Wight

Old Redeye's page

84 posts. Alias of Kobold Catgirl.


Full Name

Jonathan Purden

Race

Dwarf

Classes/Levels

Diviner (banned schools Abjuration and Necromancy), Level 2

Gender

Male

Size

Medium

Age

110

Alignment

Lawful Neutral

Deity

Atheist

Location

Sandpoint

Languages

Dwarven, Common, Draconic, Undercommon, Gnome, Goblin

Occupation

Soothsayer

Homepage URL

Discusion Thread, Game Thread

Strength 7
Dexterity 7
Constitution 18
Intelligence 18
Wisdom 16
Charisma 5

About Old Redeye

Temporary Effects:
Harrowed Feat: +2 Wisdom checks for day.

Backstory:
Jonathon Purden led a troubled childhood. His father was insane, and frequently beat his poor, sickly mother (and occasionally Jon, when he failed to hide himself well enough). One day, the man finally went too far, and killed her. Jonathon, terrified, did the only thing that he could think of: He ran outside, and while his father slept, he piled hay in front of the door. He set it on fire.
And he fled.
An 18-year old dwarf child does not last long in the wilderness, and Jon would probably have died, had a helpful gnome not seen him, and taken the strange, white skinned child in. The gnome was actually a Pathfinder, named Bastined, who taught Jonathon that knowledge was power. He taught him magic, and in doing so, gave the young boy a weapon against the evil world. And Jon learned as much as he could about this world which hated him.
Jonathon lived many happy years with Bastined, until one day. The gnome was acting odd, and had spent many long nights awake in his study. He was constantly muttering about 'sins' and 'runes', and 'greed'. That fateful day, Bastined left, leaving Jonathon with nothing but a small pouch of gold, his own staff, and instructions to leave the house if the gnome took more than three days to return. Jon stayed for a full week. Bastined did not return. On the eighth day, a troop of goblins came to the hut, to destroy it. When they saw Jon, they tried to eat him. He responded, as usual, by instinct: He used his master's staff to hypnotize the creatures, and fled. He came to Sandpoint, and found an inn called the Rusty Dragon, where he could stay. He used the pouch of gold his master had given him to pay for his stay, and started a business performing, using his magic and an inherited deck of Harrow cards to tell people's 'fortunes'. Unfortunately, most people are warded off by either his atheistic ways or his freakishness. This made him bitter, and he took to visiting the local bars with the little money he could earn. This continued for quite a while, but now something unprecedented has happened: He is out of gold.

Personality and Appearance:
'Old Redeye', as he is known, is not entirely stable. He has difficult enunciating, which often makes his speech hard to understand, but he can speak more easilly with concentration. He has a way of 'switching' through tongues, and can sometimes completely forget he is speaking in the wrong language.
Redeye is very smart, but not pleasant, and has trouble empathizing with people. He can often become irritated about minor things, like a child. When this happens, he must take a few moments to calm down, or may have a panic attack--one which is highly dangerous for all involved. To calm himself, he will beat his staff on the ground and take deep breaths, and try to remove himself from the source of his anger as soon as possible. It should be noted that his spells appear different depending on his mood.
Redeye looks old, with white hair and a hunched back. His face is fixed in a permanent scowl, and his bushy beard is tangled and filthy. His breath contains the slightest whiff of alchohol, but it is mostly buried by his impressive stench. His skin is incredibly pale, and his eyes are bright red.
He wears a red stocking cap under a very wide-brimmed hat which is nearly three feet in diameter. He wears dirty brown robes--whether this was the original color is uncertain.

Racial Abilities:
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Darkvision: Dwarves can see in the dark up to 60 feet.

Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.

Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.


Spells:
0th level spells (save DC 14): Read Magic, Detect Magic (specialized), Prestidigitation, Dancing Lights, Message.
1st Level Spells: Magic Missile, Magic Missile, (bonus), Shocking Grasp, True Strike (diviner).
Spellbook: Hypnotism, Magic Missile, Silent Image, Shocking Grasp, Disguise Self, Sleep, Obscuring Mist, True Strike.

Class Abilities:
Bonded Object (staff).
Scribe Scroll
Diviner:
Forewarned: You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.

Diviner's Fortune: When you activate this school power, you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your wizard level (minimum +1) for 1 round. You can use this ability 7 times per day.

Scrying Adept (Su): At 8th level, you are always aware when you are being observed via magic, as if you had a permanent detect scrying. In addition, whenever you scry on a subject, treat the subject as one step more familiar to you. Very familiar subjects get a –10 penalty on their save to avoid your scrying attempts.


Skills:
Class Skills (untrained):
Class Skills (trained):
Craft (glassblowing)+8 (4 [ability]+3 [Trained Class]+1 [Rank])
Spellcraft +10 (4 [ability]+3 [Trained Class]+2 [Rank])
Profession (soothsayer)+6 (3 [ability]+3 [Trained Class]+1 [Rank])
Knowledge (history)+8 (4 [ability]+3 [Trained Class]+1 [Rank])
Knowledge (geography)+8 (4 [ability]+3 [Trained Class]+1 [Rank])
Knowledge (arcana)+9 (4 [ability]+3 [Trained Class]+2 [Rank])
Linguistics +8 (4 [ability]+3 [Trained Class]+1 [Rank]
Trained Skills:
Sense Motive +5 (3 [ability]+2 [Rank])

Feats:
Harrowed: +2 on Will saves vs. charm/compulsion effects. 1/day, may draw harrow card from deck owned. Afterwards, +2 on suit ability. 1d6: 1 Str, 2 Dex, etc.
Trait: Resilient: +1 Fort.

Equipment:
Weapons:
Staff +0, 1d6-2 dmg. This elaborately carved grey staff has a crystal ball on its tip, and various designs from the Harrow deck twist around the birch wood. Occasionally, the orb on the top swirls with beautiful colors, which always depict Harrow symbols.
Gear/Misc:
Harrow Deck, 100gp. This deck of playing cards is beautifully illustrated, though in poor repair. It seems to be made out of bone. Occasionally, the pictures seem to move.
Spellbook, 15 gp. This spellbook has a picture of a blind soothsayer shuffling a harrow deck on its cover. Its pages are full of old doodles and the handwriting is poor. Somehow, however, Old Redeye never seems to have trouble reading the spells within, or with finding space for more spells. It is unknown how he finds the ink, or what he uses to write (though occasionally various churches and shops report that they can never seem to find a pen not long after he visits them).
Spell Component Pouch, 5 gp. This pouch is full of bizarre items, and it is theorized that not even Old Redeye knows its full contents.

Other Combat Statistics:
Hit Points: 17
Armor Class: 8
Saves: Fort +4, Will +6, Ref -2
Initiative: -1