About Oskar GorunnOskar is a native of Kintargo and was at one time studying to be a novice at the temple of Asmodeus. They told him he would learn about the real law, about how things work in this city. He learned more than that when Thrune and the Clerics of Asmodeus wrongfully imprisoned and executed his parents. Oskar successfully left the church, not exactly a safe thing to attempt, and makes his living working in a small tavern near Veritas plaza. Oskar has anger issues and found that he can identify people's insecurities and use them to instigate arguments and bar brawls. When he learned to calm his temper and listen he learned that people like to open up to him and tell him their secrets. Certain people in the underground noticed this and have hired Oskar to settle small disputes among the city's gangs. Through these contacts he met a follower of Milani who taught him a new source of hope to challenge the Asmodean establishment and House Thrune. Oskar likes a good bar brawl or riot. Oskar is a good person who helps his friends and likes to see them safe. His Divine Focus is a large flat cobblestone smeared with a drop of his own blood that hands from his neck on a length of twine. He grows roses on the rooftop of the pub where he rents a small room. OSKAR GORUNN
Init +1; Senses Darkvision (60 ft.), Perception +2 Aura Aura of Chaos, Aura of Good, ----------------------------
+2 vs. poison, spells, and spell-like abilities Defensive Abilities Resistant Touch (5/day), ----------------------------
*: Domain spell.
Domains Good, Protection, ----------------------------
Str 12, Dex 12, Con 14, Int 12, Wis 14, Cha 14
Feats Toughness Skills
Languages Common, Dwarven, Infernal SQ
Possessions
------------------------------
Aura of Chaos (Ex) You project a faint chaotic aura. Aura of Good (Ex) You project a faint good aura. Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal -1d6 points of positive energy damage to undead creatures or to heal living creatures of -1d6 points of damage. Creatures that take damage from channeled energy receive a DC 10 Will save to halve the damage. You can use this ability 5 times per day. 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. Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. Defensive Training (Ex) Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant subtype. Domains Ex-Asmodean Fast-Talker You had a knack at getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you. Greed (Ex) Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals and gemstones. Hardy (Ex) Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Hatred (Ex) 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. Language Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. 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. Resistant Touch (Sp) As a standard action, you can touch an ally and grant them your +1 resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability 5 times per day. Spontaneous Casting Stability (Ex) Dwarves receive a +4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. Steady (Ex) Dwarves never have their speed reduced by armor or encumbrance. Stonecunning (Ex) Dwarves receive a +2 bonus on Perception skill checks to 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, regardless of whether or not they are actively looking. Touch of Good (Sp) You can touch a creature as a standard action, granting giving it a +1 sacred bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round. You can use this ability 5 times per day. Weapon Familiarity (Ex) Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon. |