Radi Hamdi

Merlin Brokencrown's page

420 posts. Alias of Dorian 'Grey'.

Full Name

Merlin Brokencrown


1/2 Elf


Warsighted Oracle 3 Perct +11 Intit +3 ( roll twice ) AC 19 touch 13 flat-footed 18 hp 30 / 30 Fort +3 Ref +2, Will +3









Strength 17
Dexterity 13
Constitution 14
Intelligence 10
Wisdom 10
Charisma 14

About Merlin Brokencrown


Merlin is a teenaged 1/2 elf. He stands almost 5'6, slim, but solid and healthy. His long white-blond hair is usually tied into a ponytail, which is covered with a soiled turban-like cover. He wears faded grayish robes; under which he has sturdy leathers. His boots are dirty, but surprisingly well-made and well-kept.
Merlin was orphaned early; his mother disappeared shortly after his 10th winter; his father was never known. His mother was a local herb grower. Merlin survived on the street; thieving, conniving, manipulating.
On a fateful (one may infer redemable) afternoon, while Merlin was attempting to pilfer a scimitar with a gold and blue angelic ankh etched onto the blade from a blacksmith's shop, he was caught literally red-handed by said blacksmith. "I have been watching you for some time lad. I shall do you no favor by allowing you to purchase that fine blade. You shall be my apprentice for 4 years to earn that weapon!"
Merlin's jaw fell to the floor with a loud thump....."Aye, Sir?"

Learning how a smithy works; which tools are for which job, how to set up and disassemble various devices, and just starting to learn the correct methods for crafting weapons and such, Merlin also began to show an affinity with metals. Shaping them into what he envisioned became easy and commonplace.
After his 4 years was up, Merlin had become more nervous around others, as his inner gifts were becoming more difficult to hide. With the recent raiding of witches being the norm, Merlin decided to attempt to hide his strangeness by volunteering for the army. He was placed into an infantry company. He show an easy aptitude with the weapons, particularly those made of metal.
The military life suited him just fine. He learned some basic weaponry, along with minor skills involving mostly physical measures. He honed his raw skills involving weapons, armor, and tactics. The only thing about the army life that Merlin was not a fan of was the killing. Thankfully, his frontline time was scant. He found himself feeling sorry for those wayward souls whose crimes seemed--to Merlin--redeemable.
After fulfilling his required time, Merlin returned to his home town, hoping to return to his apprenticeship. He found his Master had been taken in a raid; killed.
Having been only home a week, Merlin wonders hopelessly alone and unsure as to his next move....

Sarenrae Dogma

Yet there are those who have no interest in redemption, who glory in slaughter and death. From the remorseless evil of the undead and fiends, to the cruelties born in the hearts of mortals, Sarenrae's doctrines preach swift justice delivered by the scimitar's edge. To this end, she expects her faithful to be skilled at swordplay, both as a form of martial art promoting centering of mind and body, and so that when they do enter battle, their foes do not suffer any longer than necessary

10 minute Background:
-Step 1: Write at least 5 concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind.

1. adolescent; naive; nervous/fearful; lacking in self-confidence; confused
2. athletic; although more lean than big
3. white-blond hair; long; tied into a ponytail; covers his elven ears
4. unassuming; doesn't bring attention to himself; reserved and cautious
5. orphaned

-Step 2: List at least 2 goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

1. Merlin's goal is to be accepted
2. My goal for him is for him to realize his true potential

-Step 3: List at least 2 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. Merlin has developed strange abilities since attaining adolescence, which he is afraid of. He believes that he will be burned for a witch.
2. Merlin is--unknowingly--being groomed by Sarenrae for what's coming
3. Merlin's mother was a witch. He was orphaned when she disappeared. His father is unknown.

Merlin is naturally easy-going , although he is reserved and hesitate when around strangers, as he fears that he will be reported as a witch. He has a great fear of that occurrence and he attempts to cover any strangeness that happens around him. He shies away from violence, although he is capable of defending himself. He doesn't understand why things happen around him, but he knows that he is not a witch!
Merlin is being groomed for a purpose by a certain goddess of redemption. ...

