![]() About Naïlo - Xiloak QuancPrivate Name: Xiloak Quanc
Race: High Elf Assimar of Oltwood
Class: Oracle ... Level: 2 Init: +2 ... BAB: +1 ..... CMB: +3 ..... CMD: 14
Weapons:
Long Sword +3 .... Dmg: 1d8 .... Crit: 19/x2 .... Type: S
Dagger +2 .... Dmg: 1d4 .... Crit: 19/x2 .... Type: S/P .... Rng: 10 ft Longbow +2 .... Dmg: 1d8 .... Crit: 20/x3 .... Type: P .... Rng: 100 ft .... Arrows 20 / 20 Gear:
Kikko ... 250gp ... 25 lb
Signal Whistle ... PK ... 0 Silver Holy Symbol ... 25gp ... 1 lb Wrist Sheath (QR) ... 5gp ... 1 lb Wand of Cure Light Wounds ... 750gp ... 0 ... 50 / 50 Wrist Sheath (QL) ... 5gp ... 1 lb Wand of Secluded Grimoire ... 750gp ... 0 ... 50 / 50 Spell Component Pouch ... 5gp ... 2 lbs Beltpouch ... PK ... 0.5 lbs ... 10gp Long Sword ... 15gp ... 4 lbs
Pathfinder Kit ... 12 gp Backpack (MW) ... 48gp ... 4 lbs
Combat Weight: 45.5 lbs
Carrying Capacity: LL 58 lbs ... ML 116 lbs ... HL 175 lbs ... Drag 875 lbs
Encumberance
Spells Prepared:
Spell Slots: 1st-5
Cantrips
1st-Level
Spell Book:
Cantrips
.... Acid Splash(C) .... Anonymity .... Arcane Mark .... Breeze .... Chameleon Skin .... Dancing Lights .... Detect Fiend .... Detect Magic .... Detect Poison .... Drench(C) .... Flare .... Ghost Sound .... Grasp .... Haunted Aspect .... Jolt .... Light .... Mage Hand .... Mending .... Message .... Open/Close .... Penumbra .... Prestidigitation .... Ray of Frost .... Read Magic .... Resistance .... Root .... Scoop .... Scrivener Chant .... Spark .... Vacuous Vessel 1st-Level
Skills:
* Armor Check Penalty ... # Trained Only ... @ Background ... ^ Class Skill
01 ... Acrobatics* (Dex)
Racial Features:
[b]Attributes: Dexterity +2, Charisma +2
Size: Medium Speed: Normal 30 ft Senses: Low Light Vision Keen Senses: Gain a +2 Racial Bonus on Perception checks. Elven Immunities: Immune to Magic Sleep effects and +2 Racial Bonus on Saves vs Enchantment spells and effects. Weapon Familiarity: Proficient with Bows (long, short, composite), Long Sword, Short Sword, and Elven Weapons are considered Martial Weapons. Skilled: They have a +2 Racial Bonus on Survival checks. Halo: They possess the ability to manifest a Halo. They can create Light centered upon their head at will as a spell-like ability. When using their Halo, they gain a +2 Circumstance Bonus on Intimidation checks against evil creatures. This racial feature replaces Dark Vision with Low Light Vision. Languages: Elven and local common (Keolish) Additional Bonus Languages: Celestial, Draconic, Goblin, Human (???), Ork and Sylvan. Traits:
Scholar of the Ancients (Campaign): Growing up with their nose in books, they have had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, they know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From their life of study and dogged research, they have pieced together the language and partial history of this once-great empire. They gain a +1 Trait Bonus on Knowledge [Arcana] and Knowledge [History] checks, and begin play able to speak and read Thassilonian. Warrior of Old (Racial): As a child, they put in long hours on combat drills, and though time has made this training a dim memory, they still have a knack for quickly responding to trouble. They gain a +2 Trait Bonus on Initiative checks. Resilient (Combat): Growing up partially within the rather unforgiving wilds often forced them to subsist on food and water from questionable sources. They have built up their Constitution as a result, and gain a +1 Trait Bonus on Fortitude Saves. -------{ Additional Traits from Feat }--------------------- Pragmatic Activator (Magic): While some figure out how to use magical devices with stubborn resolve, their approach is more pragmatic. They may use their Intelligence modifier when making Use Magic Device checks instead of their Charisma modifier. Seeker (Social): They are always on the lookout for oddities and danger. They gain a +1 Trait Bonus on Perception checks, and Perception is a class skill. Feats:
1st-Level - Additional Traits: They gain two Character Traits of their choice. These traits must be chosen from different lists, and cannot be chosen from lists from which they have already selected a Character Trait. Class Features:
Alignment: Any
Hit Die: d8 Starting Wealth: 1,000 gp Weapon Proficiency: Simple Weapons
Class Skills: 4 + Int Mod
