Balazar

Talathel Wolfrider's page

144 posts. Organized Play character for Dinuci.


Full Name

Talathel Wolfrider

Race

spells:
Spells level 1: 6/6 | CLW 49/50

Classes/Levels

Animal companion:
/2 (HP 22/22 | AC:19 | T:13 | FF:16 | CMB:+3 | CMD:15 | Fort: +5 | Ref: +5 | Will:+2 | Init: +2 | Perc:+5 | Speed 50)

Gender

M Gnome Oracle/2 (HP 17/17 | AC:19 | T:16 | FF:14 | CMB:0 | CMD:9 | Fort: +3 | Ref: +6 | Will:+4 | Init: -1 | Perc:+2 | Speed 15)

Size

Small (3ft. 7in.)

Age

140

Alignment

NG

Languages

Common, Sylvan, Gnome

Strength 8
Dexterity 9
Constitution 14
Intelligence 12
Wisdom 10
Charisma 20

About Talathel Wolfrider

Character sheet:

Talathel Aldunheim
NG M Gnome Oracle (Dual-Cursed Oracle) (2)
PFS#: 131682-7
Init -1 (-1 Dex)

Defense
AC 19 (10 +3 Armor Bonus +1 Size +5 Cha); Touch 16 (10 +5 cha +1 Size); Flat-Footed 14 (10 +3 Armor Bonus +1 Size)
HP 17 (8 + + 1x5 hp 2x2 Con)
Fort Save +3 (+2 Class +1 Cloak); Ref Save +6 (+5 Cha +0 Class +1 Cloak); Will Save +4 (+0 Wis +3 Class +1 Cloak)

Offense
Speed: Slow (20 ft) 15 ft. with armor
Melee: -
Ranged: light crossbow
Atk: 1d20 -4 (-1 dex +1 BAB -4 Blackened) (19x2)| Dmg: 1d6

Statistics
Str 8, Dex 9, Con 14, Int 12, Wis 10, Cha 20
Base Atk +0; CMB 0 (-1 Str +1 BAB); CMD 9 (10 -1 Str -1 Dex +1 BAB)

Feats (Other):
- Extra revelation(Prophetic armor)

Traits (Racial):
- Pyromaniac (+1 level on spells with fire descriptor, 1/day-dancing lights, flare, prestidigitation, produce flame)
- Eternal hope (+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.)
- Obsessive (+2 racial bonus on a Craft or Profession skill) (Teacher)
- Low-light vision
- Weapon familiarity
- Keen senses (+2 racial bonus on Perception)

Traits (Other):
- Militia Veteran (+2 trait bonus on Ride checks and it is always a class skill)
- Beast bond (+1 bonus on Handle Animal checks and Ride checks, handle animal is always a class skill)

Skills (Untrained):
Acrobatics -2 (-1 Str -1 ACP)
Appraise +1 (+1 Int)
Bluff +5 (+5 Cha)
Climb -2 (-1 Str -1 ACP)
Escape artist -2 (-1 Dex -1 ACP)
Fly -2 (-1 Str -1 ACP)
Heal 0 (+0 Wis)
Intimidate +5 (+5 Cha)
Sense motive 0 (+0 Wis)
Stealth +2 (-1 Str -1 ACP +4 Small)
Survival 0 (+0 Wis)
Swim -2 (-1 Str -1 ACP)

Skills (Trained):
Diplomacy +10 (+5 Cha + 2 Ranks + 3 Class)
Handle animal +10 (+5 Cha + 1 Ranks + 1 Trait + 3 Class)
Knowledge planes +5 (+1 Int + 1 Ranks + 3 Class)
Profession (Teacher) +4 (1 Rank +3 Class +0 Wis)
Ride +6 (-1 Dex + 2 Ranks + 2 Trait Bonus +1 Trait + 3 Class)
Sense motive +5 (2 Rank +3 Class +0 Wis)
Spellcraft +5 (+1 Int + 1 Ranks + 3 Class)

Languages: Common, Gnome, Sylvan

Equipment:
Combat gear: light crossbow (35gp, 2lbs.)
Wearing: Studded leather armor (25gp, 10lbs), scholar's outfit (-gp, 6lbs.), spell component pouch (5gp, 2lbs.)
Inventory:
- Backpack(2gp, 0.5lbs.)
- Crossbow bolts (1gp, 1lbs.)
- Signet ring (5gp, -lbs)
- Snuffbox (bone) (25gp, -lbs.)
- Wand of CLW (2pp, -lbs)
- Cloak of resistance +1 (1000gp, 1lbs.)

Encumbrance: 22.5lbs.; light load, (Light Load up to 26lbs., Medium up to 53lbs., Heavy up to 80lbs.)
Money: 93gp 2sp 0cp

Class Info
Favored class: Oracle (Dual cursed)
Favored class bonus: Oracle (Dual cursed) (Add +1/2 to the oracle's level for the purpose of determining the effects of the oracle's curse ability)

Archetype dual cursed:
A dual-cursed oracle must choose two curses at 1st level. One of these curses (oracle’s choice) never changes its abilities as the oracle gains levels; for example, an oracle with clouded vision never gains darkvision 60 feet, blindsense, or blindsight. The other curse comes with its normal benefits.

A dual-cursed oracle gains no additional class skills from her mystery.

These bonus spells replace the oracle’s mystery bonus spells at these levels:
- ill omen (2nd),
- oracle’s burden (4th),
- bestow curse (6th).

