About Sir Seamus of KlanachIn a far distant future and reality…:
The master tutor urges his vacant eyed pupil to focus on his tome. “Now turn to page 76, the second section… - Why do I have to learn about the Lame King? How could he ever be important to study if he is lame? - Well, people are often mistaken by the name; the word referred to his condition not his accomplishments. In many ways he was perhaps one of the greatest kings the kingdom has ever known… Background:
Young Sir Seamus of Klanach, had it all; he was a strong and athletic young boy with dashing good looks composed of deep brown eyes and thick black hair. He radiated nobility and life, and he was the subject of admiration… but then came the “accident”. The day of the “accident”, the young royal squires were goofing off at who would be the champion of the king’s tourney, when Seamus lost control of his mount and was dragged off through the woods… Despite the best healers following the incident, Seamus never truly recovered his agility and mobility. Something else changed in Seamus after the accident; his kind and courteous manners became interrupted by occasional fits of anger or long periods of vacantness. Following the untimely death of his elder brother and the ensuing rumors, Seamus could no longer handle the pressures of court life. Desperate to return to his formal physical self and biter about his physical disability he set out to cure his affliction... Though unsuccessful in ever finding a direct solution to his ailments, the long months traveling in search of tales and lost lore, allowed Seamus to achieve a degree of peace and serenity, that court life had never allowed. He became more attuned to his surroundings and acceptant of his current fate. He grew more social again constantly staying up late to hear some new tails from a new face. He began dreaming of a better future again. When he finally returned to Castle Klanach after a long winter errand it was to find out that his father was ill and the king had passed. The thought of the ensuing court machinations dizzyed Seamus's mind; but he was promptly sent a missive by his father to head for the capital to consolidate the family’s position. The missive was accompanied by the banner of the Brass Dragon. While Seamus holds only the lowly title of Baron, his father is Duke. His paternal grandfather had neglected his claim to the throne to pursue his religious faith, but grandfather was the eldest brother of the deceased kings father. His own father, an only son, now had a claim to the throne! And one day soon, so could he!
Basics:
Character level: 1 (Oracle 1 Favored Class: Sorcerer HP: 8 (1d8+0) Perception: +0 Speed: a whooping 15" AC 21 (with Shield), Touch 13, Flat Footed 18 (with Shield) For: 0 Ref: 4 Will: 2 Morning Star: +2 (1d8+2) Class Features:
Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields. Mystery
Spells: DC 15+spell lvl Oracle 4 lvl 0 Known:
Oracle 2 lvl 1 Known: Shield of Faith , Murderous Command Oracle Cure spells: Cure Light Wounds Oracle spells per day: 4 lvl 1 Revelations
Lore Keeper (Ex): Instead of encyclopedic knowledge, you learn most of your information through tales, songs, and poems. You may use your Charisma modifier instead of your Intelligence modifier on all Knowledge checks. Focused Trance (Ex): You can enter a deep meditation, blocking out visual and auditory stimuli and allowing you to concentrate on a single problem, philosophical issue, or memory. This trance lasts 1d6 rounds, during which time you can only take move actions. During this period, you gain a bonus equal to your level on all saves against sonic effects and gaze attacks. When you come out of your trance, you may make a single Intelligence-based skill check with a +20 circumstance bonus. You may enter your focused trance a number of times per day equal to your Charisma modifier. Oracle’s Curse (Ex): Lame
Feats and Traits:
Feats Extra Revelation (human) Extra Revelation (level 1) Traits
Magical Knack(Magic Trait): You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice. Sorcerer Militia Veteran (Regional Trait): Your first job was serving in a civilian militia in your home town. Skills learned while daily drilling and protecting your fellow townsfolk gave you special insight into military life. Select one of the following skills: Profession (soldier), Ride, or Survival. You gain a +2 trait bonus on that skill, and it is always a class skill for you. Ride Skills:
total ranks 6, *-3 or -5 with Shield Acrobatics (b) (Dex*): -2 Appraise (o,s) (Int): +1 Bluff (s) (Cha): +4 Climb (b) (Str*): +2 Craft (o,s,b,d) (Int): +1 Diplomacy (o,d) (Cha): +8 x Disable Device (Dex*): NA Disguise (Cha): +4 Escape Artist (d) (Dex*): -2 Fly (s,d) (Dex*): -2 Handle Animal (b) (Cha): +4 Heal (o) (Wis): +0 Intimidate (s,b) (Cha): +4 Knowledge (arcana) (o,s,d) (Cha): NA Knowledge (dungeoneering) (o,d) (Cha): NA Knowledge (engineering) (o,d) (Cha): NA Knowledge (geography) (o,d) (Cha): + 8 x Knowledge (history) (o,d) (Cha): +8 x Knowledge (local) (o,d) (Cha): + 8 x Knowledge (nature) (o,b,d) (Cha): NA Knowledge (nobility) (o,d) (Cha): + 8 x Knowledge (planes) (o,d) (Cha): NA Knowledge (religion) (o,d) (Cha): NA Linguistics (Int): NA Perception (s,b,d) (Wis): +0 Perform (Cha): +4 Profession (o,s) (Wis): NA Ride (t, b) (Dex*): +0 Sense Motive (o) (Wis): +4 x Sleight of Hand (Dex): NA Spellcraft (o,s,d) (Int): NA Stealth (Dex): -2 Survival (b) (Wis): +0 Swim (b) (Str*): +3 Use Magic Device (s) (Cha): NA Equipment:
(Start 1,000-577=423 gp) Shortspear (1 gp) (used for walking) Master Work Breast Plate (350 gp) +6 Ar/ Max +3 Dex/ -3 Armor Check Morning Star 1d8 (8 gp) Heavy Steel Shield (20 gp) +2 Sh / -2 Armor Check bears the Sigle of the Dutchy the Brass Dragon. Nobles Outfit (75 gp) Explorer's Outfit (10 gp)
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