Kira Namfoodle's page

179 posts. Alias of Ever_Anon.

Full Name

Kira Namfoodle




Oracle 3 | HP 24/24 | AC: 18 (T: 14, FF: 15)| Saves (+3 vs illusions, +2 vs fear/despair, +4 vs charm/compulsion): F:+3, R:+3, W:+3 | BAB: +2, CMB: +3, CMD: +12, | Init: +2 | Low-Light vision | Perc. +9, SM +6 | Spells: (1st) 2/6




Small (3' 1", 33lbs)






Common, Draconic, Elven, Gnome, Infernal, Sylvan



Strength 8
Dexterity 14
Constitution 14
Intelligence 14
Wisdom 10
Charisma 19

About Kira Namfoodle


Kira Namfoodle
Female Gnome Oracle 3
CG Small Humanoid (Gnome)
Init +2; Senses: Low-Light vision; Perception +9
AC (CoMS) 18, touch 14, flat-footed 15 (+4 armor, +1 dodge, +2 Dex.,+1 Size)
AC 14, touch 14, flat-footed 11 (+1 dodge, +2 Dex.,+1 Size)
HP 24 (3d8)
Fort +3, Ref +3, Will +3
Save Modifers:
+2 racial bonus on saving throws against fear and despair effects
+2 racial bonus on saving throws against illusion spells or effects
+1 trait bonus on all saving throws against illusion effects.
+4 trait bonus to Will saving throws against charm and compulsion effects.
Speed 20 ft.
Ranged Light Crossbow +5 (1d6+0, 19-20/x2)
Melee Light Mace +5 (1d4-1, x2)
Melee MWK Silver Dagger +6 (1d3-1, 19-20/x2)
Other Statistics
Str 8, Dex 14, Con 14, Int 14, Wis 10, Cha 19
Base Atk +2; CMB +3; CMD 12

Special Abilities:

Granted via Feat Taxes:
Martial Mastery: Combat feats can be applied to all weapons in the same group.
Weapons Finesse: Use Dex instead of Str on attack rolls with light weapons
Agile Maneuvers: Use your Dex bonus when calculating your CMB
Combat Expertise: Trade attack bonus for AC bonus
Power Attack: Trade melee attack bonus for damage
Point-Blank Shot: Considered to have as a prerequisite for other feats
Deadly Aim: Trade ranged attack bonus for damage

Chosen Feats
Spell Focus (Illusion): +1 bonus on save DCs for one school
Dodge/Mobility: You gain a +1 dodge bonus to your AC. This bonus increases to +4 against attacks of opportunity caused when you move out of or within a threatened tile. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Irrepressible (Faith): You can use your Charisma modifier in place of your Wisdom modifier when attempting Will saving throws against charm and compulsion effects.
Pattern Seeker (Campaign): You gain a +1 trait bonus on all Perception checks, and Perception is always a class skill for you. In addition, you increase the save DC of any illusion (pattern) spell you cast by 1, and you gain a +1 trait bonus on all saving throws against illusion effects.

8 skill ranks per level (4 class, 2 int., +2 background) + 3 FCB. Background skills are italicized.

Bluff [3]: +10 (+3 Class Skill, +4 CHA, +3 Rank)
Diplomacy [3]: +10 (+3 Class Skill, +4 CHA, +3 Rank)
Handle Animal [1]: +5 (+4 CHA, +1 Rank)
Knowledge Arcana [1]: +6 (+3 Class Skill, +2 INT, +1 Rank)
Knowledge Engineering [1]: +3 (+2 INT, +1 Rank)
Knowledge Geography [3]: +7 (+2 Racial, +2 INT, +3 Rank)
Knowledge History [1]: +6 (+3 Class Skill, +2 INT, +1 Rank)
Knowledge Local [1]: +3 (+2 INT, +1 Rank)
Knowledge Planes [1]: +6 (+3 Class Skill, +2 INT, +1 Rank)
Knowledge Religion [1]: +6 (+3 Class Skill, +2 INT, +1 Rank)
Perception [3]: +9 (+3 Class Skill, +2 Racial, +1 Trait, +3 Rank)
Sense Motive [3]: +6 (+3 Class Skill, +3 Rank)
Stealth [2]: +8 (+4 size, +2 DEX, +2 Rank)
Use Magic Device [3]: +10 (+3 Class Skill, +4 CHA, +3 Rank)

Common, Draconic, Elven, Gnome, Infernal, Sylvan

Favored Class Bonus (Oracle)
Level 1-3: +1 skill point

Spells Known (CL3):

Spell-Like Abilities:
Dancing Lights (1/day): Create torches or other lights
Ghost Sound (DC16) (1/day): Figment sounds. (+1 DC feat, +1 DC racial)
Prestidigitation (1/day): Perform minor tricks
Speak with Animals (1/day): You can communicate with animals

Orisons (Default DC14):
Create Water: Create 2 gallons/level of pure water.
Detect Magic: Detect spells and magic items within 60ft.
Light: Object shines like a torch.
Read Magic: Read scrolls and spellbooks.
Spark: Ignites flammable objects.

