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About Tarjun BranstonMale Human, Oracle (3), Skald (1), Rage Prophet (1)
Special Abilities: Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Oracle
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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. Revelations:
Wood Armor (Ex):You can conjure wooden armor around yourself, which grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this armor grants you DR 5/slashing. You can use this armor for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments. The armor vanishes if you remove it. Skald: Raging Song: (8 rounds)
Rage Prophet: Savage Seer: A rage prophet’s class level stacks with barbarian levels for determining the effect of his rage powers, oracle revelations, and his oracle’s curse. This does not grant additional abilities. Spirit Guide: Every rage prophet possesses a spirit guide, an insubstantial phantom that speaks to his mind, watches over him, and lends him its strength and wisdom. Whenever the rage prophet rages, he gains the benefit of a single guidance spell from his spirit guide; this bonus can be used at any time during his rage. The spirit guide also allows the rage prophet to use dancing lights, ghost sound, and mage hand as spell-like abilities once per day each (caster level equal to the rage prophet’s class level). The DCs are Charisma-based.
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Spd: 15 feet
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Starting Money: 0 PO
Other items: Willow flute, rabbit Spare Money:
Other valuable:
Encumbrance:
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Str 14
Base Attack: +3; CMB: +4, CMD: 14 Feats:
Skills: (Base 4 + 1) Bluff +7
Background Skills:
Lvl 2: Profession (farmer) +5
Lvl 3: Perform (Wind Instrument) +7
LVL 4: Perform (Wind Instrument) +8
Lvl 5: Handle Animal +9
Languages (1): Common Traits: Reactionary, Artisan -------------
Oracle
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Guidance
Detect Poison Purify Food and Drink Create Water Resistance 1st Level:
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Shield of Faith
Cause Fear Shillelagh Skald:
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Dancing Lights
Unwitting Ally Resistance Flare 1st Level: (2/day)
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Cure Light Wounds
Sleep ---------------- Background:
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It is a truth universally acknowledged that trees have quite an impressive memory.
In 4102 at 2 p.m, Errin Branston sat against the trunk of an oak tree to take a drunken nap. At 4.30 p.m, in a drunken rage, he shot down the woodpecker which had woken him up with a single bullet from his sling, and staggered back home. In several thousand years of existence, the Ancient One Tschschrnrr' rnschhrtsf' rnneffschrr 'r (Ernie for friends) had never seen something quite like it before -and he was not easily impressed, even for an oak tree. In less than two centuries spent gossiping and asking around, every tree in the forest knew the name of the unlikely hero who had slain their archnemesis, and then left without asking for a reward. His name got whispered in high places, where it was unanimously decided that his favour would be returned. It is much less commonly known, however, that trees have an awful time remembering faces, and that their perception of time is far less acute than humans'. Their blessing befell the Branstons' first born, whose birth was celebrated by a chorus of twenty birch trees, ten ash trees, and no less than four oaks. Although, amidst the cries of his mother in labour, and the scandalized protests of neighbouring trees uninvited to the party, it went largely unnoticed. The young protégé grew up under the watchful eyes of both plans and humans, and never manifested any remarkable ability except for a seemingly neverending energy, and quite a decent aim with a sling. He received more attention, however, when his divine choosing became apparent in the form of a bad fall. Instead of a ghostly haunting or the ability to shoot fire with his eyes, his left leg almost unexplicably stiffened over the years. No healer managed to come up with a sufficient explanation. Words like "paralysis" and "possible spread" were whispered in hushed voices when the child couldn't hear. Desperate for a better diagnosis, the Bransons started to save money. Surprisingly, the phenomenon never went past the boy's left hip. Since neither his health nor his good humour were affected, the stiff leg was eventually attributed to a bad recovery, and he received his own handmade crutch. And if Tarjun realised that he now has the ability to conjure water out of thin air, turn rotten apples into fresh ones, and scare off the dogs barking at him, he mostly uses it to his very personal advantage. Appeareance and personality: Spoiler:
Tarjun inherited his olive skin and lanky shape from an unknown ancestor that his father and mother never agree upon. His messy black hair hide two almost perpetually laughing brown eyes, and a grin with a lot of missing teeth. His wagging tongue compensates for his constant limp -at least, according to Mr.Branston. Alhough bad experience in the past makes him somewhat wary of other children, adults find his enthusiasm contagious.
Due to his disability, Tarjun has been left out of farming chores for a long time, taking care of his younger siblings and helping with the cooking instead. It is only when his parents realised that he liked to rest on his laurels' a little too much that they changed their policy. Although Tarjun is slow and is generally not asked to walk long distances, he is surprisingly robust, and can carry quite heavy loads without complaining (too much). |