About Lucky Luli
Bad things certainly do happen, but I know we have the strength to stand up and try again. Who knows - maybe the odds are more in our favor than we think.
PFS # 264524-7
Male Halfling Dual-Cursed Oracle 4
NG Small Humanoid (halfling)
Init +7; Senses Perception +1 Sense Motive +5, Darkvision 60 ft (cannot see further)
AC 20, touch 13, flat-footed 18 (+5 armor, +2 shield, +2 dex, +1 size)
Fort +5, Ref +5, Will +7
Speed 15 ft.
Melee Dagger +1 (1d3-3)
Ranged Light Crossbow +6 (1d6)
Non-Standard Skill Bonuses
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Polyglot: Some halflings, especially those who spend a lot of time traveling, develop a talent for learning new languages. These halflings gain a +2 racial bonus on Linguistics checks, and it is always a class skill for them. Halflings with this racial trait also begin play with the ability to speak Common, Halfling, and any one other language of their choice (except for secret languages, such as Druidic) in addition to bonus languages due to high Intelligence. They still gain the normal list of halfling bonus languages. This racial trait replaces keen senses and alters the halfling language racial trait.
Outrider: Some halflings specialize in mounted combat. Halflings with this racial trait gain a +2 bonus on Handle Animal and Ride checks. This racial trait replaces sure-footed.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.
Beast Bond: You share a close bond with animals. You gain a +1 bonus on Handle Animal checks and Ride checks. One of these skills (your choice) is always a class skill for you.
Magical Lineage (bestow curse): One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.
Mystery (Nature): Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed.
At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table 2–6. They cannot be exchanged for different spells at higher levels.
Oracle’s Curse: Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle’s curse cannot be removed or dispelled without the aid of a deity. An oracle’s curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle.
A dual-cursed oracle must choose two curses at 1st level. One of these curses (oracle’s choice) never changes its abilities as the oracle gains levels; for example, an oracle with clouded vision never gains darkvision 60 feet, blindsense, or blindsight. The other curse comes with its normal benefits.
Clouded Vision: Your eyes are obscured, making it difficult for you to see. You cannot see anything beyond 30 feet, but you can see as if you had darkvision. At 5th level, this distance increases to 60 feet. At 10th level, you gain blindsense out to a range of 30 feet. At 15th level, you gain blindsight out to a range of 15 feet.
Lame: One of your legs is permanently wounded, reducing your base land speed by 5 feet. Your speed is never reduced due to encumbrance.
Revelations: At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery. If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action.
Fortune: At 5th level, as an immediate action, you can reroll any one d20 roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it’s worse than the original roll. You can use this ability once per day at 5th level, and one additional time per day for every six oracle levels beyond 5th.
Bonded Mount: You gain the service of an unusually intelligent, strong, and loyal mount. The creature must be one that you are capable of riding and is suitable as a mount. A Medium oracle can select a camel or a horse. A Small oracle can select a pony or wolf, but can also select a boar or a dog if she is at least 4th level. This mount functions as a druid's animal companion, using your oracle level as your effective druid level. Bonded mounts have an Intelligence score of at least 6.
Misfortune: At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it’s worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day.
Natural Divination: You can read the entrails of a freshly killed animal or humanoid to gain an insight bonus equal to your Charisma modifier on one saving throw. Alternatively, by observing and interpreting the flights of birds, you may apply a +10 competence bonus on any one skill check. Finally, by charting marks in dirt or stone, or observing the behavior of sand when thrown into the wind, you gain a +4 insight bonus on one initiative check. These bonuses must be used during the next 24 hours and you must declare you are using the bonus before the check or save is made. Making a natural divination takes 10 minutes. You may use natural divination (in any combination) once per day plus one additional time per day for every four oracle levels you have attained.
Extra Revelation: You gain one additional revelation. You must meet all of the prerequisites for this revelation.
Improved Initiative: You get a +4 bonus on initiative checks.
Reach Spell: You can alter a spell with a range of touch, close, or medium to increase its range to a higher range category, using the following order: touch, close, medium, and long. A reach spell uses up a spell slot one level higher than the spell's actual level for each increase in range category. For example, a spell with a range of touch increased to long range uses up a spell slot three levels higher. Spells modified by this feat that require melee touch attacks instead require ranged touch attacks. Spells that do not have a range of touch, close, or medium do not benefit from this feat.
Guidance (Will 16)
Mending (Will 16)
Stabilize (Will 16)
Light 0-12 lb. Medium 13-25 lb. Heavy 26-37 lb.
Current Load Carried 12.75 lb.
Mithral Chain Shirt +1 (2,100 gp) (6.25 lb)
Mithral Buckler +1 (2,505 gp) (1.25 lb)
Cloak of Resistance +1 (1,000 gp) (0.5 lb)
Headband of Charisma +2 (4000 gp) (1 lb)
Sleeves of Many Garments (200 gp) (0.5 lb)
Spring-loaded Wrist Sheath (25 gp) (0.25 lb)
Cracked Dusty Rose Ioun Stone (500 gp) (0 lb)
Dagger (2 gp) (0.5 lb)
Light Crossbow (25 gp) (2 lb)
Bolts x10 (1 gp) (0.5 lb)
Scroll: Lesser Restoration (150 gp) (0 lb)
Wand: Air Bubble (50 charges) (- gp) (0 lb)
Wand: Comprehend Languages (48 charges) (- gp) (0 lb)
Wand: Cure Light Wounds (40 charges) (- gp) (0 lb)
Wand: Endure Elements (42 charges) (- gp) (0 lb)
*Wand: Obscuring Mist (50 charges) (- gp) (0 lb)
Wand: Remove Fear (50 charges) (- gp) (0 lb)
*Stored in Spring-loaded Wrist Sheath
Luli tries his hardest to support his team. In combat, he’ll cast large-effect buffs like bless and be ready to cast healing spells on fallen allies. He’ll also use his Misfortune ability to force rerolls - either when his allies fail a saving throw or when an opponent threatens a critical hit.
Outside of combat, Luli is happy to automatically aid any Diplomacy attempts and tries to stay in the middle of the party so he can see everyone.
[ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] On-the-Job Training: Choose one skill (Handle Animal). Once per scenario when you succeed at a skill check of DC 15 or higher with this skill while benefiting from the Aid Another action of an ally who has a least one rank in the skill, you may check one of the boxes below. Once you have checked all 10 boxes, you become specialized in that skill.
[ ] Infernal True Name: Check the box that precedes this boon as a swift action to give one devil you can see within 60 ft the sickened condition for 1 hour. Alternatively, you may check the box that precedes this boon to give one creature of the devil subtype you have summoned the effects of a heroism spell for 1 minute. Once this box is checked, you have earned the enmity of devils everywhere. This may have a specific effect in later scenarios.
[ ] Heaven’s Redemption: When you receive this Chronicle sheet, you can check the box that precedes this boon to change your patron deity to any lawful good deity, in the process changing your alignment to lawful good, lawful neutral, or neutral good. When you do so, you receive the benefits of an atonement spell without paying any associated costs. Additionally, you may freely retrain any class abilities, feats, or other features that no longer function with your new deity, as well as character abilities that are directly tied to your old deity’s favored weapon. This boon does not affect your character’s items.
[ ] [ ] Heavenly Scholar: If you are trained in Knowledge (religion), you can check a box that precedes this boon to add 1d6 to the result of one Knowledge (religion) check after rolling, but before learning the results of your roll. Alternatively, you can check a box before rolling a Knowledge (religion) check to treat that check as if you were trained in the skill. You can use both boxes on a single skill check.
[ ] [ ] [ ] Guardian of the Farheavens: You can check one of the boxes that precede this boon as a standard action to affect a single bear or owlbear with a charm monster effect (DC 19; CL 8). Alternatively, you can check a box that precedes this boon as a standard action to use bear’s endurance as a spell-like ability with a caster level equal to your character level.
You be Goblin!: You gain a +2 bonus on all Bluff, Diplomacy, Intimidate, and Sense Motive checks made against goblins.