Archetype Dual-Cursed: All oracles are cursed to some degree, but some oracles bear an even heavier burden. Though doubly afflicted with hindrances, they also can manipulate fortune and gain greater insights into their mystery. They must choose two Curses at 1st-Level. One of these Curses (their choice) never changes its abilities as they gain levels. The other Curse comes with its normal benefits. They gains no additional Class Skills from their mystery due to their secondary Curse and the gain the following: Bonus Spells: Ill Omen (2nd), Oracle Burden (4th), Bestow Curse (6th). These bonus spells replace the Mystery bonus spells at these levels. Revelations: They gain a new revelation at 5th-Level and 13th-Level. These are in addition to the normal revelations they receive. In addition, they may select the following revelations in place of a mystery revelation: Misfortune (Ex): At 1st-Level, as an Immediate Action, they 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 original roll. They can use this ability once per day at 5th-Level, and one additional time per day for every six levels thereafter (11th and 17th). Fortune (Ex): At 5th-Level, as an Immediate Action, they can reroll any one d20 roll that they have just made before the results of the roll are revealed. They must take the result of the reroll, even if it is worse than the original roll. They can use this ability once per day at 5th-Level, and one additional time per day for every six levels thereafter (11th and 17th). Curse (Su): They are cursed, but this curse comes with a benefit as well as a hindrance. This choice is made once made, it cannot be changed. Their curse cannot be removed or dispelled without the aid of a deity. Their curse is based on their level plus one for every two levels thereafter. They must choose a single curse. Haunted: Primal magic energies swirl about them wherever they go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Due to these magical distorations retrieving a stored item from their gear requires a Standard Action, unless it would normally take longer. Further any item they drop lands 10 feet away from them in a random direction. At 1st-Level, they add Mage Hand and Ghost Sound to their list of Spells Known. At 5th-Level, they add Levitate and Minor Image to their list of Spells Known. At 10th-Level, add Telekinesis to their list of Spells Known. At 15th-Level, add Reverse Gravity to their list of Spells Known. These spells cannot be swapped out and are in addition to their normal known spells. Tongues: In times of stress or unease, you speak in tongues. Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, Senzar, 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. Senzar (aka First Speech) Mystery (Primal): They draw upon a divine mystery to grant them spells and powers. This mystery also grants additional Class Skills and other special abilities and represents a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, if they had the waves mystery they 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 they gain levels. They must pick one mystery upon taking their 1st-Level of Oracle. Once made, this choice cannot be changed. At 2nd-Level, and every two levels thereafter, they learn an additional spell derived from their mystery. These spells are in addition to the number of spells given on Class Advancement Table. These bonus spells cannot be exchanged for different spells at higher levels. Oracles of the Primal Mystery have been touched in some way by Primal Magic. Alternatively, a Primal Oracle might simply be a person who was affected in their past by a Primal Magic event or perhaps both. Skills: They add Knowledge [Arcana], Knowledge [Nature], Survival, and Use Magic Device to their list of Class Skills. Bonus Spells: Touch of Fatigue (1st), Ray of Enfeeblement (2nd), Obscure Object (4th), Dispel Magic (6th), Lesser Globe of Invulnerability (8th), Break Enchantment (10th), Antimagic Field (12th), Spell Turning (14th), Spellscar (16th), Mage Disjunction (18th). Orisons: They know 4 Orisons, or 0-level spells, as noted Class Advancement Table. These spells are cast like any other spell, but they do not consume any slots and may be used again. Spell Casting: They cast Divine spells drawn from the Cleric Spell List. To learn or cast a spell, they must have a Charisma score equal to at least 10 + Spell Level. Their base daily Spell Slots are given on their Class Advancement Table. In addition, they receive bonus Spell Slots per day if they have a high Charisma score. Unlike other Divine Spell Casters, their selection of spells is extremely limited. They begin play knowing two 1st-Level spells of of choice. At each new level, they gain one or more new Spells Known, as indicated on their Class Advancement Table. Unlike Spell Slots, the number of Spells Known is not affected by their Charisma score. In addition to the spells gained by them as they gain levels, they also add all the Cure Spells to their list of Spells Known. These spells are added as soon as they are capable of casting a spell of that level. Upon reaching 4th-Level, and at every even-numbered level thereafter (6th, 8th, etc.), they can choose to learn a new Spell Known in place of one they already know. In effect, losing the old Spell Known in exchange for the new Spell Known. The new Spell Known must be the same level as the old Spell Known it is replacing. They may swap only a single spell at any given level, and must choose whether to do so or not at the same time that they gain their new Spells Known for that level. They cannot swap out any Cure spells nor Mystery spells that they have gained. Unlike