Level 1 (6/day) (Default DC15):
Bless: Allies gain +1 on attack rolls and saves against fear.
Color Spray (DC18): Knocks unconscious, blinds, and/or stuns weak creatures. (HD for this spell is calculated at -4)
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Obscuring Mist: Fog surrounds you.
Sanctuary: Opponents can't attack you, and you can't attack.

Class Features:


Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).

Mystery (Heavens):
Bonus Class Skills: Fly, Knowledge (arcana), Perception, and Survival

Bonus Spells: color spray (2nd), hypnotic pattern (4th), daylight (6th), rainbow pattern (8th), overland flight (10th), chain lightning (12th), prismatic spray (14th), sunburst (16th), meteor swarm (18th).

Selected Revelations:

Awesome Display: Your phantasmagoric displays accurately model the mysteries of the night sky, dumbfounding all who behold them. Each creature affected by your illusion (pattern) spells is treated as if its total number of Hit Dice were equal to its number of Hit Dice minus your Charisma modifier (if positive).

Coat of Many Stars: You conjure a coat of starry radiance that grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this armor grants you DR 5/slashing. You can use this coat for 1 hour per day per oracle level. The duration does not need to be consecutive; it can instead be spent in 1-hour increments.

Curse (Tongues):
In times of stress or unease, you speak in tongues. Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language. At 5th level, pick an additional language to speak in combat and add it to your list of known languages. At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat. At 15th level, you can speak and understand any language, but your speech is still restricted during combat.

Racial Traits:
+2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but surprisingly hardy, and their enthusiastic attitudes make them naturally agreeable.
Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Gnomes have a base speed of 20 feet.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
Gnome Magic: Gnomes add 1 to the DCs of any saving throws to resist illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome’s character level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier.
Illusion Resistance: Gnomes get a +2 racial bonus on saving throws against illusion spells or effects.
Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.

Academician (Alternate Racial Trait): Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any single Knowledge skill. This racial trait replaces the obsessive racial trait. (Chosen Knowledge skill: Geography)
Eternal Hope (Alternate Racial Trait): Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result. This racial trait replaces defensive training and hatred.
Fey Thoughts (Alternate Racial Trait): The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. An elf, gnome, or half-orc can take this trait in place of racial weapon familiarity. (Chosen Skills: Bluff, Use Magic Device)


Combat Gear:
Light Crossbow: 35gp, 2lbs
Crossbow bolts (40): 4gp, 2lbs
Crossbow Bolts, Cold Iron (20): 4gp, 1lb
Light Mace: 5gp, 2lbs
Masterwork Silver Dagger: 322gp, 0.5lbs
Dagger: 2gp, 0.5lbs
Studded Leather Armor: 25gp, 10lbs

Other Gear:
Backpack (Masterwork): 50gp, 1lb
Belt Pouch: 1gp, 0.125lbs
Chalk: 1cp, -
Explorers Outfit: 10gp, 2lbs
Flint and Steel: 1gp, -
Ink: 8gp, -
Inkpen: 1sp, -
Journal: 10gp, 1lb
Obsession Log: 25gp, 1lb
Scarf: 1gp, 0.125lbs
Signal Whistle: 8sp, -
Silk Rope: 10gp, 5lbs
Spell Component Pouch: 5gp, 0.5lbs
Waterproof Bag: 5sp, 0.5lbs
Waterskin: 1gp, 1lb

Gold: 72gp, 2sp, 8cp

Total Weight: 30.25 pounds (Light Load)

Not Carried:
Bedroll: 1sp, 1.25lbs
Mess Kit: 2sp, 1lb
Soap: 1cp, 0.5lbs
Traveler's Outfit (x3): 3gp, 3.75lbs

Character Backstory:

Kira’s parents are both professors at the famous Alabaster Academy. Her mother Lille focuses on botany, while her father Aethilwald teaches several history courses. Both of them enjoy learning about the many wonders of this world, but Kira was always more interested in the stars. Astronomy isn’t one of the primary areas of study at the Academy, but there are a few esoteric professors who have been happy to indulge her curiosity.

With the takeover of the city by Lord-Mayor Thrune, Kira worries about the effect his strange proclamations and recent institution of martial law will have on Kintargo. She joins the protest in Aria Park hoping to show Thrune that the city of Kintargo will not be so easily cowed.

10 Minute Background:

Step 1: write five things about your character’s concept and background, five things that you think are the most essential parts of your character.

1. Kira is a scholar at heart. While her primary focus is astronomy, she enjoys learning about any subject.

2. Kira has spent her entire life in Kintargo and loves the city. However, this doesn’t actually translate to knowing much about it. Her interests have always been academic in nature, so she’s spent very little time exploring.

3. As a gnome she’s innately drawn to the tricks and possibilities available from the magic school of illusion, while her academic mind seeks the patterns present everywhere in nature. She has little talent for arcane spell casting, but this has led her to sneak into some of the arcane magic classes at the Academy in hopes of figuring out new spells.

