sacrificing a prepared spell of the same level or higher. Animal Companion:
N Medium animal (Bodyguard)
DEFENSE
OFFENSE
STATISTICS
Skills: Perception +5, Survial +8 SQ low-light vision
Feat: Combat Reflexes, Bodyguard, In harms ways SPECIAL ABILITIES
Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility. Trip (Ex) You can attempt to trip your opponent as a free action without provoking an attack of opportunity if you hit with the specified attack. If the attempt fails, you are not tripped in return. Backstory:
Kellen Underfoot is small for even for a halfling. He has blond, nearly white hair, and fair skin. It is unclear if this a mark of divinity like it is for some touched by heaven, or if it is just the result of his illness. When I build characters, I like the crunch to match the character’s story as much as possible. I try to work each part of a build into that. I needed something to represent the birth and magical touch of goodness I went with heaven oracle for the first level. I was also looking to be effective at supporting the group but also have extensive drawbacks for the RP. There is a duality to Kellen’s ‘blessing’ in that it provides him with divine power but severely cursed him. Kellen is lame (curse) and suffers for pain in his right leg. Furthermore, a small part of his heavenly patron resides as a spark in his body (possessed curse). Not being able to reconcile this other worldly possession and the physical pain he suffers he sought refuge in the church that freed him. Lacking the physical abilities to pick up a sword like many of his compatriots, he learned to heal and support his allies. His job was medic and bannerman. To fulfill this role, he was provided with a young wolf cub that was trained by one of the older clerics. Upon coming of age Kellen felt a calling to rectify the problems in the land of his birth. Unlike most people who feel a draw to the tenets of a god, Kellen sought a god to whom he could devote himself whose portfolio aligned with his goals. He discovered the teachings of Sun Wukong. Few gods support freedom, revolution and liberation, but also have trickery and deception in their portfolio. Sun Wukong even cares for animals, as Kellen does. So, Kellen rededicated himself learning new ways but with care to not disrespect the teachings of his youth. Once he feels the god’s divine blessing he set out to find a rebel group he has head about to try to find his path to making wrongs right. He has been in Kintargo for some time posing a gnome merchant while researching rebellion past and future. Recently, he has been seeking the Silver Ravens wanting to support their cause. I wrote him out of the city for an undetermined amount of time to help explain when he is coming to the Ravens later in their mission. I'm happy to change any part to better fit the campaign.
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