Prankster Illusionist

Ngonunho Adrelsandmar Kaetanta's page

51 posts. Organized Play character for Jeremy Packer.


Full Name

Ngonunho Adrelsandmar Kaetanta

Race

Gnome

Classes/Levels

Oracle (Pei Zin Practitioner) 1

Gender

Male

Age

62

Deity

Qi Zhong

Occupation

Pei Zin Herbalist

About Ngonunho Adrelsandmar Kaetanta

  • Party Health
  • Grog 15/18
  • Nat 9/9
  • Ngonunho 10/10
  • Thurim 8/8

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Ngonunho Adrelsandmar Kaetanta
Male Gnome Pei Zin Practitioner (oracle) 1
CG Small humanoid (gnome)
Init +1; Senses Perception -1; darkvision 60 ft.
-----DEFENSE-----
AC 14, touch 12, flat-footed 13 (+2 armor, +1 Dex, +1 size)
hp 10 (1d8+2)
Fort +2, Ref +1, Will +1
-----OFFENSE-----
Speed 20 ft.
Melee dagger -2 (1d3+1/19-20)
or touch attack +2 (varies)
Ranged dagger -2 (1d3+1/19-20)
or ranged touch attack +2 (varies)
Special Attack Pyromaniac, Warden of Nature
Gnome Racial Spell-like Abilities (CL 1; concentration +5)
1/day – dancing lights, flare, prestidigitation, produce flame (CL 2, concentration +6)
Oracle Spells Known (CL 1; concentration +5)
1st (4 per day; 2 used)– bless, burning hands (CL 2; concentration +6; DC 15), cure light wounds, sun metal (CL 2; concentration +6)
0 (at will) –create water, detect magic, mending, spark (CL 2; concentration +6)
Mystery flame
-----STATISTICS-----
Str 12, Dex 12, Con 14, Int 12, Wis 9, Cha 18
Base Atk +0; CMB +0; CMD 11
Feats Reward of Life
Skills Heal +6 (+8 with healer’s kit), Knowledge (nature) +5, Linguistics +6, Perception -1, Profession (herbalist) +13, Spellcraft +5, Stealth +5
Languages Draconic, Gnome, Hon-La, Sylvan, Taldane (common), Tien (common)
SQ Fey Thoughts, Healer’s Way (5/day 1 Used, 1d6; if healing someone else, heal self for 4), Master Herbalist (+1), Obsessive, Oracle’s Curse (blackened)
Traits Etymologist (social, gnome), Precise Treatment (magic)

Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies.
Darkvision: Some gnome strains have lived in the underground depths for so long they have given up on light entirely and gained darkvision with a range of 60 feet.
Fey Thoughts: The character sees the world more like a native of the First World. Acrobatics and Knowledge (nature) are always class skills for the character.
Etymologist (social, gnome trait): When you, like all other young gnomes, were taught the hodgepodge Gnome language, you became curious about the original meaning of each word and what language it was derived from. Anytime you come across a new language, you are immediately absorbed by both how it works and what words you can co-opt from it for the Gnome language. You gain a +1 trait bonus on Linguistics checks, know one additional bonus language, and treat Linguistics as a class skill.
Healer’s Way (Su): A Pei Zin practitioner combines alchemy, acupuncture, and divine magic to heal wounds by touch. She can use this ability a number of times per day equal to 1 + her Charisma modifier. With one use of this ability, she uses positive energy to heal the target of 1d6 hit points for every 2 oracle levels she has. Using this ability is a standard action unless the oracle targets herself, in which case it is a swift action. Using this ability requires only one free hand. This ability counts as a paladin’s lay on hands ability for the purposes of feats, spells, and effects that work with that class feature when it is used for healing purposes. Unlike lay on hands, this ability cannot be used to harm undead. (5/day; 1d6 damage healed; if healing someone else, heal self for 4)
Mystery: 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.
At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table 2–6. They cannot be exchanged for different spells at higher levels.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice. (Profession [herbalist])
Oracle's Curse (Ex): 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.
Blackened: Your hands and forearms are shriveled and blackened, as if you had plunged your arms into a blazing fire, and your thin, papery skin is sensitive to the touch. You take a –4 penalty on weapon attack rolls, but you add burning hands to your list of spells known. At 5th level, add scorching ray and flaming sphere to your list of spells known. At 10th level, add wall of fire to your list of spells known and your penalty on weapon attack rolls is reduced to –2. At 15th level, add delayed blast fireball to your list of spells known. (-4 penalty on weapon attack rolls; add burning hands to you list of spells known)
Precise Treatment (magic trait): You treat others with a clear and calculating intellect. You gain a +1 trait bonus on all Heal checks, and you may use your Intelligence modifier when making Heal checks instead of your Wisdom modifier.
Pyromaniac: Gnomes with this racial trait are treated as one level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using the bloodline powers of the fire elemental bloodline or the revelations of the oracle's flame mystery, and determining the damage of alchemist bombs that deal fire damage (this ability does not give gnomes early access to level-based powers; it only affects the powers they could use without this ability). Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these effects is equal to the gnome's level; the DCs are Charisma-based.
Warden of Nature: Gnomes must often protect their homes against unnatural or pestilential infestations. Gnomes with this racial trait gain a +2 dodge bonus to AC against aberrations, oozes, and vermin, and a +1 bonus on attack rolls against them because of their special training.