1. To find a path of redemption (to realize Sarenrae)
2. Kenabres
3. revenge (justice) for his Master


0 level

1. create water
2. guidance
3. light
4. stabilize
5. Mending

1st level 6/ 2

1. shield of faith
2. Bless
3. Divine favor
mystery enlarge person
(B)cure light wounds

Merlin Brokencrown
Male 1/2 Elf Warsighted Oracle 3 NG Humaniod (Elf) Init +3(roll twice); Senses low-light vision, Perception +11
AC 17, touch 11, flat-footed 16 (+4 armor, +2 shield, +0 deflection, +1 Dex, +0 natural, +0 dodge)
hp 30 (3d8+12)
Fort +3 Ref +2, Will +3

Speed 30 ft.
Melee scimitar +5 (1d6+3/18-20 x2)
Special Attacks
Martial Flexibility 4/2
Revelations: skill at arms(ex), War Sight (Su)

......... .....
+1 trait bonus on Spellcraft checks to identify spells cast by evil arcane spellcasters.

Mystery: battle
Curse: tongues
........... .
Str 17, Dex 13, Con 14, Int 10, Wis 10, Cha 14
Base Atk +2; CMB +5; CMD 16
Feats skill focus (perception), extra revelation, toughness
The oracle’s class skills are Craft weapons(Int)+5, Diplomacy (Cha)+8(3), , Heal (Wis), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis) blacksmith +5, Sense Motive (Wis), and Spellcraft (Int). Intimidate +8(3), Knowledge (engineering), Perception +11(3), and Ride Disable Device +8(3)
Skill Ranks per Level: 4 + Int modifier.

Favored class bonus: +1 hp x3
Traits: vagabond child, reactionary, Warded against Witchery
drawback: doubt
Languages Common, elven, celestial

Other Gear

Tracked Resources
Tanglefoot bags x2

Wealth 1gp


Scimitar 15 gp 1d4 1d6 18–20/×2 — 4 lbs. S

Outfit, Cold-Weather
This outfit includes a wool coat, linen shirt, wool cap, heavy cloak, thick pants or skirt, and boots. This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather.

Fighter's kit
Source Ultimate Equipment pg. 56 (Amazon)
Price 9 gp; Weight 29 lbs.
Category Kits
This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.

Lamellar (leather)
Source Ultimate Equipment pg. 9 (Amazon), Ultimate Combat pg. 1 (Amazon)
Cost 60 gp Weight 25 lbs.
Armor Bonus +4; Max Dex Bonus +3; Armor Check Penalty -2
Arcane Spell Failure Chance 20%; Speed 30 ft./20 ft.
Lamellar is a type of armor in which small plates of various types of materials are strung together in parallel rows using fine cord. Lamellar plates can be constructed from lacquered leather, horn, or even stone, though suits of iron and steel are the most common. Lamellar armor can be crafted into various shapes, including partial pieces such as breastplates, greaves, or even entire coats. The properties of specific suits and pieces of lamellar armor are determined by their material.

Shield, Heavy; Wooden or Steel
You strap a shield to your forearm and grip it with your hand. A heavy shield is so heavy that you can't use your shield hand for anything else.

Wooden or Steel: Wooden and steel shields offer the same basic protection, though they respond differently to spells and effects.

Shield Bash Attacks: You can bash an opponent with a heavy shield. See “shield, heavy” on Table: Weapons for the damage dealt by a shield bash. Used this way, a heavy shield is a martial bludgeoning weapon. For the purpose of penalties on attack rolls, treat a heavy shield as a one-handed weapon. If you use your shield as a weapon, you lose its Armor Class bonus until your next turn. An enhancement bonus on a shield does not improve the effectiveness of a shield bash made with it, but the shield can be made into a magic weapon in its own right.


Skill Focus (perception)
Choose a skill. You are particularly adept at that skill.

Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

Extra Revelation
Source Advanced Player's Guide pg. 1 (Amazon)
You have discovered a new aspect of your mystery.

Prerequisites: Revelation class feature.

Benefit: You gain one additional revelation. You must meet all of the prerequisites for this revelation.

Special: You can gain Extra Revelation multiple times.