You Really Be Goblin: As a free action, you can gain the benefits of one of the following race traits for 1 round. When you use the trait, you may also permanently replace one of your existing traits with the new race trait, following all of the normal rules for selecting traits. When you use this boon, cross it off your Chronicle sheet.
- Advantageous Distraction: Once per day as a swift action, you gain a +2 dodge bonus to AC for 1 round.
Owlbear Companion: If you possess a class feature that permits you to take a bear as an animal companion or mount that progresses as an animal companion, you may instead gain the service of an owlbear. The owlbear companion uses the stats of a bear companion with the following modifications:
This owlbear is considered an animal for all purposes.
Zepha’s Blessing: You can cross this boon off your Chronicle sheet to grant an ally that you can see a +2 sacred bonus on any d20 roll before they roll it.
Djinni’s Admiration: You have won the admiration of the captive djinni Jairo. Although you were unable to secure his freedom from an enemy of the Society, he may be able to repay your kindness in the future.
Gnoll Tactics: So long as you possess this boon, all of your PFS characters have access to the following feats and archetypes as if they appeared on the Additional Resources page:
[ ] [ ] [ ] [ ] Chef’s Secret Recipes: Whenever you drink a potion or extract of 3rd level or lower with a variable numeric effect, you can check a box next to this boon as a swift action to maximize the benefit received. Alternatively, you can check a box next to this boon when stopping to eat to grant you and up to five allies a +1 alchemical bonus on Fortitude saves for the next 24 hours.
Society Infiltrator: Characters with the boon can purchase disguise kits at half price. This reduction in cost does not stack with any other boons or abilities that reduce the cost to purchase disguise kits, and disguise kits obtained in the manner cannot be sold for more than was spent to acquire them under any circumstances.
[ ] [ ] [ ] Sommelier’s Private Selection: As a standard action, you may check one of the boxes next to this boon to draw and drink a bottle of rare and potent vintage, healing yourself for 1d8 hitpoints per 2 levels you have (maximum 5d8). The effects of this beverage may be maximized using the Chef’s Secret Recipes boon.
Mendevian Commendation: You have received a medal for your service to Mendev and the Fifth Crusade. For every Mendevian Commendation you have, you gain a cumulative +1 bonus on Charisma-based skill and ability checks made to influence crusaders of Mendev (maximum +3).
History of the Sands: You can use this boon before attempting a Knowledge (history or religion) check to take 20 as a standard action, as if you had the lore master ability of a 5th level bard. If the check pertains to Osirian history or religion, you also gain a +5 competence bonus on the check. When you use this boon, cross it off your Chronicle sheet.
Master of Secrets: Before rolling an Intimidate check against a named NPC, you may show this boon to your GM to gain a +4 bonus on your check. Once you use this boon, cross it off your Chronicle sheet.
Skillful Barterer: Once during a scenario, while in a settlement of at least 100 people, you may trade up to 300 gp worth of non-magical equipment for non-magical equipment of equivalent value. You may not receive coins, gems, or other money as a part of this trade. After you use this boon, cross it off your Chronicle sheet.
Luli has always been a cheerful individual. When an assistant in his mother’s laboratory dropped a reagent that caused a small earthquake that crushed Luli’s leg and created caustic steam that burned his eyes, Luli told him afterwards, “But I survived! Isn’t that amazing?”
When he was sent outside because the lab was no longer deemed safe for a child and he became lost in the woods, only to return home riding on a she-wolf’s back, all he said was, “I made it home! And I found a friend! Isn’t she wonderful?”
And those who spend time around “Lucky” Luli (as they affectionately call him) will certainly tell you about that one time they were certain that falling rock was going to split their head open like a melon, only to glance off the cliff face and bounce away harmlessly - or that time they were choking on a piece of bread and fell down in just the right way to dislodge the offending morsal from their windpipe. If questioned about his role in such happenings, Luli denies any agency and simply says he’s happy to help, however he can.
Appearance and Personality:
A cheerfully smiling halfling perches atop a wolf in matching armor. On closer inspection, his eyes are clouded and one leg is terribly withered. He doesn’t seem to notice his injuries, waving at you as you approach.