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About MunirBackground Rough Draft:
Akilah was at a loss. The Chieftess required someone be sent as an emissary to the deposed undersea prince, to forge relations and judge his worthiness as an ally. The Sandwalkers were familiar with the sea, of course, just as they were familiar with the sky - a large blue expanse that was nice to look at, but ill-suited for habitation. After all, they were no more Seaswimmers than they were Skyfliers. As she saw it, the difficulty of choice was defined thus: anyone brave enough to accompany the mer-prince on and under the water was more valuable protecting the tribe, while anyone stupid enough to attempt the task would be unable to judge the prince’s merit as an ally. What they really needed was someone… Of course! The answer was right in front of her. She strode to the edge of camp and beyond, following the sounds of metal ringing on metal. There, naked under the noon-day sun, a lanky knoll bent muttering over a fire pit next to a small anvil, tongs holding metal in the flames.
***
At first his brethren believed he’d simply been driven mad by sun and thirst; however, he soon displayed abilities that proved something had touched him with power. He claimed he had wandered the wastes searching for the tribe and begging the spirits of sand and sky to help him. At the brink of death he stumbled upon a hammer sticking up out of the sand. When he grabbed it, the Sun answered his pleas, nourishing and filling him with light so that he might return home and spread the word of Zailor. The tribal shamans couldn’t refute his claims and one of his litter was an advisor to the chieftess, so the tribe tolerated him. Tolerated, for despite his powers he was still obviously mad, constantly muttering and ranting of Zailor and ‘lesser spirits’ regardless if he had an audience or was alone. He demanded tools to forge and was given them, which to everyone’s delight have kept him occupied and more or less out of their fur. For the past year he’s mainly spoken only with merchants and traders the tribe deal with, selling his metalwork and picking up the common tongue to better proselytize to them. His sister Akilah, believing one would have to be mad to undertake the Chieftess’s mission to the sea-dwellers, volunteered him for it. Munir now believes his destiny is to win Prince ??? back his throne, forging an eternal alliance between the Sandwalkers and Oceana and bringing the Light of Zailor to the depths of the sea. Build Notes:
My current intention is to go mostly straight-class oracle. I may either pick up a level of a martial class early on, or just take my 3rd level feat as martial weapon proficiency: warhammer, depending on what feels right after playing him a couple levels. I’d like to make him a crafter, and intend to take Craft Magic Arms & Armor at 5th level. After that, I think feats will largely be spent on Extra Revelations and passive bonuses (Toughness, saving throw feats, etc.), though I’d branch out if something appropriate plot-wise stuck out to me.
Thematically I’d like to focus on light and weapon/armor enchantments for his abilities from Zailor, rather than fire. Despite this, I took the Solar Wind revelation because honestly at low levels it’s too darn useful an attack to pass up, and at higher levels I think the added bull rush effect will be much more useful than any damage it might do. Also, while technically dealing fire damage, I like the hot wind rationale, seems appropriate to his native Burning Lands. Overall this isn't going to be a hyper-optimized character. My hope is he will prove adaptable to different situations, able to provide decent party buffs and handle himself in combat and assist with diplomacy and item crafting outside of combat. I also hope he'll be fun and interesting to play :) Statistics:
Male Gnoll Oracle (Solar Mystery) (Spirit Guide Archetype) 2
LE medium humanoid (gnoll) Init +1; Senses Perception -1 (Darkvision 60) ------------------------------ DEFENSE ------------------------------ AC 17, touch 11, flat-footed 16 (+3 armor, +1 dex, +1 shield, +2 natural armor) hp 19 (Max 8 + 2 Con + 1 favored class) Fort +2, Ref +1, Will +2 ------------------------------ OFFENSE ------------------------------ Speed 30 ft. Melee Longspear +3 1d8+3/x3
Ranged Solar Wind +2 1d6 fire | 30' ------------------------------
Traits
Feats
