Stage Magician

Told Hidrer's page

34 posts. Organized Play character for Degnax 1e.


About Told Hidrer

Tolm Hidrer

Alignment: Chaotic Good
Race: Half-Orc
Class: Oracle (Dual-Cursed) 1 / Bard (Archeologist) 1
Favored Class: Bard
Deity: Desna

Init:-2 | Senses: Perception +5

Languages: Common, Dwarven, Orc, Osiriani

Stats:

Str 10 | 0
Dex 7 | -2
Con 14 | +2
Int 15 | +2
Wis 10 | 0
Cha 20 | +5

Offense:

BAB:0
Speed:30ft
CMB:0

Starknife: Attack:+6 | Damage:1d4+5 | Crit:20/x3 | 3lbs | 324gp | P

Spells Per Day

Bard: 0: -/day 1st: 3/day

Oracle: 0: -/day 1st: 5/day

Defense:

AC: 18=10+3armor+5cha
Touch:15
Flat: 13
CMD: 8
HP: 17

Armor: Masterwork Studded Leather | +3 ac | 15% SF | 5 max dex | 0 Armor check | 20lbs | 175gp

Fortitude: 4
Reflex: 9
Will: 6

Racial Features:

Sacred Tattoo: +1 luck bonus to saving throws
Skilled: +1 skill point per level
Scavenger: +2 racial bonus to appraise checks and on perception to find hidden objects, determine if food is spoiled, or identify potions by taste
Orc Blood: both human and orc for effects related to race
Weapon Familiarity: Proficient with great axes, falchions and orc weapons

Oracle Class Features:

Archetype: Dual-Cursed

1.Curse(s): Plagued: -1 vs disease or infestation, Immune to sickened
Legalistic: Sickened if word is broken. 1/day morale bonus when aiding someone

Mystery: Lore

Revelation(s): Sidestep Secret: use Cha instead of Dex for AC and Reflex saving throws

Spells Known: 0th:4 1st:2

Spells/day: 0th:- 1st:5

Bard Class Features:

Archetype: Archeologist

1.Bardic Knowledge: + ½ level to Knowledge Checks and can make all knowledge skills untrained
Archeologist’s Luck: +1 luck bonus for attack, saving throw, skill and damage rolls. 10/day

Spells Known: 0th:4 1st:2

Spells/day: 0th:- 1st:3

Feats and traits:

Traits: Fate’s Favored (faith)
Tattooed Mystic (race)
Magical Knack: Oracle (Magic)

Drawback: Foul Brand: Hand

1.Divine Fighting Technique: Desna

Skills:

Appraise: 8=1rank+2int+5misc
Bluff:9=1rank+5cha+3misc
Diplomacy:10=2rank+5cha+3misc
Knowledge Arcana:7=1rank+2int+4misc
Knowledge Dungeoneering:7=1rank+2int+4misc
Knowledge History:8=2rank+2int+4misc
Knowledge Nature:7=1rank+2int+4misc
Knowledge Planes:7=1rank+2int+4misc
Knowledge Religion:7=1rank+2int+4misc
Perception:5=2ranks+3misc
Perform Oratory:9=1rank+5cha+3misc
Spellcraft:7=2ranks+2int+3cha

Oracle Spells:

0th: Create Water, Purify Food and Drink, Stabilize, Virtue

1st: Cure light wounds, Divine Favor

Bard spells:

0th: Detect Magic, Ghost Sound, Mage Hand, Prestidigitation

1st: Déjà vu, Lucky Number

Backstory:

Tolm was born into a particularly evil Orc clan. Branded with the symbol of Moloch, one of the war deities worshipped in the tribe at birth, his hand never quite worked the same. As he grew older he sought to leave the tribe never really fitting in with the war mongering and finding pleasure in the books and knowledge that he could get his hands on from raiding spoils. Upon reaching adulthood he ran. He found a settlement that happened to have a church of Desna, which happened to have a room for travelers. Upon laying in the bed he prayed to and thanked Desna for his luck in finding this place and asked for continued luck. Upon finishing his prayer he felt a rush of divine energy enter his body but at the same time as he felt the divine so to did a rush of infernal energy rush into him through his scar. The energies fought in his body with the divine eventually winning however he was left feeling sickly. As he settled he heard a voice seeming to emanate from his brand telling him he was now cursed to be bound by his word. Over the course of the next few months he experimented with his power and traveled to Sothis in the Osirian nation. Learning Osiriani along the way so as to speak with the locals. Once he was there he found himself in the libraries and the museum as much as he could, seeking knowledge. Upon one of his trips to the museum he ran into a group of adventurers transporting a new relic. He immediately ran over and asked about it, how they found it etc etc…
Eventually learning about the archeologist that lead the expedition, whom he immediately sought out and asked (begged) to teach him and bring him along and teach him. After days of this the archeologist eventually relented and taught him his craft before finally sending him away to go do it on his own. Upon being set on his own he started adventuring trying to find ruins and artifacts. On one of his returns he spotted a group transporting a relic that seemed different than the ones he knew from the museum, so he followed them to see where they were bringing it. He followed them to the house of someone in the nobility. Tolm thinking this was not where it belonged decided to come back at night to try and retrieve the relic for the museum. Not being the sneakiest person Tolm ended up getting caught trying to sneak out with the relic. This made him wanted in Osirion and not knowing where else to turn he ran and ran until he was in the mana wastes making his way to the civilization of Alkenstar City.