A dual-cursed oracle gains a new revelation at 5th level and 13th level. These are in addition to the normal revelations she receives at 3rd level, 7th level, and so on. In addition, the cursed oracle may select the following revelations in place of a mystery revelation.

Curses:

Blackened:
Your hands and forearms are shriveled and blackened, as if you had plunged your arms into a blazing fire, and your thin, papery skin is sensitive to the touch.

1st level: You take a –4 penalty on weapon attack rolls, but you add burning hands to your list of spells known.
5(4)th level: add scorching ray and flaming sphere to your list of spells known.
10(7)th level: add wall of fire to your list of spells known and your penalty on weapon attack rolls is reduced to –2.
15(10)th level: add delayed blast fireball to your list of spells known.

Haunted:
Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises).

Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known.

Mystery (Lunar):
At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table 2-6. They cannot be exchanged for different spells at higher levels.

Bonus spells:
Level 0:
- Mage hand
- Ghost sound

Level 1:
- Burning hands
- Ill omen

Revelations:
Primal Companion (Ex):
You gain the service of a faithful animal of the night. You can select from a bear, boar, crocodile, shark, tiger, or wolf. This animal functions as a druid's animal companion, using your oracle level as your effective druid level.

Prophetic Armor (Ex):
You are so in tune with your primal nature that your instincts often act to save you from danger that your civilized mind isn't even aware of. You may use your Charisma modifier (instead of your Dexterity modifier) as part of your Armor Class and all Reflex saving throws. Your armor's maximum Dexterity bonus applies to your Charisma, instead.

Spells known:

1/d spells:
- Dancing lights
- Flare
- Prestidigitation
- Produce flame

Cantrips:
- Create water
- Detect magic
- Enhanced diplomacy
- Ghost sound
- Light
- Mage hand
- Read magic

Level 1 spells:
- Endure elements
- Murderous command
- Summon monster I
- Burning disarm

Special level 1:
- Cure light wounds
- Ill omen
- Burning hands

Wolf companion:

Medium Wolf - Forch
Init +2 (+2 Dex)

Defense:
AC 19; Touch 13; Flat-Footed 16 (10 +2 Natural armor +2 Dex +1 dodge +4 Armor)
HP 22 (3d8 +3x2 Con +3 toughness)
Fort Save +5 (+3 Class +2 Con); Ref Save +5 (+3 Class +2 Dex); Will Save +2 (+1 Wis +1 Class)

Offense:
Speed: Medium (50 ft)
Melee: 1d20 + 3 | 1d6 + 1 + Trip (+2 BAB +1 Str)

Statistics:
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +2; CMB +3 (+1 Str +2 BAB); CMD 15 (10 +1 Str +2 Dex +2 BAB)

Feats (Other):
- Dodge
- Toughness

Traits (Racial):
- Low-light vision,
- Scent

Skills (Trained):
Acrobatics +6 (+1 Rank +3 Class +2 Dex)
Perception +5 (+1 Rank +3 Class +1 Wis)
Stealth +6 (+1 Rank +3 Class +2 Dex)

Trick:
- Attack x2
- Defend
- Guard
- Track
- Exclusive
- Down
- Flank (From race)

Equipment:
- Riding saddle (10gp, 25lbs.)
- Saddlebags (4gp, 8lbs.)
- Mithral chain shirt barding (1200gp, 10lbs.)

Saddlebags:
- Banner (Detailed, depicting family flag) (20gp, 2lbs.)
- Folding pole (0.2gp, 10lbs.)
- Oracle kit (9gp, 21.75lbs.)
- Acid flasks x3
- Alchemist fire x2
- Bear trap x2 [+10 | 2d6+3 | DC 15 Perception]
This kit includes a backpack, a bedroll, a belt pouch, candles (10), a flint and steel, an iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.

Background:

Talathel, an ex noble in name, is a charismatic figure. His charisma featured his whole career till the end. After many years of talking and lobbying he decided it was time to leave the game. Beside the fire in his large mansion one night he thought on how wonderful it would be to be able to use magic. Having once read a book about it he gave it a whirl.

Leaving his past behind him he thought to himself 'It is now or never'. He picked up the book and started a ritual to call the spirits of his ancestors. He got what he wanted and more, but at a price. The spirits came to him in whirls of thick mist and shadows. Once the spirits discovered what happened and noticed that they were trapped in this dimension they punished Talathel. They came together and forced his arms in the fire of the hearth. His arms, heavily damaged by the fire, are to date still shriveled and black. The spirits didn't leave it at that, they were bound to the poor man and haunt him to the day still. The shock and magic rushing into his body caused him to collapse in from of the hearth.

What he got in return however was magic and a close companion of the night. He is able to make the spirits do small tasks, them being bound to him. The fire still in his skin also resides in his soul, letting him call the flames. His companion came to him on the faithful night. After passing out from what happened he got nudged awake. Before him was a large slate gray wolf who hasn't left his side ever since. He did however have no choice but to abandon his riches and his beautiful home. The spirits being summoned in the mansion are strongest there, where the connection to their home plane is strongest. He had no choice but to leave and start a new life.

Personality & appearance:

Although being very charismatic Talathel has a fearful presence. Riding on his large slate gray wolf he is surrounded by ominous winds and sounds of the night. He himself is a happy and talkative fellow and doesn't shrink back from using his magic to do his bidding. His faithful wolf always follows him if he is not sitting on top of him.

The little man himself still wears the outfit he left his home with. A purple suit with a nice hat, though the clothes look worse for wear and his beard unkempt.

Plans: