About Neji FlintkinStatistics:
Female Gnome Oracle of Life 1
NG Small Humanoid (Gnome) Init +4; Senses Low-Light Vision Perception +4 ------------------------------ DEFENSE ------------------------------ AC 14, touch 13, flat-footed 14 (+1 armor, +2 dex, +1 size bonus) hp 10/10 Fort +2, Ref +2, Will +3 (+1 against spells/spell-like abilities/supernatural abilities of evil spellcasters) ------------------------------ OFFENSE ------------------------------ Speed 20 ft. Melee Morningstar +0 (1d6-1)B and P Ranged Light Crossbow +3 (1d6) P
*ACP applies to these skills
Languages Common, Gnome, Sylvan Racial Abilities:
------------------------------ RACIAL ABILITIES ------------------------------ Defensive Training: Gnomes gain a +4 dodge bonus to AC against monsters of the giant subtype. Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects. Keen Senses: Gnomes receive a +2 racial bonus on Perception checks. Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice. Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier. Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes because of their special training against these hated foes. Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon. Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light. Special Abilities:
Warded Against Witchery: 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. Reactionary: +2 to initiative checks. Mystery (Life): Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery 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 oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed. Revelation: At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery (see FAQ at right). If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action. Unless otherwise noted, the DC to save against these revelations is equal to 10 + 1/2 the oracle’s level + the oracle’s Charisma modifier. (1st) Channel: You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier. (1st) Safe Curing (Su): Whenever you cast a spell that cures the target of hit point damage, you do not provoke attacks of opportunity for spellcasting. Oracle's Curse (Powerless Prophecy): Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle’s curse cannot be removed or dispelled without the aid of a deity. An oracle’s curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. Each oracle must choose one of the following curses. Powerless Prophecy: You are forewarned of danger but can’t act to prevent it. You gain uncanny dodge, as the rogue class feature. However, you can’t take any actions in a surprise round, including free actions, except for flash of insight (see Revelations below). In the absence of a surprise round, you are staggered for the entire first round of combat. Uncanny Dodge: She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her. Spells:
------------------------------ Spells ------------------------------ 0th (at will) detect magic, light, mending, stabilize Channel Positive Energy (5/day) (1d6) (DC: 15) Spell-Like Ability (1/day): dancing lights, ghost sound, prestidigitation, and speak with animals 1st (4/day) cure light wounds, bless, summon monster I Gear/Possessions:
------------------------------ GEAR/POSSESSIONS ------------------------------ Carrying Capacity Light 0-26 lb. Medium 27-53 lb. Heavy 54-80 lb. Current Load Carried 26 lb. Morningstar (8gp) (6lb.)
Money 389 GP 5 SP 0 CP
Background:
Ever since she was a small child, Neji was a lively, playful and energetic girl. While she still retains some of those qualities, ever since the incident where she "gained" her magical powers, she had become a lot more careful. Neji had grown up in a relatively safe gnome village with the love of her large family. She was a middle child, so she was prone to trying to stand out by being the loudest, most energetic child you could ever imagine. She would constantly get into trouble with others in the village just for some attention as she felt lacking. Which is why it was no surprise when she ended up wandering into the forbidden parts of the forest she was always told to stay away from. She doesn't remember much of the event, only that she had run into some witch that had ended up using her as practice for some of her evil magic. She woke up just outside the border to her town afterwards, not remembering much besides the face of the witch. Ever since that day, she has been wracked with terrible dreams and nightmares of prophecies she isn't quite sure she understands. It frustrates her to no end that she isn't able to figure it out, but she does understand one thing. She's gained some sort of connection to mystical powers and that she needs to head north. She's not sure what awaits her and her cryptic dreams only grow more confusing, but she'll do what she can. Appearance and Personality:
Neji is around 2'10" and has stunningly bright red hair. Her skin is a somewhat tannish gold and her eyes are wide and full of life. Ever since her incident, she's found that she's able to heal the wounds and illnesses of those around her. She wears light winter clothes over her padded armor to protect herself and always makes sure to look as best as she possibly can. Neji is a bright and cheerful gnome. She's often cracking jokes (usually during the worst of times) and as much as she doesn't like to admit it, she loves it when the spotlight is on her. However, she's learned a lot from her time with the witch and practice with her magical powers as she heads north, unsure of where she's going. However, even though her dreams are indescribable messes of confusion, she still looks brightly towards the future even if sometimes she DOES get upset about a particularly confusing dream, making her sometimes feel inadequate to be following whatever prophecies are made in her head. |