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About Sorin SzekelyExpendable Resources:
1 Potion of Cure Moderate Wounds 1 Potion of Lesser Restoration 1 Potion of Remove Disease 5/5 1st Level Spells 4/4 Channeling 2 Rounds Energy Body Stat Block:
SORIN SZEKELY Male Human (Kellid) Oracle 4 NG Medium Humanoid (Human) Init +2; Senses Perception +4 -------------------- DEFENSE -------------------- AC 15, touch 12, flat-footed 13. . (+3 armor, +2 Dex) hp 34 (4d8+11) Fort +3, Ref +3, Will +4 -------------------- OFFENSE -------------------- Spd 30 ft. Melee Longspear +2 (1d8-1/20/x3) Ranged Shortbow +5 (1d6-1/20/x3) Oracle Spells Known (CL 4, +2 melee touch, +5 ranged touch): 2 (4/day) Bull's Strength, Cure Moderate Wounds (DC 16), Lesser Restoration 1 (7/day) Bless, Cure Light Wounds (DC 15), Summon Monster I, Detect Undead, Protection from Evil, Weapons Against Evil 0 (at will) Detect Poison, Purify Food and Drink, Stabilize, Read Magic, Detect Magic, Enhanced Diplomacy -------------------- STATISTICS -------------------- Str 8, Dex 15, Con 14, Int 12, Wis 11, Cha 18 Base Atk +3; CMB +2; CMD 14 Feats Extra Revelation, Extra Revelation, Skill Focus (Knowledge Nature) Traits Heirloom Weapon (Proficiency): Shortbow, Teacher's Pet: Knowledge (Nature) Skills Acrobatics -1, Bluff +4, Climb -4, Craft (alchemy) +5, Diplomacy +11, Escape Artist -1, Fly -1, Handle Animal +8, Heal +5, Knowledge (Nature) +13, Knowledge (Religion) +8, Perception +4, Ride -1, Sense Motive +4, Spellcraft +5, Stealth -1, Survival +4, Swim -4, Use Magic Device +5 Languages Common, Hallit, Varisian SQ Bravery/Valor Variant Channeling (+1 Sacred), Channel Positive Energy (Su), Channel Positive Energy 2d6 (5/day) (DC 16) (Su), Energy Body (1d6+4) (4 rounds/day) (Su), Life Link (4 bonds, 140 feet), Safe Curing (Su) Combat Gear Arrows (20), Leaf Armor, Longspear, Shortbow; Other Gear Spell Component Pouch -------------------- SPECIAL ABILITIES -------------------- Bravery/Valor Variant Channeling (+1 Sacred) Additional save vs. fear/AC bonus, or standard channel Channel Positive Energy 2d6 (5/day) (DC 16) (Su) 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. Curse: Soulless (Source: Open Design Divine Favor: The Oracle) Soulless: You possess no soul. A god has taken it as punishment for a misdeed you committed or as payment for a service the deity rendered. You cannot be raised from the dead or resurrected. You gain a +4 bonus to saving throws against necromancy spells and are immune to spells that affect the soul such as magic jar or soul bind. Energy Body (1d6+4) (4 rounds/day) (Su) Elemental subtype and deal 1d6+4 to undead who touch you or heal 1d6+4 to allies who enter your square. Life Link (Su) (4 bonds, 140 feet) 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). Safe Curing (Su) Casting healing spells does not provoke AoO Teacher's Pet: Knowledge (Nature) Professor Lorrimor traveled the Inner Sea region lecturing and teaching at universities in locations as far-flung as Manaket and Magnimar, and as different in scope as the bardic colleges of Taldor and the battle colleges of the River Kingdoms. Speaking before standing-room-only lecture halls on topics as widely ranging as military strategy, planar anomalies, theology, and agriculture, Lorrimor’s time was highly valued among those ambitious to benefit from his expertise. Despite this, he still managed to provide one-on-one assistance to the most promising of his acolytes. When he saw the potential for greatness in one of his charges, he took it upon himself to nurture their spark. You were such a student. Over the course of several months, you and the late professor spent hours debating the finer points of your topic of interest, and the intellectual doors he opened for you continue to flavor your outlook on the world. You gain a +2 trait bonus to one Knowledge (Nature). Background:
