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About Kiko CandoraBasics:
Human Duskwalker Bone Oracle 1 (Medium, Duskwalker, Human, Humanoid) 18 years old, 5'0", 98 lbs, midnight hair, gray eyes Senses normal vision, low-light vision Perception +4
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Defense:
HP 17 AC 15 (base 10, armor +1, trained prof +2, level +1, Dex +1 ) Fort +14 (T +2, level +1, Con +1) Ref +14 (T +2, level +1, Dex +1) Will +6 (E +4, level +1, Wis +1) ~~~~~
Offense:
Speed 25' {A} Thrown Dagger +4/+0/-4 (1d4 P) versatile S, agile, thrown (10'), finesse (T +2, level +1, Dex +1) {A} Dagger +4/+0/-4 (1d4 P) versatile S, agile, finesse, thrown (10') (T +2, level +1, Dex +1) {A} Fist +4/+0/-4 (1d4 B) agile, finesse, nonlethal, unarmed (T +2, level +1, Dex +1) {A} Spear +3/-2/-7 (1d6 P) monk, thrown (20') (T +2, level +1, Str +0) Agile
Finesse
Nonlethal
Unarmed
Versatile
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Statistics:
Str +0, Dex +1, Con +1, Int +2, Wis +1, Cha +4 ~~~~~
Ancestry - Human (Duskwalker):
Tian Min
Tians have access to the Tien language. Level 1 Hit Points: 8 Size: Medium Movement: 25' Ability Boosts
Languages: Common + Int modifier Heritage: Duskwalker Thanks to an ancient bargain, your soul has been reborn as a duskwalker, a planar scion with a connection to psychopomps and the Boneyard. You gain the duskwalker trait. You also gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. Neither your body nor your spirit can ever become undead. You can select from duskwalker feats and feats from your ancestry whenever you gain an ancestry feat. Ancestry Feat: Ghost Hunter ~~~~~
Background - Close Ties:
You’ve forged a close friendship with one of Willowshore’s notable citizens, and you have a long tradition of sharing tea with each other while chatting about shared interests, plans for the future, town gossip, or other matters of note. You could be an employee or apprentice of this NPC, a close relation or friend, or even a friendly competitor in some way. Your home is likely relatively close to the place of business or home of your NPC ally. During the Reenactment Festival, you likely spent time with your NPC ally and might have made plans to get together the next day on the first day of summer, perhaps have tea together. You were chosen to be an abductee during the Reenactment Festival because your NPC friend or ally suggested the experience would be fun or good for you, or because they’d done it the previous year at your urging and now “it’s your turn.” Ability Boosts:
Trained Skills:
Feat: Specialty Crafting ~~~~~
Class - Oracle:
Level 1 Hit Points: 8 + Con modifier Primary Ability: Charisma Basics
Skills
Offense
Defense
Ability DCs
Mystery: Bones
Choose the mystery that empowers your magic. Your mystery grants you special spells called revelation spells and might later grant you divine domain spells. It dictates the effects of your oracular curse, adds an additional cantrip to your repertoire, and gives you one or more trained skills. Drawing insight and power from the collective divine influences that fuel your magic also provides you with a special benefit. Oracular Curse
Your curse progresses to its minor stage the first time you finish casting a revelation spell after your daily preparations. Once your minor curse has manifested, it remains in effect until you rest for 8 hours and again make your daily preparations. If you cast a revelation spell while your minor curse is in effect, you progress to the moderate curse effect immediately after you finish Casting the Spell. The minor effect continues to affect you, though some moderate curse effects might alter the specifics of your minor curse. At higher levels, you can cast more revelation spells, progressing your curse to its major stage and then an extreme stage; these stronger curses are cumulative with the effects of the lower stages and can alter them. When you Refocus while under the effects of your moderate or stronger curse, you reduce your curse’s severity to minor in addition to regaining a Focus Point. Drawing upon your mystery’s power while your curse is at its worst causes an irreconcilable conflict between you and the sources of your power. Immediately after casting a revelation spell while under the moderate effect of your curse, you are overwhelmed. While overwhelmed, you can’t Cast or Sustain any revelation spells— you effectively lose access to those spells. You can still Refocus to reduce the effects of your curse and regain a Focus Point, but doing so doesn’t allow you to cast further revelation spells. These effects last until you rest for 8 hours and make your daily preparations, at which point your curse returns to its basic state. At higher levels, you can grow to withstand your curse’s major and even extreme effects, enabling you to cast more revelation spells without becoming overwhelmed. Your curse has the curse, divine, and necromancy traits. You can’t mitigate, reduce, or remove the effects of your oracular curse by any means other than Refocusing and resting for 8 hours. For example, if your curse makes creatures concealed from you, you can’t negate that concealed condition through a magic item or spell, such as true strike (though you would still benefit from the other effects of that item or spell). Likewise, remove curse and similar spells don’t affect your curse at all. Mystery Benefit
Trained Skill: Medicine Granted Cantrip: chill touch Revelation Spells: soul siphon, advanced: armor of bones, greater: claim undead Related Domains: death, undeath Curse of Living Death
Minor Curse Bones protrude through your skin and your flesh rots, combining with a stench of decay and an unearthly chill. Non-magical effects that would restore your Hit Points only grant you half as many HP as normal. Moderate Curse Your dead flesh continues to rot, affecting your health. You become drained 1, and this drained condition is cumulative with any other drained conditions you gain. This drained condition is removed only when you Refocus; effects that normally remove the drained condition reduce your drained condition to drained 1 instead. In addition, you gain resistance to poison equal to half your level. You gain a +4 status bonus to saves against diseases, poisons, and death effects, and if you roll a success on such a save, you get a critical success instead. Major Curse (11th) You stand just steps from the grave. You become wounded 1. This wounded condition is removed only when you Refocus; effects that normally remove the wounded condition reduce your wounded condition to wounded 1 instead. When you would attempt a recovery check, you can choose to get an automatic success instead of rolling, and if you roll a critical failure on a save against a disease, poison, or death effect, you get a failure instead. ~~~~~
Spells:
Attack Roll: +11
* -- Revelation spell which advances Oracular Curse. Focus Spells
Cantrips
Level 1 - 3 casts per day
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Feats:
Level 1 Ghost Hunter (Duskwalker)
Specialty Crafting (Books and paper)
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Skills:
T L+2, E L+4, M L+6, L L+8 Acrobatics +1 (Dex +1 - U)
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Gear:
leather armor
belt pouch
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History:
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Macros:
[dice={A} Unarmed Attack]1d20+4[/dice]
[dice={A} Dagger Attack]1d20+4[/dice]
[dice={A} Spear Attack]1d20+3[/dice]
[dice={A} Heavy Crossbow Attack]1d20+4[/dice]
[dice={A}{A} Soul Syphon - Negative Damage]1d4[/dice] [ooc]drained 1[/ooc]
[dice={A} Chill Touch - Touch Attack]1d20+11[/dice]
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Status Macro:
[spoiler=Current Status/Spells] [ooc]Current HP: [i]17/17[/i][/ooc] [ooc]Current Focus: [i]3/3[/i][/ooc] [ooc]Hero Points: 1/3[/ooc] [ooc]Current Effects: n/a[/ooc] [ooc]Focus Spells[/ooc]
[ooc]Spells[/ooc]
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