Valeros

Thomas 'Bellmanok' Riverdancer's page

317 posts. Alias of Ellioti.


Full Name

Thomas 'Bellmanok' Riverdancer

Race

Human Oracle 1 Barbarian 2 | HP: 25/25 | AC: 18 (12 TAC, 16 FFAC), Uncanny Dodge | CMB: +5, CMD: 17 | Fort: +6, Ref: +2, Will: +2 (+2 vs. ench) | Init: +6 | Perception +5 |

Classes/Levels

Speed 40 ft | Spells: 2/4 , Rage: 7/8 | Active conditions: none

About Thomas 'Bellmanok' Riverdancer

Thomas 'Bellmanok' Riverdancer
Human (Taldan) oracle 1 / barbarian 2 Archetypes Possessed Oracle / Invulnerable Rager
TN Medium humanoid (human)
Init +6, Senses Perception +5
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CONCEPT
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Human Oracle of the Occult mystery possessed by a daemon. His rage is the daemon taking over during combat. The tongues curse makes him only speak Infernal during combat. His alignment used to be NG, but shifted towards TN, due to questionable actions by his possessing other.
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DEFENSE
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AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 25
Fort +6, Ref +2, Will +2
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OFFENSE
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Speed 40 ft.
Melee falchion +5 (2d4+7 18-20/x2) [Power Attack]
Melee falchion +8 (2d4+10 18-20/x2) [with Rage, Power Attack and in Stance]
Ranged sling +4 (1d4+3)

Oracle Spells Known (CL 1st; concentration +3)
1st(4/day)-divine favor, protection from evil, cure light wounds (DC 13)
0th(at will)-detect magic, light, read magic, stabilize
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STATISTICS
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Str 17, Dex 14, Con 14, Int 8, Wis 10, Cha 14,
Base Atk +2; CMB +5; CMD 17
Feats Extra Revelation, Improved Initiative, Power Attack

Skills:

name +total (ranks class ability bonus)
Acrobatics +6 (1 +3 +2)
Climb +7 (1 +3 +3)
Bluff +6 (1 +3 +2)
Diplomacy +6 (1 +3 +2)
Intimidate (1 +3 +2)
Knowledge (Planes) +5 (3 +3 -1)
Perception +5 (2 +3 +0)
Sense Motive +4 (1 +3 +0)
Use Magic Device +6 (1 +3 +2)

Traits Fate's Favored, Possessed
Languages Common, Infernal
SQ rage (8 rds/day), Brain Drain 1/day
Gear Flask of acid, traveler's outfit, mw breastplate, spell component pouch, spring loaded wrist sheath, oracle's kit, dagger, sling, bullets (10), mw falchion
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SPECIAL ABILITIES
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Oracle
Tongues In times of stress or unease, you speak in tongues. Whenever you are in combat, you can only speak and understand one selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain Infernal as a bonus language.
Two Minds (Su) You gain a +2 bonus on Will saves against enchantment spells or effects.
Brain Drain (Su) You can take a standard action to violently probe the mind of a single intelligent enemy within 100 feet. The target receives a Will save to negate the effect and immediately knows the source of this harmful mental prying. Those who fail this save are wracked with pain, and take 1d4 points of damage per oracle level you possess. After successfully attacking with this ability, you can use a full-round action to sort through the jumble of stolen thoughts and memories and then attempt a single Knowledge check using the victim’s skill bonus. The randomly stolen thoughts remain in your mind for a number of rounds equal to your Charisma modifier. Treat the knowledge gained as if you had used detect thoughts. This is a mind-affecting effect. You can use this ability once per day at 1st level, plus 1 use per day at 5th level, and 1 use for every 5 levels beyond 5th.

Barbarian
RageA barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.
Fast Movement A barbarian’s base speed is faster than the norm for her race by 10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian’s base speed.
Accurate Stance The barbarian can focus her strikes. She gains a +1 competence bonus on melee attack rolls and thrown weapon attack rolls. This bonus increases by 1 for every 4 levels the barbarian has.
Uncanny Dodge At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if immobilized. A barbarian with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

Trait
Possessed You were, or are, possessed in some way by another entity that grants you occasional access to its knowledge.
Benefit: Once per day, you can attempt a Knowledge check of your choice even if you are not trained in that skill and it is not usually possible to use that skill untrained. If you can normally use that skill untrained, you gain a +2 trait bonus on the check.
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Background
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Thomas has his last name from his grandfather, who was a well-respected portmaster in Yanmass up the river Fog Creek which runs into the Verduran Fork.
His father kept the name, but moved out of the city in a small village close by where they opened an inn for the merchants coming up the river. Life was constructed around the trade route and whatever the river provided. Therefore it was natural for Thomas to leave his home on one of the merchant boats down the creek. It was a small sailing ship that used the force of wind to travel up the river. If necessary strong beasts were summoned that pulled the boat on a windless day. For his trip down the river, it would just float with current. And that was exactly his mood. He didn't know exactly where to go, but he heard stories of the mighty Sellen River and the ocean. Both intrigued him as he had never left home before.
It has been about a week now. Unfortenuatly the boat now stopped in Belhaim for resupplying and making some unexpected repairs after an encounter with an unfriendly River Giants.
Since there's no way of knowing when the trip will continue or when another boat might show up, Thomas settles in and finds a place to stay, the Wise Piper Inn.

Step 1:

Spoiler:
write five things about your character's concept and background, five things that you think are the most essential parts of your character.
1) He's a good guy by heart and will ooc always try to help people.
2) When helping defending his village against a daemonic raiding party the daemon Bellmanok was able to possess him as a means of preventing banishment .
3) His strong will is constantly suppressing the daemon's influence except under times of stress.
4) He learned to accept and use some daemonic powers making him less the good Samaritan that he thinks he is. This is why eventually he left home.
5) He's a strong melee fighter.

Step 2:

Spoiler:
List two goals for the character that you, as a player, think would be cool to see accomplished in-game.
1) Master control over the daemon, since he accepted his dual entity and banishment seems impossible.
2) Not shift to NE.

Step 3:

Spoiler:
List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.
1) During said night, after becoming possessed he killed someone innocent.
2) The daemon Bellmanok knows a secret entrance into Abaddon. A powerful mortal creature (maybe a dragon?) recently found out...

Step 4:

Spoiler:
Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile. All can do something useful for you, if you can get the situations to line up.
1) Steveren Falck, a human ranger that accompanied him on the boat. They became somewhat friends, but he left into the woods.
2) Tylsa, a nurse from home. He almost fell in love with her for her passion to help the unfortunate.
3) His brother Vincent, who cannot shake the feeling that Thomas was somehow involved in the daemonic home village raid.

Step 5:

Spoiler:
Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.
1) The mixed feelings of infinite power and fear during the possession.
2) He sometimes gets nightmares of memory fragments that are not his. They are about the horrors and the desolation of Abaddon.
3) He likes to remember the times when he played at the river with his brother. Catching fish, thowing stones...