Combat Gear 2 doses of gold alchemical reagent, 2 doses of magnesium alchemical reagent, 3 doses of saltpeter alchemical reagent, 6 doses quicksilver chemical reagent; Other Gear lamellar cuirass, cold iron dagger, dagger, artisan’s outfit (worn), common backpack, 2 belt pouches, 5 candles, 5 pieces of chalk, chalkboard, grooming kit, hammock, healer’s kit (10 uses), wooden holy symbol of Qi Zhong, vial of ink, 2 ink pens, lamp, 2 flasks of oil, 7 sheets of paper, waterproof bag, spell component pouch, obsession log (profession [herbalist]), 3 gold coins

Ngonunho's Introduction
Druids are not an uncommon sight in Nirmathas, but Olmira Treesong draws stares even in the streets of Kassen. This middle-aged woman only wears clothing made from natural materials (such as bark, leaves, and grass) and is always accompanied by a host of small woodland creatures. She talks to herself and her retinue constantly, having full conversations despite the fact that no one seems to answer her. Over the years, Olmira has had a number of apprentices who have gone on to become successful. Those who learn from her are sent on all manner of esoteric missions, such as listening to the wind for a week, planting new seeds throughout town, and mimicking local animals.

It is the 4th of Neth and the winter winds are just beginning to blow. After breakfast you set out to meet your mentor for your daily training. She’s waiting for you in the usual spot, but something is off. She doesn’t seem ready to begin training, in fact she invites you to sit.

On this day in 4535 AR, Ekat Kassen and his and his men set out from the town to find Asar’s camp and deal with the mercenary. Every year we honor his sacrifice to save our town. This year, you have been chosen to make the pilgrimage to the crypt and return with the Everflame. The trip will take about a day and half, so it’s best to set off right after the ceremony. You are to meet at the town square at noon, the others who have been selected will be there as well. Mayor Uptal will then officially ask you on this quest.

Congratulations, you are certainly deserving of this great honor. It will be dangerous, but I am confident in your abilities. Do you have any questions?

Ngonunho sits with Olmira and is writing furiously on his little chalk board. His notes appear to be a jumble of Hon-la, Sylvan and the common tongue of these western lands.

Right! Yearly trek... Everflame... Sounds neat... Meet others, listen to Mayor... Got it... Travel to crypt... Crypt? Wait, crypt? As in dead person?

Ngonunho pauses and shivers, but before Olmira can fully respond, he changes to a new question.

What's the Everflame?

Olmira smiles at you.

Yes, crypt as in dead people. Death is a natural part of the cycle of life. There is nothing to fear about death.

She stops to chirp at a few chipmunks that have gathered nearby. Once they scamper off, she continues.

Yes, the Everflame! When Ekat Kassen was buried in the crypt...he was the founder of the town, which is named after him...when he was buried, an eternal flame was placed above his resting place, so all who visited might find warmth in the wilderness. It is this flame that you seek.

She holds up a finger to silence any questions, then tilts her head as if listening to something distant. The leaves rustle as a strong breeze blows through, but you hear nothing out of the ordinary.

She continues to speak, as if translating.

Every year, a handful of townsfolk are selected to brave the wilderness, find the crypt, avoid its dangerous traps and denizens, and take a piece of that flame back to town. It is a great honor, to be sure.

Ngonunho begins to speak.

So...

Then pausing as if something sinks in. A second later he begins again.

How...

Again he pauses, then in a rush he grabs his backpack and begins rummaging through it. As he digs he mutters out loud.

Nope... Well candles could work... Nope... I guess this could burn but that would be a waste... Ah, here we go.

He pulls out a small lamp and smiles as Olmira.

I knew I had it. This will work nicely for carrying the flame back.

Olmira nods.

Yes, yes, always good to be prepared for any situation.

She pulls out a handful of seeds from a pouch and sprinkles them on the ground next to her.