In a land of terrible secrets, the Graidmere Swamp holds more than most. Impossibly, the leechfolk held out against The Whispering Tyrant. Today, they hold out against the demons of the Worldwound. Legends tell of the Kellids binding their oracles and committing them to the spirits of the marsh. Sorin knows all too well that those legends are horribly true. Born in the Graidmere Swamp and trained like many of his fellows to be a silent, swamp-hunting warrior, Sorin's gift emerged when he was 15 years old. Hunting a monstrous boar with his best friend, Sorin watched, helpless as the creature dodged his friend's braced spear and gored him with its tusks before turning, ready to savage Sorin. Today, Sorin still cannot remember all that happened next, but when his senses returned the boar was dead, impaled on his spear and he was holding his friend, miraculously healed in his arms. But, surrounding the two of them was an ominous circle of Kellid tribal elders watching Sorin with a frightening gleam in their eyes. They fell upon Sorin, beating him until he blacked out and then binding his arms and legs. That night, they carried him deep in the swamp bogs to a place that stank of old, old magic. Sorin blacked out again and woke to find himself alone, bound to the remains of an ancient dead tree with something, ancient and terrible, stalking him in the darkness. Sorin knows something was ripped from him that night. He's not sure exactly what it was or what it means, but something inside has changed and he is secretly terrified of what it could be. Surely he was meant to die there in the deep swamp. Left out for the swamp creatures after the ancient evil took what it wanted and stalked back out into the night. Instead, he was found. Found by Professor Lorrimor seeking his own secrets in the deep of the swamp. Professor Lorrimor freed him then and the two spent months together. Sorin shared his knowledge of the swamp and Lorrimor probed him for secrets of the swampers. Eventually Lorrimor left for other pursuits and Sorin continued to live secretly in the deeps of the Graidmere fully expecting Lorrimor to call on him again in the future.
Appearance:
Sorin is a short, compact, dusky-skinned man with a swarthy complexion. He wears his black hair long and it appears to have a greenish tinge to it. He often braids the hair, particularly around the edges of his face to keep it from getting in his eyes, but the rest is typically a tangled mess, often with bits of branches, vines, or thorn helping to tangle it further. Sorin appears to be in his early 20s. He has a trio of ritualistic scars running across the upper cheekbones on each side of his face. Above the scars, eyes of cold steel gray look out, usually in constant motion. He wears an unusual armor over a dark greenish-gray tunic, seemingly made of large, dark leaves. A shortbow and quiver are slung over his back and carries an 8-foot long wooden spear that doubles as a walking stick in his hand. -------------------------------
Bless:
Cure Light Wounds:
Detect Magic:
Detect Undead:
Enhanced Diplomacy:
School divination; Level cleric 0, druid 0 Casting Casting Time 1 standard action Components V, S Effect Range touch Target creature touched Duration 1 minute or until discharged Saving Throw Will negates (harmless); Spell Resistance yes (harmless) Description You imbue the subject with divine diplomacy skills. The creature gets a +2 competence bonus on a single Diplomacy or Intimidate check. It must choose to use the bonus before making the roll to which it applies. Purify Food and Drink:
School transmutation; Level cleric 0, druid 0 Casting Time 1 standard action Components V, S Range 10 ft. Target 1 cu. ft./level of contaminated food and water Duration instantaneous Saving Throw Will negates (object); Spell Resistance yes (object) This spell makes spoiled, rotten, diseased, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magic potions. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds. Read Magic:
Stabilize:
School conjuration (healing); Level cleric 0, druid 0 Casting Time 1 standard action Components V, S Range close (25 ft. + 5 ft./2 levels) Target one living creature Duration instantaneous Saving Throw: Will negates (harmless); Spell Resistance: yes (harmless) Upon casting this spell, you target a living creature that has –1 or fewer hit points. That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally. Summon Monster I:
Weapons Against Evil:
School transmutation; Level cleric/oracle 1, inquisitor 1, paladin 1 CASTING Casting Time 1 standard action Components V, DF EFFECT Range close (25 ft. + 5 ft./2 levels) Targets one weapon/level, no two of which can be more than 20 ft. apart Duration 1 round/level Saving Throw Fortitude negates (object); Spell Resistance yes (object) DESCRIPTION The weapons this spell affects each shine with pale light that dimly illuminates a 5-foot square. These weapons also ignore the DR of evil creatures that have DR 5 or lower as long as it is not DR/epic. |