4. Kira worships Desna, but with the tightening of Chelaxian influence on the city is unable to fully express her faith. She does have a small butterfly pendant which she wears under her clothes at all times, and takes comfort in the fact that no matter how dark the times, the Starsong will always brighten her path.

5. Kira is gregarious, charming, and wants to believe the best of people. However her father has always impressed upon her the importance of being able to keep secrets, particularly once she learned about his membership in the Sacred Order of Archivists. As such she’s careful never to reveal too much to people she doesn’t trust.

Step 2: List two goals for the character that you, as a player, think would be cool to see accomplished in-game.

1. Kira would like to see Lord-Mayor Thrune removed from power, and the reinstatement of the former mayor, Jilia Bainilus. She believes Thrune’s random whims are a danger to the city she loves, and with her father’s recent disappearance he’s evidently become a danger to her family as well.

2. Kira is working towards becoming a professor of astronomy at the Alabaster Academy. She hopes that her efforts will encourage the Academy to focus on astronomy as well as botany, medicine, and zoology.

Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.

1. (Character knows.) Aethilwald Namfoodle is a member of the Sacred Order of Archivists and has been missing ever since martial law was declared. Neither Kira nor Lille have been able to find out anything about what may have happened to him, or where he might be now.

2. (Character does not know.) Kira’s bitterest academic rival, Lucia Corvus, caught a glimpse of the butterfly pendant Kira always wears and deduced, (correctly), that Kira is a Desna worshipper. As a devout Asmodean and a member of the Chelish Citizen’s Group, she’s outraged by what she sees as a blatant defiance of the law. This has devolved what started as mere rivalry into hatred, and if she had the chance Lucia would gladly see Kira thrown into prison...or worse.

Step 4: Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile.

1. Kira is very close to her mother Lille. They share a fascination for the natural world, even though that fascination manifests itself in different ways.

2. Danio Salvus is one of the few astronomy professors at the Academy. Kira has attended almost all of his classes and considers him to be a mentor. Other than her parents, he is the only person she’s confided in about the strange new powers she’s begun manifesting.

3. Kira once won an academic award which Lucia Corvus, another student, believed rightfully should have gone to her. Since then Lucia has repeatedly and loudly insisted that Kira was only allowed into the Academy due to nepotism. What trouble she’s caused so far has been limited to little more than schoolyard pranks, but Kira worries that she may eventually escalate.

Step 5: Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.

1. Kira’s fascination with the stars began early. When she was 10 her mother took her out of the city to gather some botanical specimens, and they camped out for the night. She’d never seen the stars like that. So close it seemed like you could reach out and touch them. Fascinated, she spent the whole night just watching the sky, (with her indulgent albeit very tired mother at her side).

2. One day while coming home from class she was accosted by a couple thugs. Frightened, she backed up into a fog bank that hadn’t been there before. Praising Desna for her rescue, she ran home as fast as she could. When she got there though, her panic only increased as she couldn’t understand a word her parents were saying...nor could they understand her. A little research revealed that she had been speaking Infernal, a language she’d never learned and yet somehow understood perfectly. Ever since she’s suffered from a nagging fear. Did that fog bank, (and the other powers she has since manifested), truly come from Desna, or did they come from a more sinister origin?

3. Shortly before Thrune instituted martial law and Aethilwald went missing, Kira woke up to her parents arguing. Lille was insisting that they needed to leave the city; it was getting too dangerous. Aethilwald countered that this was all the more reason to stay; they couldn’t just abandon the city to Thrune’s madness. Kira had never heard her normally mild-mannered father sound so passionate, and was struck by his clear devotion to Kintargo. The memory of that night is largely behind Kira’s decision to join the protests despite the possible danger. Her father refused to abandon Kintargo, and neither will she.

Bot Me:

I should be able to post every day, but if I'm ever holding up the action please bot me. I've given some basic tactics here, but feel free to deviate from them if the situation calls for it.

Basic Combat Tactics:
Kira will focus on aiding her allies whenever possible. If an ally goes unconscious, she will make healing them her top priority. Otherwise she will try to hang back, casting support spells and taking shots with her crossbow. The mace/dagger will only come out if something rushes up to her and she can't get away.

Spellcasting Tactics:
Bless: She doesn't start out with enough spells per day to cast Bless every fight. She'll mostly save it for big fights, (aka where it looks like the party is outnumbered and/or outgunned), in which case she'll cast it as early in the combat as possible.
Cure Light Wounds: Use CLW outside of combat, unless a party member goes down.
Obscuring Mist: The "get out of jail free" card. Cast OM if the party is trying to run away from something.

Cut and Paste:
[dice=Light Crossbow, 19-20/x2]1d20 +3[/dice] [dice=P. Damage]1d6+0[/dice]
[dice=Light Mace]1d20 +3[/dice] [dice=B. Damage]1d4-1[/dice]
[dice=Dagger, 19-20/x2]1d20 +3[/dice] [dice=P./S. Damage]1d3 -1[/dice]