Skills (16points, per level: 4 class + 2 INT + 2 *Background) *Craft (armor) +7 (2 ranks + 3 class + 2 Int + 0 feat + 0 racial + 0 trait)
ACP of -2 applies to these skills: Acrobatics, Climb, Disable Device, Escape Artist, Fly, Ride, Sleight of Hand, Stealth, Swim. Languages Gnoll, Common (Draconic), Ignan, Infernal Class & Racial Abilities:
------------------------------ ORACLE CLASS ABILITIES ------------------------------ The Oracle's class skills are Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). In addition, oracles receive additional class skills depending upon their oracle mystery. Skill Points at each Level: 4 + Int modifier. Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Mystery: Solar
Oracle’s Curse: Cold-Blooded.Your blood turns sluggish without sufficient heat, and you must seek warmth and shelter earlier than most. You take a –4 penalty on saves against cold spells and effects, and whenever you fail such a saving throw, you are staggered for 1 round. You can survive without food four times longer than a typical creature of your species before you begin to starve. At 5th level, poisons affecting you have their onset time doubled and last half as long if they end after a set time (for example, a poison with a frequency of 1/round for 6 rounds would instead have a frequency of 1/round for 3 rounds). Poisons with no onset time gain an onset time of 1 round. At 10th level, whenever an action you have readied is triggered, you can take an additional move action at half your speed—along with your readied action—even if you have already taken a move action that round. At 15th level, you can take an additional move action a number of times per day equal to your Charisma modifier. You can take these additional move actions only on your turn, and can take only one of these extra move actions per turn. Revelations
Solar Wind (Su): You can unleash a blast of searing wind at a single target within 30 feet as a ranged touch attack with no range increment. Your solar wind deals 1d6 points of fire damage + 1 for every 2 oracle levels you possess. At 7th level, you can also knock an opponent back, treating the blast as a bull rush combat maneuver that uses your caster level + your Charisma modifier in place of your CMB. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Archetype: Spirit Guide Class Skills: A spirit guide gains all Knowledge skills as class skills. This replaces the bonus class skills gained from the oracle’s mystery. Bonded Spirit (Su): At 3rd level, a spirit guide can form a temporary bond with a spirit, as the shaman’s wandering spirit class feature (see page 37). She must make this selection each day when she refreshes her spells. A spirit guide cannot bond with a spirit that is incompatible with her alignment, ethos, or mystery (GM’s discretion). A spirit guide gains one hex of her choice from the list of hexes available from that spirit. She uses her oracle level as her shaman level, and she switches Wisdom for Charisma and vice versa for the purpose of determining the hex's effects. At 4th level, she adds the bonded spirit’s spirit magic spells to her oracle spells known for that day, but only of spell levels she can cast. At 7th level, she gains the spirit ability of her current bonded spirit. At 15th level, she gains the greater spirit ability of her current bonded spirit. This ability replaces the revelations gained at 3rd, 7th, and 15th levels. --------------------------------
Spells:
----------------------------------------------- Level (times/day) Save DC: known ----------------------------------------------- 0th (at will): detect magic, light, purify food & drink, spark, stabilize 1st (5/day): cure light wounds, bless, faerie fire, magic weapon
Equipment & Encumbrance:
------------------------------ GEAR WORN ------------------------------ Studded Leather (25gp) +3 AC armor, +5 Max Dex, -1 ACP, Light, 20lbs Shield, buckler (5gp) +1 AC shield, -1 ACP, 5lbs; may wield weapon, -1 attack and no shield bonus ------------------------------
Money 0 PP / 13 GP / 0 SP / 0 CP ------------------------------
Current Encumbrance Level: Light Light 0-58 lbs Medium 59-116 lbs Heavy 117-175 lbs
Notes:
ooc]b]Standard:[/b] ; b]Move:[/b] ; b]Swift:[/b] ; b]Free:[/b] .[/ooc] dice=Attack, warhammer]1d20[/dice]
dice=Attack, Solar Wind]1d20 + 2[/dice]
dice=TARGET, cure light wounds]1d8 + 2[/dice]
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