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About ReiziPhysical Discription:
Eyes: Amber oval eyes. Skin: Tanned white skin. Face: Oval shaped with a somewhat weak chin. Hair: Messy brown hair. Facial Hair: Thick scruff Voice: Loud but kind and joyful. Height: 5'10" quite lean Weight: 155 lbs Image Personality:
Reizi is very excitable and has a tendency to over speak and be raucous. He also has a softer side that comes out moreso in the evenings at camp, he longs for his lost family and puts on the harsh exterior in order to mask that so when he feels safe he lets it out more. It's hard not to like Reizi despite his loudness as the happiness he exudes rubs off on others. Backstory:
Reizi was born into a large lumbering family based on the Turandarok river in Sandpoint. He grew up playing with other kids around the miller's district only seeing people who were out of poverty when they were on their way to the theatre or buying new clothing from Vernah. He grew to resent his family's social status.
When Reizi was 16 his father had him working in the mill steadying wood as it was being cut but it was soon found that he had no talent for that and so he was placed at the controls for the track, within moments of him taking them up the entire machine broke down. Reizi was dismissed so he went to the theater. There he met Ameiko a young Aspiring singer who had some disdain for the owner Cyrdak an opinion that Reizi shared. They decided to pull a prank on Cyrdak by dirtying a puddle just outside the exit of the theater after it had rained hoping to get him to come out in his fancy dress and mess it all up. Reizi then entered the theater unasked and started lightly making a ruckus in order to get Cyrdaks attention, It seemed to work as Cyrdak chased him out of the theater but instead of jumping the puddle as Reizi and Ameiko had planned Reizi slipped on it twisted his ankle fell and hit the pavement hard enough that he knocked himself out cold. During his time unconscious, he saw what he would later find out was a Dapsara running to him and lifting him into a dance well speaking to him. As she waltzed with him she said or rather communicated without speaking "I am a servant of Shelyn The Eternal Rose, She has seen the possibility of greatness in you and wishes to foster it. She wishes to offer you power at the cost of your leg so you may protect that which is dear to her. How will you answer?" overwhelmed by the grace and beauty of this being Reizi without thinking projected a single word that seemed to almost explode into a chorus well in the presence of this creature "Yes!" The Dapsara spun Reizi as she continued "Good, The Lady of Chrysanthemums will offer you the ability to call upon her holy might to use a portion of her power so you might protect Ameiko and aid her in her endeavors. Foster her growth and create a masterpiece. However, your leg will never heal. This is the burden you must carry to remind you of the grace of Shelyn. It is time for you to go and face your life. Thank you" she finished before spinning him one last time downward into a hospital bed. He awoke with his family gathered around as well as Ameiko. "Oh thank the gods!" His mother said "They said you wouldn't make it but I knew my Reizi could soldier through!" "Yes, but his leg won't heal, the clerics say every time they set it pulls out of alignment as though some other force is keeping it there, what will we do with you." his father interjects looking over towards him, "first you damage the mill and now rack up these bills here, you're going to, no you may well have already bankrupted us, and your another mouth to feed despite the fact that you'll be unable to do any work! "I can take him in then." Amiko chimed in, "My brother just left town so we have an extra room." His father accepted almost instantly wanting to be rid of what he saw as a burden. his family left town soon after looking to make a new life. Amiko then went off and joined Sandru as an adventurer, Reizi wanted to join but his powers had yet to manifest and his leg still wouldn't set so he had to stay. He longed to leave Sandpoint as it reminded him of his father who he resented and his family who he missed. When Amiko came back she purchased the Rusty dragon which Reizi helped her run for the next number of years. Reizi tried and tried again to convince Amiko to leave especially after the deaths of almost her entire family but until recently she had been hesitant. However, Reizi has been making progress in convincing her of late. ========================================================= Racial Traits:
Bonus Feat (Steadfast Personality) Humans select one extra feat at 1st level. Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Oracle:
Spellcasting: An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle’s spell is 10 + the spell’s level + the oracle’s Charisma modifier (see FAQ). Like other spellcasters, an oracle can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given on Table: Oracle. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). Unlike other divine spellcasters, an oracle’s selection of spells is extremely limited. An oracle begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new oracle level, she gains one or more new spells, as indicated on Table: Oracle Spells Known. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score; the numbers on Table: Oracle Spells Known are fixed. In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with “cure” in the name, inflict spells include all spells with “inflict” in the name). These spells are added as soon as the oracle is capable of casting them. This choice is made when the oracle gains her first level and cannot be changed. Upon reaching 4th level, and at every even-numbered oracle level after that (6th, 8th, and so on), an oracle can choose to learn a new spell in place of one she already knows. In effect, the oracle loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. An oracle may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any cure or inflict spells, nor can she swap any spells gained from her mystery. Unlike a cleric, an oracle need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components. Curse (Lame): 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. One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th level, you are immune to the fatigued condition (but not exhaustion). At 10th level, your speed is never reduced by armor. At 15th level, you are immune to the exhausted condition. Revalation and Curse Effects:
Whimsy Class Skills: An oracle with the whimsy mystery adds Bluff, Disguise, Perform, Sleight of Hand, and Stealth to her list of class skills. Bonus Spells: faerie fire (2nd), hideous laughter (4th), shamefully overdressed (6th), major image (8th), lesser entice fey (10th), mislead (12th), entice fey (14th), irresistible dance (16th), greater entice fey (18th). Whimsical Prank: As a standard action, you can call upon fey to play a prank on a creature within 30 feet as a dirty trick combat maneuver. Resolve this attempt as normal, except that it doesn’t provoke attacks of opportunity, you use your oracle level in place of your Combat Maneuver Bonus, and you add your Charisma modifier in place of your Strength or Dexterity modifier. No save is allowed against this attempt, but a creature affected by this revelation cannot be the target of this revelation again for 1 day. Assumed Form You can change your appearance at will, as disguise self with a caster level equal to your oracle level. At 7th level, you can instead physically transform, as alter self. At 11th level, this ability lasts until you dismiss it or use it again, allowing you to keep it active while you sleep. ========================================================= Stats:
-------------------- Statistics -------------------- Name: Reizi Gender: Male, Race: Human Alignment: NG Class: Oracle Age: 21 Init +2; Senses Perception +0 --------------------
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Ranged: Sling +2 (1d4 x2) --------------------
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• Extra Revelation (Assumed Form): You gain one additional revelation. You must meet all of the prerequisites for this revelation. Steadfast Personality: Add your Charisma modifier instead of your Wisdom bonus on Will saves against mind-affecting effects. If you have a Wisdom penalty, you must apply both your Wisdom penalty and your Charisma modifier. --------------------
ADVENTURING SKILLS (4+1+1=6):
LANGUAGES
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Weight:71
Consumable numbers:
Bullets 20/20 Levels:
Favored Class: Oracle Level 1: Oracle FCB: Extra Spell (Mending), Feat: Extra Revalation (Assumed Form) |