Mystic Theurge

Omari Escorpi's page

1 post. Organized Play character for Umbungo.


Full Name

Omari Escorpi

Race

Half Elf

Classes/Levels

Oracle 1

Gender

Male

Size

Medium

Age

24

Alignment

True Neutral

Deity

Nethys

Languages

Common, Elf, Osiriani, Ancient Osiriani

Strength 16
Dexterity 12
Constitution 12
Intelligence 13
Wisdom 8
Charisma 18

About Omari Escorpi

N Male Half Elf Oracle (spirit guide) 1

Init +5; Perception -1, Low light vision

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DEFENSE
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AC 18, touch 11, flat-footed 17 (+5 Armour, +2 Shield, +1 Dexterity)
HP 10/10
Fort +1, Ref +1, Will +1
CMB +3; CMD 14

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OFFENSE
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Speed 30 ft (20ft with armour)
Melee:
Shortspear (+3, 1d6+3, x2, P)
Dagger (+3, 1d4+3, 19-20 x2, P/S)

Ranged:
Shortspear (+1, 1d6+3, x2, P, 20ft)

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SKILLS
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Acrobatics -5, Appraise +1, Bluff +4, Climb -3, Diplomacy +4, Disguise +4 Escape artist -5, Fly -5, Heal -1, Intimidate +4, Kn:History +5, Kn:Nature +5, Kn:Planes +5, Kn:Religion +5, Perception -1, Ride -5, Sense Motive -1, Stealth -5 Survival -1, Swim -3, Use Magic Device +9

Skill ranks:
1 each in kn:history, kn:nature, kn:planes, kn:religion and Use Magic Device

Class skills:
Craft, Diplomacy, Knowledge (all), Linguistics, Profession, Sense Motive, Spellcraft, Use Magic Device

Languages: Common, Elf, Osiriani, Ancient Osiriani

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SPECIAL ABILITIES
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Mystery: Occult

Oracle's Curse - 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).Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction.

Revelation: Voice of the Grave (Su)
You can use speak with dead, as the spell, for a number of rounds per day equal to your oracle level. These rounds do not need to be consecutive. At 5th level and every 5 levels thereafter, the dead creature takes a cumulative –2 penalty on its Will save to resist this effect.

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STATISTICS
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Str 16, Dex 12, Con 12, Int 13, Wis 8, Cha 18

Favoured Class: Oracle
FCB Spent on hitpoints

Base Atk +0; CMB +3; CMD 14

Feats: Improved Initiative

Traits:

Ancient Historian (campaign/faction): Linguistics is a class skill, can speak Ancient Osiriani
Underlying Principles (religion, Nethys): Gain Use Magic Device as a class skill

Alternate racial traits:

Kindred raised: +2 to Charisma and one other ability score (Strength). Replaces the half-elf's usual racial ability score modifiers, as well as adaptability, elven immunities, keen senses, and multitalented.

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SPELLCASTING
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0CL 1, Concentration +5

Spells known:

Level 0 (orisons): Detect Magic, Ghost Sound, Guidance, Light, Mage Hand, Read Magic

Level 1 (0/4 per day): Bless, Cure Light Wounds, Summon Monster 1

Inventory:

Scale Armour, Heavy Wooden Shield, Shortspear x5, Dagger, Masterwork Backpack, Belt Pouch, Bedroll, Blanket, Tent (small), Flint and Steel, Iron Pot, Mess Kit, Hemp Rope (50ft), Soap, Trail Rations (5 days), Waterskin, Chalk x10, Hot Weather Outfit.

10GP, 4SP

Total Weight = 104.3lbs
Light load = 77lbs, Medium load =153lbs, Heavy load = 230lbs

Background:

In Osirion, class is everything. Nobles will do anything to stay on top of the pyramid, while the poor lower classes just do anything to get by. Fathering a bastard is a sure-fire way to lose your noble status. Fathering a half elven bastard just makes that loss even quicker. This is why, just days after his birth, a child was left on the doorstep of the Scorpion Road orphanage in the mighty city of Sothis. The sisters took in this child, and gave him the name "Omari".

As a child, Omari was often bullied by the other children, though he found both friendship and protection in the form of two older half elves. Kyras and Kieyanna were a brother and sister who'd been left when their mother had taken ill. Although they were often treated worse than the other children, the three half elves had happy enough childhoods.

As a teenager, Omari lived with Kieyanna and Kyras in one of the poorer districts of Sothis. It was during these years that he first heard the voices. Though he was unsure what they were at first, he later realised he was hearing the spirits of the city. Not just those of the people around him, but those who had come before, and even those who were yet to be born. At Kyras' behest, Omari kept this revelation a secret.

As he grew, Omari learned not to be fearful of the spirit and began listening to them more and more. One particular voice spoke to him often, from a person who'd lived here many generations ago. The spirit amazed Omari with tales of the glories of the old city of Sothis, and hinted that many of these glories still lie buried under the sands. Using the knowledge of his guides from the past, Omari set out to uncover the treasures lost in the tombs of Osirion.

He'd barely gotten through the door before he was caught and accused of grave robbery. None of the spirits had mentioned that you need a license to explore tombs in Osirion. With what little money they had, Kyras and Kieyanna bailed Omari out of jail. With the threat of further imprisonment hanging over his head, Omari left Sothis. The spirits railed at him to return and uncover the truths that lie buried, but without formal sponsorship Omari knew he'd be arrested again.

That was when he met the Pathfinder, The man told him all about the Pathfinder Society, Absalom, the Grand Lodge, everything. Omari didn't need to think twice. With the money he had left from the gift Kieyanna gave him, he headed to the coast and booked passage to Absalom.

Personality:

More than anything, Omari is excitable. He loves the idea of being the first to uncover some grand treasure or discover the history of an ancient ruin. He often seems to know more than his age lets on, including the occasional thing he has no reason to know at all. Though he doesn't particularly hide the reasons for this, he tends not to openly discuss them. He tries to be prepared for every eventuality, but almost always seems to have forgotten something. He is friendly enough, but usually more interested in history than conversation.

Omari uses the information and power he gains from his contact with the spirits of old to aid him in uncovering forgotten lore, hoping this will appease the voices in his head.