a Cleric, they need not prepare their spells in advance. They can cast any spell that they know at any time, assuming they have not used up all their Spell Slots for spells of the level they are wanting to cast. They do not need to provide a Divine Focus to cast their spells that list Divine Focus (DF) as part of the components. Revelation: At 1st-Level as they advance in level they uncover a new secret about their Mystery that grants them powers and abilities. They must select a Revelation from the List of Revelations available to their Mystery. If a Revelation is chosen at a later level, they gain all of the abilities and bonuses granted by that Revelation based on their current level. Unless otherwise noted, activating the power of a Revelation is a Standard Action. 1st-Level Revelation (Eldritch Resistance): They gain Resistance 2 to Acid, Cold, Electricity, Fire, and Sonic. This resistance increases to 5 at 5th-Level, 10 at 11th-Level, and 20 at 17th-Level. Consume Spells: They can expend an available Spell Slot as a Move Action, making it unavailable for the rest of the day, just as if they had used it to cast a spell. They can use this ability a number of times per day equal to their Charisma modifier (minimum 1). Doing this adds a number of points to their Arcane Reservoir equal to the level of the Spell Slot consumed. They cannot consume Cantrips (0 level spells) in this way. Points gained in excess of the maximum for the Arcane Reservoir are lost. Spell Book: They must study their Spell Book each day to prepare their spells. They cannot prepare any spell not recorded in their Spell Book, except for Read Magic which they can prepare from memory and any spells that they always have prepared. They begin play with a Spell Book that contains all Wizard Cantrips plus three 1st-Level Spells of their choice from the Wizard Spell List. They also select a number of additional 1st-Level spells equal to their Intelligence modifier to add to their Spell Book. At each new level, they gain two new spells of any spell level or levels that they can cast to add to their Spell Book. At any time, they can also add spells found in other Spell matter what their native language or culture is. Books of either Wizards or Arcanists to her own Spell Book. To record an arcane spell in written form, they use complex notation that describes the magical forces involved in the spell. The writer uses the same system no what their native language or culture is. However, each individual uses the system in their own way. Thus another person’s magical writing remains incomprehensible to even the most powerful wizard until they take the time to study and decipher it. To decipher arcane magical writing (such as a single spell in the spellbook of another or on a scroll), the character must make a Spell Craft check (DC 20 + Spell Level). If the skill check fails, the character cannot attempt to read that particular spell again until the next day. A Read Magic Cantrip automatically deciphers magical writing without a skill check. If the person who created the magical writing is on hand to help the reader, success is also automatic. Once a character deciphers a particular piece of magical writing, they do not need to decipher it again. Deciphering magical writing allows the reader to identify the spell and gives them some idea of its effects (as explained in the spell description). If the magical writing is a scroll and the reader can cast arcane spells, they can attempt to use the scroll. They can add new spells to their Spell Book through several methods. They can only learn new spells that are found on the Wizard Spell Lists, unless otherwise specifically allowed by some other feature or due to independent research. Spells Gained at a New Level: They perform a certain amount of spell research between adventures. Each time they attain a new level, they gain two spells of their choice to add to their Spell Book. The two free spells must be of spell levels they can cast. Spells Copied from the Spell Book or Another or a Scroll: They can also add a spell to their Spell Book whenever they encounter one on a magic scroll or in the Spell Book or another. No matter what the source of the spell, they must first decipher the magical writing. Next, they must spend 1 hour studying the spell. At the end of the hour, they must make a Spell Craft check (DC 15 + Spell Level). If they have specialized in a School of spells they gain a +2 Bonus on the Spell Craft check if the new spell is from their specialty school. If the check succeeds, they understand the spell and can copy it into their spellbook. The process leaves a Spell Book that was copied from unharmed, but a spell successfully copied from a magic scroll disappears from the parchment. If the check fails, they cannot understand or copy the spell. They cannot attempt to learn or copy that spell again until one week has passed. If the spell was from a scroll, a failed Spell Craft check does