Ostog the Unslain

Nefin's page

1 post. Organized Play character for Gavmania.


Full Name

Nefin

Race

Human

Classes/Levels

Oracle 5 AC22, HP50/50, F/R/W+3/+3/+4 Qstaff+5, 1d6+2/1d6+2, Init+3

Gender

Male

Size

6'2"

Age

23

Special Abilities

Revelations, Spells

Alignment

Chaotic Good

Deity

Elemental Spirits

Location

Sandpoint

Languages

Common, Varisian, Terran

Occupation

Mystic

Strength 14
Dexterity 13
Constitution 14
Intelligence 10
Wisdom 8
Charisma 20

About Nefin

BACKGROUND:
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)
hp 50 (5d8)+10
Fort +8, Ref +8, Will +9


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:
2nd:
1st:


STATISTICS:

Str 14, Dex 13, Con 14, Int 10, Wis 8, Cha 20
Base Atk +3; CMB +5 (+7 trip); CMD 16 (20 vs. bull rush) (22 vs. trip)
Feats Armor Proficiency, Light, Armor Proficiency, Medium, Divine protection, Eldritch Heritage, Improved Familiar, Improved Trip, Shield Proficiency, Simple Weapon Proficiency, Skill Focus (Knowledge (Planes))
Languages Common, Varisian, Terran
SQ Arcane Bond, Bonus Feat, Bonus Oracle Spell (2x), Crystal Sight, Familiar, Haunted, Metamagic Adept, Orisons, Skilled, Stone Mysteries, ,


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
Arcane Bond (Su) You have selected to establish a powerful arcane bond with a creature.
Focussed Study: Skill Focus at 1st,8th and 16th
Bonus Oracle Spell (3x) Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.
Crystal Sight (Ex) You can see through stone, earth, or sand as easily as if it were transparent crystal. Your gaze can penetrate 5 feet, or 5 inches of metal. You can use this ability 5 round(s) per day, but these rounds do not need to be consecutive.
Dangerously Curious You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent's laboratory or shrine to tinker with spell components and magic devices, and often caused quite a bit of damage and headaches for your parent as a result. You gain a +1 trait bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Familiar A familiar grants special abilities to its master. These special abilities apply only when the master and familiar are within 1 mile of each other.
Haunted 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).
Metamagic Adept (Ex) You can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day.
Oracle Spell Level 1 (2x)
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Stone Mysteries You draw upon the divine mystery of Stone to grant your spells and powers.
Stone Stability (Ex) You receive a +4 bonus to your Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. At 5th level, you gain Improved Trip as a bonus feat. At 10th level, you gain Greater Trip as a bonus feat. You do not need to meet the prerequisites to gain these feats.