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About Llewela OakfieldLlewela Oakfield: Warpriest of Milani 2 Appearance:
Standing at 5'7", Llewela has a solid build from years of hard work. Her grey eyes reflect a steely resolve, while her chestnut brown hair is usually tied back in a braid or tucked under a scarf. She wears practical, sturdy clothing—thick linen tunic and pants, and leather shoes. When expecting trouble, she dons a battered breastplate. Various cooper tools hang from her belt, cleverly balanced to serve as weapons if needed. Personality:
Llewela is determined and resilient, driven by her faith in Milani and a burning desire for justice. She is cautious around those whose loyalties she does not trust, but fiercely protective of her friends. Her righteousness ignites when confronting enemies of freedom, and she does not shy away from combat when necessary. Background:
Llewela Oakfield was born and raised in Kintargo, a city under the shadow of Cheliax's oppressive regime. Her father, Haldir, a skilled half-elven cooper, and her mother, Elaria, an elven herbalist, instilled in her a strong work ethic and an appreciation for nature's healing arts. Despite their modest livelihoods, they ensured Llewela grew up understanding the importance of resilience and self-sufficiency. From a young age, Llewela felt a sense of dissatisfaction with the world around her. This dissatisfaction grew as she witnessed the injustices perpetrated by House Thrune. She found solace and purpose in her father's workshop, learning the cooper's trade and discovering her own strength. As a young adult, Llewela's path took a pivotal turn when she met Garren, an elderly priest of Milani, the goddess of hope, devotion, and uprisings. Garren recognized a kindred spirit in Llewela and began secretly training her in the ways of Milani. Under the guise of making deliveries for her father's business, Llewela learned combat, divine magic, the history of rebellions and tales of the Silver Ravens from Garren. WWhen the new Lord Mayor imposed martial law, Llewela's world grew even darker. Garren disappeared suddenly, and with no knowledge of any other worshippers of Milani in the city, she's been left feeling isolated and vulnerable. But she has just received a mysterious letter telling her to go to the protests, so she is holding on to hope.
Questions:
1. What is your character’s name? Llewela Oakfield 2. How old is your character? 23 3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)? Half-elf; 5ft 7; solidly built; grey eyes, chestnut hair tied back; Practical clothes, tools/weapons on belt, looks like a woodworker. 4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)? Llewela speaks with determination and clarity, often watching others closely. She has a cautious demeanor but warms up to those she trusts. When deep in though she has a habit of tapping her fingers on any nearby wooden surface. 5. Where was your character born? Where were you raised? By who? Born and raised in Kintago by her parents. 6. Who are your parents? Are they alive? What do they do for a living? Haldir (half-elf) and Elaria (elf) are both still alive. Haldir is a cooper, Elaria is a herbalist. 7. Do you have any other family or friends? Garren - Human cleric of Milani (missing); Dorin - Dwarven blacksmith who supplies metal components to her father's business. She occasionally has drinks with people who work nearby (woodworkers, wheelwrights, tinsmiths, candlemaker) 8. What is your character’s marital status? Kids? Single, no kids 9. What is your character’s alignment? CG 10. What is your character’s moral code? She is guided by Milani's teachings to protect the downtrodden and inspire hope. 11. Does your character have goals? To find out what happened to the Silver Ravens, continue Garren's work, and ultimately see Kintargo free from House Thrune's tyranny. 12. Is your character religious? She follows Milani 13. What are your character’s personal beliefs? She believes in hard work, the power of rebellion against oppressive forces, the importance of hope, and the need for justice and freedom. 14. Does your character have any personality quirks? Llewela is idealistic, but also naturally secretive. She is cautious about revealing too much of herself to others. 15. Why does your character adventure? Why would you join the rebellion? She wants to fight against oppression. The rebellion is how she can do that. 16. How does your character view his/her role as an adventurer? She is a protector and liberator. 17. Does your character have any distinguishing marks (birth-marks, scars, deformities)? She has a scar on one hand from a work accident when a blade slipped. 18. How does your character get along with others? Generally cautious and reserved, but protective and loyal to friends. Gains trust slowly but surely. 19. Is there anything that your character hates? She hates betrayal, arrogance, and overly spicy foods. 20. Is there anything that your character fears? Not being able to find allies, losing her loved ones. She also is a bit wary of snakes after an unfortunate incident when she was a young girl. Statistics:
