Miyaro

Kiko Candora's page

10 posts. Alias of Itzi.


Race

Female Human Duskwalker Bone Oracle 1 | HP 17 | AC 15 | Fort +4 Ref +4 Will +6 | Perc +4

Classes/Levels

| Spell DC 17

About Kiko Candora

Basics:

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
Languages Tien (Common), Minkaian, Necril, Elven

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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)

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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
Multiple attack penalties reduced by 1 (2nd attack) or 2 (3rd attack).

Finesse
Can use your Dex modifier to calculate attacks with this weapon.

Nonlethal
Attacks with this weapon are nonlethal, and are used to knock creatures unconscious instead of kill them. You can use a nonlethal weapon to make a lethal attack with a –2 circumstance penalty.

Unarmed
Not a weapon, and can't be Disarmed.

Versatile
A versatile weapon can be used to deal a different type of damage than that listed in the Damage entry. This trait indicates the alternate damage type. For instance, a piercing weapon that is versatile S can be used to deal piercing or slashing damage. You choose the damage type each time you make an attack.

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Statistics:

Str +0, Dex +1, Con +1, Int +2, Wis +1, Cha +4

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Ancestry - Human (Duskwalker):

Tian Min
Relatively uncommon in the Inner Sea region, Tians originally come from myriad nations in Tian Xia, a continent on the opposite side of the world. They typically have dark hair, but their body types, skin tones, and eye colors vary greatly, as “Tian” is in fact a general term describing several ethnicities.

Tians have access to the Tien language.

Level 1

Hit Points: 8

Size: Medium

Movement: 25'

Ability Boosts
Two free.

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

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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:
Two; One must be to Charisma or Intelligence, and one is a free ability boost.

Trained Skills:
You're trained in the Diplomacy skill and the Tea Lore skill. You gain the Specialty Crafting skill feat and your allied NPC begins with an attitude of friendly toward the party (rather than indifferent, which is the initial norm for all Willowshore NPCs).

Feat: Specialty Crafting

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Class - Oracle:

Level 1

Hit Points: 8 + Con modifier

Primary Ability: Charisma

Basics
Perception: Trained, Fortitude: Trained, Reflex: Trained, Will: Expert

Skills
Trained in Religion.
Trained in 3 skills + your Intelligence modifier

Offense
Trained in simple weapons, Trained in unarmed attacks

Defense
Trained in light armor, Trained in unarmored defense

Ability DCs
Trained in Oracle class DC

Mystery: Bones
An oracle wields divine power, but not from a single divine being. This power could come from a potent concept or ideal, the attention of multiple divine entities whose areas of concern all touch on that subject, or a direct and dangerous conduit to raw divine power. This is the oracle’s mystery, a source of divine magic not beholden to any deity.

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
The specific effects of your curse are tied to your mystery, but all curses follow the same progression. A curse continually gives you a mild but constant reminder that you carry otherworldly power. As you cast revelation spells, your curse intensifies, first to a minor effect and then to a moderate effect.

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
You can cleverly leverage the subtleties of life and death to your benefit. Each day during your preparations, you can choose to align yourself in the confluence of positive and negative energy so as to gain negative healing, which means you are harmed by positive damage and healed by negative effects as if you were undead. If you already have negative healing, instead the DC of your recovery checks is equal to 9 + your current dying value.

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
Your body is slowly decaying even though you are alive, and using your powers furthers this unnatural living death. You carry a touch of the grave about you, manifesting as bloodless pallor, a faint smell of earth, or deathly cold skin.

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.

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Spells:

Attack Roll: +11
Spell DC: 17
Focus: 3

* -- Revelation spell which advances Oracular Curse.

Focus Spells
(R) Death's Call
(A) Soul Siphon *

Cantrips
(A)(A) Chill Touch (+1)
(A)(A) Detect Magic
(A)(A) Disrupt Undead (+1)
(A)(A) Forbidding Ward (6)
(A)(A) Light (4)
(A)(A) Read the Air

Level 1 - 3 casts per day
(1-3A) Heal (+1)
(A)(A)(A) Summon Undead

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Feats:

Level 1

Ghost Hunter (Duskwalker)
Your connection to the Boneyard ensures that your blows strike true against spectral beings. Your weapon and unarmed Strikes against incorporeal creatures become magical. If they are already magical, they instead gain the effects of a ghost touch property rune.

Specialty Crafting (Books and paper)
Your training focused on Crafting one particular kind of item. You gain a +1 circumstance bonus to Crafting checks to Craft items of that type. If you are a master in Crafting, this bonus increases to +2.

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Skills:

T L+2, E L+4, M L+6, L L+8

Acrobatics +1 (Dex +1 - U)
Arcana +2 (Int +1 - U)
Athletics +0 (Str +0 - U)
Crafting +5 (Int +2 - T)
Deception +4 (Cha +4 - U)
Diplomacy +7 (Cha +4 - T)
Intimidation +4 (Cha +4 - U)
Medicine +4 (Wis +1 - T)
Nature +1 (Wis +1 - U)
Occultism +2 (Int +2 - U)
Performance +4 (Cha +4 - U)
Religion +4 (Wis +1 - T)
Society +5 (Int +2 - T)
Stealth +1 (Dex +1 - U)
Survival +4 (Wis +1 - T)
Tea Lore +5 (Int +2 - T)
Thievery +1 (Dex +1 - U)
Willowshore Lore +5 (Int +2 - T)

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Gear:

leather armor
dagger
spear
heavy crossbow

belt pouch
├ flint and steel (5 cp)
├ chalk (x10)
└ 87 sp in coins

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Appearance:

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History:

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Macros:

[dice={A} Unarmed Attack]1d20+4[/dice]
[dice={A} Unarmed Attack]1d20+0[/dice]
[dice={A} Unarmed Attack]1d20-4[/dice]
[dice=Unarmed Damage - B - non-lethal]1d4[/dice]

[dice={A} Dagger Attack]1d20+4[/dice]
[dice={A} Dagger Attack]1d20+0[/dice]
[dice={A} Dagger Attack]1d20-4[/dice]
[dice=Dagger Damage - P/S]1d4[/dice]

[dice={A} Spear Attack]1d20+3[/dice]
[dice={A} Spear Attack]1d20-2[/dice]
[dice={A} Spear Attack]1d20-7[/dice]
[dice=Spear Damage - P]1d6[/dice]

[dice={A} Heavy Crossbow Attack]1d20+4[/dice]
[dice={A} Heavy Crossbow Attack]1d20-1[/dice]
[dice={A} Heavy Crossbow Attack]1d20-6[/dice]
[dice=Heavy Crossbow Damage - P]1d10[/dice]

[dice={A}{A} Soul Syphon - Negative Damage]1d4[/dice] [ooc]drained 1[/ooc]
[ooc]DC 17 Fortitude Save[/ooc]

[dice={A} Chill Touch - Touch Attack]1d20+11[/dice]
[dice=Chill Touch Damage vs Living Creature]1d4+4[/dice]
[ooc]DC 17 Fortitude Save[/ooc]

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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](3/3) Cantrips (1) - [i]death's call, soul syphon[/i][/ooc]

[ooc]Spells[/ooc]
[ooc](5) Cantrips (1) - [i]chill touch, detect magic, disrupt undead, forbidding ward, light, read the air[/i][/ooc]
[ooc](3/3) 1 - [i]heal, summon undead[/i][/ooc]
[/spoiler]

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