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About NefinBACKGROUND:
Nefin has been able to see the spirits as far back as he can remember. As a child, his parents brought him to the Priest to cure him, but the Priest quickly determined that these Spirits were not Evil and therefore were some Divine manifestation. He took him in as an apprentice.
But Nefin proved to be a poor student; oh, he learned enough about the Gods, but he failed to learn the wisdom that a Priest must learn. He could not learn the most basic of the true prayers that a Priest needs to manifest the magic of the Gods, but he manifested many of them anyway. In short, while he was clearly divinely touched, he was not destined for the path of a Cleric. The Priest sent him out with the Caravans about six years ago. Nefins powers have blossomed, but because of his strange habits of speaking to things that are not there, many have taken to calling him "Nefin the Mad" and making the sign to ward off Evil behind his back. Nevertheless it has become clear that Nefin's path lies elsewhere. Nefin has been searching for his path ever since. PERSONALITY:
Nefin is an affable fellow, but the most striking thing about him is his odd behaviour. Whether it is talking to the empty air, whistling into the wind, returning embers to the fire or moving rocks and pebbles about, there is always something he is up to that makes no sense - untill you see small objects move of their own accord, or feel sudden breezes on a still day or hear faint noises, or feel sudden warm spots. This tends to lend Nefin an air of distraction, as his attention often seems to be on the spirits that manifest around him. In reality, Nefin is quite aware of the possibilty of danger and can react quite quickly to events around him. He claims this is because the spirits warn him, and this may be true. He comes across as largely harmless, right up until the point when he unleashes his power. MISCELLANEOUS:
Init +3; Senses Perception +4, Crystal Sight, Speed 30 ft. DEFENSE:
AC 22, touch 12, flat-footed 21 (+1 Dex,+7 Armour, +3 Shield, +1 Deflection)
OFFENSE:
Light Crossbow (AB+4, Dmg 1d8, crit19-20/x2, Range 80') Alchemical Silver Heavy mace (AB+6, Dmg 1d8+2, Crit 20/x2) MW Club (AB+6, Dmg 1d6+2, Crit 20/x2) MW Club with shillelagh (AB+6, Dmg 2d6+3, Crit 20/x2) Spells:
Known Oracle Spells (CL 5th, concentration +10): 2nd (5/day) - instrument of agony (DC 17) , remove paralysis (DC 17) , minor image (DC 17) , levitate , cure moderate wounds (DC 17) , stone call 1st (8/day) - bless , cause fear (DC 16) , obscuring mist , protection from evil (DC 16) , sanctuary (DC 16) , summon monster i , cure light wounds (DC 16) , magic stone (DC 16) 0th (at will) - create water , detect magic , light , mending (DC 15) , Purify Food and Drink , read magic (DC ) , stabilize (DC 15) , mage hand , ghost sound (DC 15) Spells used:
STATISTICS:
Str 14, Dex 13, Con 14, Int 10, Wis 8, Cha 20
Skills:
Acrobatics +1, Bluff +5, Climb +7, Diplomacy +11, Disguise +5, Escape Artist +1, Fly +1, Heal +3, Intimidate +5, Knowledge (Local) +2, Knowledge (Planes) +8, Knowledge (Religion) +8, Perception +4, Perform (Untrained) +5, Ride +1, Sense Motive -1, Stealth +4, Survival +4, Survival (Follow or identify tracks/Underground) -2, Swim +2, Use Magic Device +11, Possessions:
+1 Chain Mail (Armor Bonus +7, Max Dex +2, Armor check penalty -4, Speed 20'), +1 Heavy Wooden Shield (Shield Bonus +3), Masterwork Club, Alchemical Silver Heavy mace, Light Crossbow, Quiver of Boltsx20, Ring of Protection+1, Cloak of resistance+1, Wand (Cure Light Wounds, 40 charges), 4 x Oil of Shillelagh, Bottle - Antiplague, Bottle - Antitoxin, Tanglefoot Bag, 4 Flasks Holy Water (bought at cost), Flash Powder, Backpack, bedroll, Belt Pouch (23gp and 5sp), Blanket, Coffe Pot, Cooking Kit, Fishhook, Flint and Steel, Iron Spikex10, Mess kit, Mirror, Powderx10, Silk Rope 50', Waterskin SPECIAL ABILITIES:
Arcane Bloodline
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