not cause the spell to vanish. In most cases, a spell caster will charge a fee for the privilege of copying spells from their Spell Book. This fee is usually equal to half the cost to write the spell into a Spell Book. Rare and unique spells might cost significantly more. Independent Research: They can also research a spell independently, duplicating an existing spell or creating an entirely new one. The cost to research a new spell, and the time required, are left up to GM discretion, but it should probably take at least 1 week and cost at least 1,000 gp per level of the spell to be researched. This should also require a number of Spell Craft and Knowledge [Arcana] checks. Writing a New Spell into a Spell Book: Once they understand a new spell, they can record it into their Spell Book. The process takes 1 hour per spell level with Cantrips (0 levels spells) taking only 30 minutes to record. The cost for writing a new spell into a Spell Book depends on the level of the spell, as noted on the following table. Note that they do not have to pay these costs in time or gold for spells they gain for free at each new level. A brand new Spell Book contains 100 pages and spells take up one page per spell level with Cantrips taking up only half a page. The pages can written upon both sides allowing for a total of 200 spell levels minus half the Cantrips recorded within. Spell Casting: They casts arcane spells drawn from the Wizard Spell List. They must prepare their spells ahead of time, but unlike a wizard, their spells are not expended when they are cast. Instead, they can cast any spell that they have prepared consuming a Spell Slot of the appropriate level, assuming they have not yet used up their spell slots per day for that level or higher. To learn, prepare, or cast a spell, they must have an Intelligence score equal to at least 10 + Spell Level. The Save DC against an their spells is 10 + Spell Level + their Intelligence modifier. They can only cast a certain number of spells of each spell level per day. Their base daily spell allotment, called Spell Slots, is given on their Class Advancement Table. In addition, they receive bonus spells per day if they have a high Intelligence score. They may know any number of spells, but the number they can prepare each day is limited. At 1st level, they can prepare four Cantrips, 0-level spells, and two 1st-level spells each day. At each new level, the number of spells they can prepare each day increases, adding new spell levels as indicated on their Class Advancement Table. Unlike the number of spells they can cast per day – Spell Slots, the number of spells they can prepare each day is not affected by their Intelligence score. Feats and other effects that modify the number of spells known by a spell caster instead affect the number of spells they can prepare. They must choose and prepare their spells ahead of time by getting 8 hours of sleep and spending 1 hour studying their spell book. While studying, they decide what spells to prepare and they refresh their available Spell Slots for the day. Like a Sorcerer, they can choose to apply any Metamagic they know to a prepared spell as they cast it, with the same increase in casting time. However, they may also prepare a spell with any Metamagic they know and cast it without increasing casting time just like a Wizard. They cannot combine these options – a spell prepared with a Metamagic cannot be further modified with another Metamagic at the time of casting (unless they have the Metamixing Exploit). Background:
Born and mostly raised in the wilderness of the Sano Forest he is a close cousin of the lady Elf Hannah Velerin who is the proprieter of Hannah's a local lesser healer house in Sand Point and she is also on the Sandpoint Council. He has more recently, since he has been in town and staying with her, accompanied her on reagent gathering trips into the local wilderness. He is also acquainted with and sometimes works for Nisk Tander an Aiuvarin (half-elf) that is the proprieter of the Bottled Solutions which is an alchemical shop located in Sand Point. He knows and has spent some time with Ilsoari Gandethus, a human ex-adventurer, and sometimes helps him with the Turandarok Academy that he runs when he has extra time, he has also gotten to see Ilsoari's arcane museum which he has dutifully kept a secret about so that the kids of the academy do not find out. He has also heard about the Sandpoint Devil and believes that some aspects of it could very well be true while others are merely misguided rumors. He knows Mia Vespertine having met her and her father back when her father was still present in town and Mia was still just a kid. He has kept in touch with her over the years and while they are really good friends they have a tendency to mix like oil and water. As to which one is the oil and which is water, well let us just say Mia is much more slippery than Tomo is.
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