Warded against Witchery [Link]
Source Reign of Winter Player's Guide pg. 6, People of the North pg. 31 (Amazon)
Sometime in your youth, you encountered a location, object, or being steeped in the power of evil witchcraft. Whether you were the victim of this force, were a conduit for it, or merely witnessed its effects, the event changed your life. You have tried to put the strange incident behind you and forget it, but nebulous premonitions of danger and eerie feelings of deja vu have dogged your steps ever since. For some inexplicable reason, you feel drawn to the lands of the North, though you fear another encounter with the evil witchcraft that touched you once before. Whether through your purity, the blessing of goodly spirits, an innate determination, or an intuitive and inexplicable familiarity with the ways of black magic, you have acquired a resilience against the power of the dark arts. You gain a +1 trait bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters, and a +1 trait bonus on Spellcraft checks to identify spells cast by evil arcane spellcasters.

Greater Purpose
You are convinced you're alive to achieve a great purpose.

Benefits: You gain a +1 trait bonus on all saving throws to resist death effects and a +1 trait bonus on Constitution checks made to stabilize while dying.
Section 15: Copyright Notice Pathfinder Roleplaying Game: Ultimate Campaign. ©

Vagabond Child (Urban)
You grew up among the outcasts and outlaws of your society, learning to forage and survive in an urban environment.

Benefits: Select one of the following skills: Disable Device, Escape Artist, or Sleight of Hand. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.


You lack confidence in your abilities or confidence in the universe at large.

Effect: Whenever you fail a skill or ability check, you take a –4 penalty on that type of skill or ability check for the next hour.

Class Abilities:

A warsighted's unique gifts are not in strange magical revelations, but in her ability to adapt in the midst of a battle with new fighting techniques. The warsighted is a master of combat, as dedicated as a fighter and as flexible as a brawler.

Martial Flexibility (Ex)

At 1st level, a warsighted can use a move action to gain the benefit of a combat feat she doesn't possess. This effect lasts for 1 minute. The warsighted must otherwise meet all the feat's prerequisites. She can use this ability a number of times per day equal to 3 + 1/2 her oracle level.

The warsighted can use this ability again before the duration expires in order to replace the previous combat feat with another choice.

If a combat feat has a daily use limitation (for example, Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit. At later levels, when she gains multiple feats through this ability, she can use those feats to meet the prerequisites of other feats she gains with this ability. Doing so means that she cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.

At 7th level, a warsighted can use this ability to gain the benefit of two combat feats at the same time. She can select one feat as a swift action or two feats as a move action. At 11th level, a warsighted can use this ability to gain the benefits of three combat feats at the same time. She can select one feat as a free action, two feats as a swift action, or three feats as a move action. At 15th level, a warsighted can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action.

This ability replaces the revelations gained at 1st, 7th, 11th, and 15th levels.

Class Features

The following are the class features of the oracle.

Weapon and Armor Proficiency

Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies.

Oracle’s Curse (Ex)

Source PRG:APG

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.


Mystery: Battle
Class Skills: An oracle with the battle mystery adds Intimidate, Knowledge (engineering), Perception, and Ride to her list of class skills.

Bonus Spells: enlarge person (2nd), fog cloud (4th), magic vestment (6th), wall of fire (8th), righteous might (10th), mass bull’s strength (12th), control weather (14th), earthquake (16th), storm of vengeance (18th).


Skill at Arms (Ex): You gain proficiency in all martial weapons and heavy armor.

War Sight (Su): Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results.

Racial Abilities:
Standard Racial Traits
•Ability Score Racial Traits: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
•Type: Half-elves are humanoid creatures with both the human and the elf subtypes.
•Size: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
•Base Speed: Half-elves have a base speed of 30 feet.
•Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Defense Racial Traits
•Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Feat and Skill Racial Traits
•Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
•Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.

Senses Racial Traits
•Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.

Other Racial Traits
•Elf Blood: Half-elves count as both elves and humans for any effect related to race.
•Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Hell's Rebels:

Str 17 Dex 13 Con 14 Int 10 Wis 10 Cha 14
feats: skill focus diplomacy; combat expertise
traits: trap finder, threatening def, ?