Adventurer

Samalgee Dorn's page

352 posts. Alias of caster4life.


Race

Oracle 4 | HP 28/39 w 4 NL | AC 21 T 13 FF 19 | CMD 12 | F+4 R+3 W+5 (+2 against fear or despair) | Init: +2 | Perc: +7; low-light vision

Classes/Levels

| Spells: 1-3/7, 2-3/4 | Channels: 4/5 | EH reroll: 1/1| Hex of the day: Heaven's leap.

Gender

F

Special Abilities

Damage healed: 17 Damage dealt: 0

Strength 6
Dexterity 14
Constitution 16
Intelligence 10
Wisdom 12
Charisma 19

About Samalgee Dorn

Character concept
I like the idea of playing a pacifistic healer who has been through trouble but has maintained her buoyant optimism throughout it. I think her bright view of the world will be challenged by what happens during this AP. I can imagine that she might be forced to become more realistic or even cynical. At the very least, she will probably be forced to compromise on her pacifism eventually.

Mechanically, I have never played a dedicated healer PC before. I realize this is "sub-optimal" but from seeing healers in action, I think it will make battles easier to balance and feel more like a prolonged wearing down of the opponent instead of rocket tag.

Background:

Samalgee spent her early years living peacefully with her parents (Mother: Trig, Father: Poshment) in Roslar's Coffer. Her mother was an architect and her father was a herbalist. Samalgee loved helping them both whenever she could, passing pencil or straight-edge to her mother and helping her father tend his garden. She didn't take much to either trade but enjoyed those times nonetheless.

But when Sam was 10, the Twisted Nails stormed the town, burning, killing, and looting. Sam got separated from her parents when they tried to flee town together. All around her, arrows whizzed through the air and burning buildings collapsed on themselves in showers of sparks. Terrified, she ran toward the Fangwood but before she could reach the cover of the trees, a stray orcish arrow caught her in the leg. Crying and limping, she struggled into the safety of the woods. Her recovery was slow and imperfect. As a child, she didn't know to keep the wound clean or how to remove the shaft. Eventually, she got it free but her leg was greatly damaged, leaving her with a permanent limp. Though it was difficult, she managed to survive on roots, nuts, and berries.

A few months later, she worked up the courage to see what was left of her home. Most of the buildings were still destroyed but there seemed to be some friendly people there so Sam walked shyly up to them. To her amazement, her mother and father soon found her, rushing toward her arms outspread. Hot tears of joy pouring down her face, Samalgee was overwhelmed with having her greatest hope fulfilled. Happily, the three gnomes went home together.

But Sam's traumatic experience changed her for good. Visibly, she walked with a limp. But far more visible was her brilliant smile. The greatest darkness of her life had turned into unimaginable joy. She had firmly and decidedly become an exuberant optimist about life in general. As she grew older, her new outlook led her toward healing the wounded.

One day, a man preaching the worship of Dalenydra came through town. He taught about how all souls can be redeemed. He spoke on how the followers of Dalenydra healed anyone they could and harmed no one. Sam listened, enraptured. This made perfect sense to her. She had seen how the worst situations could become the best. Certainly, bad people could be the same way! Before the preacher left, Sam swore the oath of non-violence. Now she would heal in Dalenydra's name and show others the path of hope.

Description:

Sam stands 3'2" tall and weighs about 34 pounds. She walks with a limp but somehow still has a spring in her step and tends to smile broadly and laughs frequently. She generally wears plain working clothes but sometimes wears the red and white tabard of Dalenydra's healers for official occasions. She typically keeps her long, sandy hair in a high ponytail to keep it out of her way.

PBP experience/style:

I've been playing PBP for a little over a year now and have been quite active and consistently involved in my campaigns. I like to push the action forward, come up with ideas about what to do next, make jokes, RP my character, and help keep track of details. I often volunteer to be party quartermaster, tracking loot and who claims what loot in spreadsheets.

I like making unique, memorable, interesting characters and don't want any two to be too similar. I also like RPing dynamic characters that either grow or accumulate problems (or both) throughout their adventures. In addition, I enjoy exploring and applying the rules to help me find creative solutions to problems. I like making strong characters but generally don't seek the power spotlight. I focus more on enabling my teammates to do awesome things.

The longest PBP game I've played in is an ongoing Kingmaker game where I started as a level 1 witch and am now level 6. Due to a cursed item, I've transitioned from male to female then back again, which has been pretty funny to RP with a character who doesn't really care about such non-intellectual, non-pragmatic issues as "gender." XD

I've also GMed several games. The first game I started running on these boards started the PCs as villagers (complete with NPC classes) who defended their village and found themselves caught up in the geopolitics of their entire known world.

Traits:

Scarred by war: You have experienced firsthand the horrors of war, which have left you physically or mentally scarred. Now you have committed yourself to the teachings of the Blessed Attendant, seeking to heal those wounded in combat and to prevent battles from occurring whenever you can. You gain a +1 trait bonus on Diplomacy checks outside of combat. In addition, when you heal creatures other than yourself using class abilities, feats, spells, and spell-completion or spell-trigger magic items, you restore 1 additional hit point.

Optimist: People don’t need to take your word that things are getting better; they only need to look around and see the proof before their eyes. The town’s recovery from the orc occupation more than a decade ago is all but complete, and the monster in the Sarenite temple outside of town has finally been bested. Your irrepressible sense of optimism seems to fly in the face of the hard life that most residents of Roslar’s Coffer face, but you’re convinced that your positive attitude lifts up your community. You gain a +1 trait bonus on saving throws against mind-affecting effects. Further, your optimism can be infectious. As a swift action a number of times per day equal to your Charisma modifier (minimum 1), you can grant this bonus to an ally within 10 feet. This bonus lasts for 1 minute.

Feats:

Fey foundling: Whenever you receive magical healing, you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort).
Extra revelation

Misc oracle features:

Level 1 revelation: You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier.

Extra revelation: Life link. As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).

Curse: Lame: 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.

Racial traits:

Small
Base speed 20 ft
Common, Gnome, and Sylvan

Keen senses: +2 perc

Fey magic: Gnomes with this racial trait increase the DC of spells of the compulsion subschool they cast by 1. Additionally, if the gnome has a Charisma score of 11 or higher, she also gains the following spell-like abilities: 1/day—charm person, dancing lights, entangle, and prestidigitation. The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier. This replaces gnome magic, illusion resistance, and obsessive.

Eternal hope: Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result. This racial trait replaces defensive training and hatred.
Low-light vision

Skills:

The oracle’s class skills are Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Spirit guide makes all knowledge skills class skills.

16 adventuring ranks, 2 background per level, 2 extra from GM

ACP: -7
Diplomacy: 4 rank, 4 cha, 3 cs, 1 trait = +12
Handle animal: 2 rank, 4 cha = +6
Heal: 4 rank, 1 wis, 3 cs = +8
K hist: 2 rank, 3 cs = +5
K rel: 4 rank, 3 cs = +5
Perception: 4 rank, 1 wis,2 racial = +6
Perform (comedy): 3 rank, 4 cha, +2 racial = +8
Profession (healer): 3 rank, 1 wis, 3 cs = +5

Equipment:

Four-mirror armor
Heavy wooden shield
Three wooden holy symbols
Wand of CLW (22 chrgs)
9 gp

Spellcasting:

Spells known:
0: Create water, guidance, mending, stabilize, enhanced diplomacy, detect poison
1: CLW, bless, protection from evil, liberating command, shield of faith
2: CMW, burst of radiance

From heavens spirit: color spray, hypnotic pattern

Offense:

Init: +2
Speed: 15 ft