Lini

Meji Farborough's page

4 posts. Alias of Levi Steadman.


Full Name

Meji Farborough

Race

| HP: 11/11 | AC: 18, t: 14, ff:15 | F: +2, R: +3, W: +1 | Init: +3, Perc: +1

Classes/Levels

| Speed 20ft | Spells: 1st 4/4 | Channel Energy: 5/5 | Active conditions: None.

Gender

NG Female Gnome Oracle 1

Size

Small (3'5", 37lbs.)

Age

53

Alignment

Neutral Good

Deity

Pharasma

Location

Sandpoint, Varisia

Languages

Taldane, gnome, sylvan

About Meji Farborough

Female gnome oracle 1
NG small humanoid(gnome)
Init +3; Senses low-light vision; Perception +1

Defense:

AC 18, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 shield, +1 size); +4 dodge v. giants
hp 11 (1d8+3)
Fort+2, Ref +3, Will +1; +2 v. illusion spells and effects
Defensive Abilities defensive training, illusion resistance

Offense:

Speed 20ft.
Melee morningstar +0 (1d8-1)
Spell-like Abilities (CL 1st; concentration +5)
1/day—dancing lights, ghost sound, prestidigitation, speak with animals
Oracle Spells Known (CL 1st; concentration +5)
1st (4/day)—doom, shield of faith
Orisons (at will)—create water, ghost sound, light, mage hand, mending, stabilize

Statistics:

Str 8, Dex 16, Con 14, Int 10, Wis 8, Cha 18
Base Atk +0; CMB -2; CMD 11
Feats Selective Channeling
Traits Magical Knack, Student of Faith
Skills diplomacy +8 (1), handle animal +8 (1), knowledge (religion) +4 (1), spellcraft +4 (1); ACP -2
Languages Taldane, gnome, sylvan
Gear 8 gp, studded leather armor, light steel shield, wooden holy symbol of Pharasma, mule, pack saddle, backpack, belt pouch, bedroll, winter blanket, candle x10, flint and steel, common lamp, small steel mirror, oil (2 pints), tent, trail rations (10 days), waterskin

Special Abilities:

Racial Traits
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast.
Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due to special training against these hated foes.
Weapon Familiarity: Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.
Mystery [life]
Curse [haunted] (Ex): Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known.
Revelations
Channel (Su): You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier. [5/day, DC 15]
Favored Class: Oracle (+1 HP/level)

Background, appearance, personality and role:

Background: Born in the small town of Crystalhurst, Nirmathas to a family of two doting gnome druids, Meji had her future in line to become a rather accomplished druid herself. That would have been the case, of course, had it not been for her complete lack of common sense. Instead of training to become a druid, Meji spent most of the first fifty years of her life tending to animals and bargaining with the rare few peddlers that stopped by. It would have been a fine life were she not a gnome.
Three years ago, her mundane life heralded the start of the thing gnomes fear most: the bleaching. Her once vibrant green hair and eyes began to fade to white, and try as her parents did to ward off the effects with their druidic magic, nothing could stop it. Afraid for her life, Meji knew that she would have to experience something new. She would have to leave Nirmathas and find excitement somewhere else. Were she not in a rush, she may have realized that Ustalav was not a great place to move on to.
Taking a boat along the shore of lake Encarthan to Caliphas, Meji sought out a new life in hopes that some excitement would help stave off what was surely a death sentence. Given her incredible force of personality, it did not take long for her to find a noble willing to sponsor her to learn at the Quarterfaux Archives to try and learn to harness the primal magic that runs in the veins of many a gnome. The mage under whom she was to apprentice was a white necromancer of some small renown, and not long into her training he wanted to take her along to a local crypt where the church of Pharasma was putting down a minor uprising of undead. The ghosts in the crypt did not turn out to be all that minor. Her mentor was slain, and though Meji did not share the same fate as her instructor thanks to the Pharasmin priests present, life took an unexpected turn.
Since that day, Meji has been haunted. The haunting, while certainly a curse in the general sense, came as a somewhat unexpected blessing: the effects of the bleaching began to reverse. Whenever she dropped something, it fell too far away. Whenever she went to fetch something it was not where she left it. Along with this curse, however, came a gift (if you ask Meji, it was from the Lady of Graves). She was able to heal people now, and with rather impressive effect for one uninitiated in the clerical arts. The church of Pharasma took well to her helping with the sick and any midwifery that needed doing in Caliphas. Thanks to her fear of the bleaching, though, Meji decided it was best not to stay long.
Moving from temple to temple of Pharasma for the past two years, Meji has recently been doing some light work in Magnimar. She heard from some of the locals that there is a festival going on in a town nearby to commemorate a multi-faith chapel, and though Pharasma isn't included, she figured it would be something exciting. Forever striving for something new, Meji is making her way to Sandpoint in hopes of a spectacle.

Appearance: Meji has mint-colored hair and emerald eyes. She stands bright and proud at a rather tall 3'5". Every now and then she seems to be distracted looking for something on her person, though it is not too suspicious considering her general lack of attention. When she is geared for combat she keeps her light shield and holy symbol in her left hand and her morningstar in her right. She tries not to put them away if in danger since she knows it will be hard to get them back out.

Personality: Almost always bright and cheery, the only time that you'd see her frown is at a mention of the bleaching. In the past couple years she has had something of a paranoid streak, though she does her best not to let it show. She loves her mule Hurst very dearly, spending a minute every night speaking to him while brushing him with her speak with animals spell-like ability.

Role: Mostly just there to keep folks alive and provide other party support. Will likely take the Holy Vindicator prestige class later on.