STR: 16 = Base: 14; Racial: (+2) Half-elf DEX: 12 = Base: 12 CON: 12 = Base: 12 INT: 12 = Base: 12 WIS: 15 = Base: 15 CHA: 12 = Base: 12 Fort: +4 = Base: +3; CON: +1
AC: 18 = Base: (+10); Dexterity: (+1); Armor: (+6) Breastplate; Shield: (+1) Shield, light wooden
BAB: 1
Init: +5 = Dexterity: +1; Misc: (+4) Improved Initiative
Attacks:
Melee Masterwork Alchemical Silver Morningstar +5 (1d8+3, x2) Handaxe +5 (1d6+3, x3) Dagger +4 (1d4+3, 19-20/x2) Ranged Shortbow, composite (+1) +2 (1d6+1, x3) Sling +2 (1d4+3, x2) Skills:
Acrobatics: -4 = +1 DEX; Misc: (-5) ACP Appraise: 1 = +1 INT Bluff: 1 = +1 CHA Climb: -2 = +3 STR; Misc: (-5) ACP Diplomacy: 5 = +1 rank; +1 CHA; Misc: (+3) Class Skill Disguise: 1 = +1 CHA Escape Artist: -4 = +1 DEX; Misc: (-5) ACP Fly: -4 = +1 DEX; Misc: (-5) ACP Heal: 6 = +1 rank; +2 WIS; Misc: (+3) Class Skill Intimidate: 5 = +1 rank; +1 CHA; Misc: (+3) Class Skill Knowledge (engineering): 5 = +1 rank; +1 INT; Misc: (+3) Class Skill Knowledge (history): 3 = +2 ranks; +1 INT Knowledge (religion): 6 = +2 ranks; +1 INT; Misc: (+3) Class Skill Perception: 4 = +2 WIS; Racial: (+2) Keen Senses Profession (Cooper): 6 = +1 rank; +2 WIS; Misc: (+3) Class Skill Ride: -4 = +1 DEX; Misc: (-5) ACP Sense Motive: 6 = +1 rank; +2 WIS; Misc: (+3) Class Skill Stealth: 2 = +2 ranks; +1 DEX; Trait: (+1) Historian of the Rebellion; Misc: (+3) Class Skill, (-5) ACP Survival: 2 = +2 WIS Swim: -2 = +3 STR; Misc: (-5) ACP Race Features:
Low-Light Vision (CRB 24): You can see twice as far in conditions of dim light.
Adaptability (CRB 24): You receive Skill Focus as a bonus feat.* Elf Blood (CRB 24): You are a humanoid with human and elf subtypes and count as both an elf and human for any effect related to race. Elven Immunities (CRB 24): You are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects. Keen Senses (CRB 24): You receive a +2 racial bonus on Perception skill checks.* Multitalented (CRB 24): You choose two favored classes at first level. Class Features:
Armor and Shield Proficiency: You are proficient in Light, Medium and Heavy Armor. You are proficient with shields (excluding tower shields.) *
Weapon Proficiency: You are proficient with all Simple and Martial Weapons. Aura (Ex) (ACG 60): You have a particularly powerful aura corresponding to your deity's alignment. Blessings (Su) (ACG 60) (4 /day): 4 times per day, you can call upon one of the following blessings to aid yourself or your allies. (DC: 13)
Sacred Weapon (Su) (ACG 60): Weapons you wield are charged with the power of your faith. When you wield a Medium version of a Sacred Weapon - your deity's favored weapon or one in which you have Weapon Focus - you may deal 1d6 damage instead of the weapon's normal amount.* Spontaneous Casting (ACG 61): You may convert the stored energy of a prepared spell into a cure spell of the same level or lower. Fervor (Su) (ACG 61) (3 /day): 3 times per day, you can draw on your faith to heal wounds, harm foes or quickly cast spells. -> By touching a creature and expending one use of fervor, you can heal a living creature or harm an undead creature for 1d6 damage. This is a standard action that provokes an attack of opportunity if you use it on another creature, but a swift action if you use it on yourself. -> You can spend one use of fervor to cast any prepared warpriest spell (with a casting time of 1 round or shorter) as a swift action with no somatic components. You can only target yourself with the spell, even if it could normally affect other or multiple targets. Traits:
Split-Second Defense (ISG 222): When you are the target of an attack by an opponent that is flanking you, as an immediate action once per day you can foil that opponent’s attack. For that attack, the opponent does not gain any of the bonuses or effects that are associated with flanking.
Historian of the Rebellion (APHR 11): You gain a +1 trait bonus on Stealth checks* and Stealth is a class skill for you.* You can grant a +2 bonus on an Organization check of your choice once you reestablish the Silver Ravens. You can change who gets this bonus at the start of the Upkeep phase. Veiled Disciple (UCa 61): You gain a +1 trait bonus on Bluff checks made to pass secret messages and a +1 trait bonus on saving throws against charm and compulsion effects. Feats:
Improved Initiative (Core 127): You get a +4 bonus on initiative checks.*
Weapon Focus (Handaxe) (Core 136): You gain a +1 bonus on all attack rolls you make with this weapon.* Equipment: Breastplate, Light wooden shield, Handaxe, Masterwork Alchemical Silver Morningstar, Dagger, Composite (+1) shortbow, Sling, 10 x Bullets, Sling, Artisan's Tools, masterwork, Artisian's outfit, Spell component pouch, Backpack, Pouch, belt, Waterskin, Holy Symbol, Wooden, Figurine of Wondrous Power (silver raven), Daredevil Boots
Spells:
Warpriest 0th (DC 12): Light, Create Water, Detect Fiendish Presence, Resistance 1st (DC 13): |