Tollard Grimm's page

86 posts. Alias of Celestial Healer.

Full Name

Tollard Grimm




Oracle (Dark Tapestry) 1








Chaotic Good


Halfling, Common, Elven

Strength 10
Dexterity 16
Constitution 10
Intelligence 13
Wisdom 14
Charisma 18

About Tollard Grimm

Dark, unkempt hair frames the angular face of this brooding halfling. He gazes off into the distance through unseeing, cloudy eyes.

Tollard Grimm
Level 1 Halfling Oracle (Dark Tapestry)
Chaotic Good

AC 17 (Flat Footed 14, Touch 14)
CMB -1, CMD 12
Fort +1, Ref +4, Will +5 (+2 vs fear) (+1 defy madness)

Speed 20 ft, Initiative +3

HP 16 (Max 16)

BAB +0

Sickle: +4, 1d4 (x2)
Crossbow: +4, 1d6 (19-20/x2)

XP: 0

Race and Class Abilities:

Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.

Alternative racial trait: Secretive Survivor: Halflings from poor and desperate communities, most often in big cities, must take what they need without getting caught in order to survive. They gain a +2 racial bonus on Bluff and Stealth checks. This racial trait replaces sure-footed.

Oracle Curse: Clouded Vision
You cannot see anything beyond 30 feet, but you can see as if you had darkvision.
At 5th level, this distance increases to 60 feet.
At 10th level, you gain blindsense out to a range of 30 feet.
At 15th level, you gain blindsight out to a range of 15 feet.

Touch of the Void (Su): As a standard action, you can perform a melee touch attack that deals 1d6 points of cold damage + 1 point for every two oracle levels you possess. At 7th level, the touched creature must also make a Fortitude saving throw or be fatigued for a number of rounds equal to 1/2 your oracle level. This has no effect on a creature that is already fatigued. (7 times per day)

Feats and Traits:

Weapon Finesse

Wild Shadow: Select one terrain type from the ranger's favored terrain list (Urban). You can attempt Stealth checks in this terrain in normal light without having cover or being invisible. You still can't attempt Stealth checks in areas of bright light without invisibility or cover.
Defy Madness: Benefit: You gain a +1 trait bonus on any saving throws against confusion, insanity, madness, and Wisdom damage and drain.


Acrobatics +2
Appraise +1
Bluff +6
Climb -1
Diplomacy +8 [1 rank]
Disguise +4
Escape Artist +2
Fly +2
Handle Animal +4
Heal +2
Intimidate +4
Knowledge (Arcana) +5 [1 rank]
Knowledge (Dungeoneering) +5 [1 rank]
Knowledge (Planes) +5 [1 rank]
Perception +4
Profession (Librarian) +6 [1 rank]
Profession (Scribe) +6 [1 rank]
Ride +2
Sense Motive +8 [1 rank]
Stealth +12 [1 rank]
Survival +2
Swim -1


Spells per day:
1st: 4

Save DC: 14 + spell level
Concentration: +5
Touch attacks: +4 to hit

Spells Known:
0: Stabilize, Detect Magic, Read Magic, Enhanced Diplomacy
1: Cure Light Wounds, Murderous Command, Inflict Light Wounds

2 daggers
Light Crossbow
30 bolts
Studded leather
1 flask acid

Oracle's kit: 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.

27 gp

Group Loot:

Tollard grew up in The Hive, that foul cesspool of Sigil where the unwanted accumulate with the trash. Like so many who grow up in the slum, he was orphaned at a young age and grew up on the streets. His older sister Pireen was the only family he knew. She grew hard, falling in with a gang of petty drug pushers (or at least pushers of what pass for drugs in The Hive, often cut with sawdust or worse and sold for a few coppers on the street corner). Young Tollard comforted himself with books. There were two volumes that were his mother's: one was a collection of sentimental poetry, and the other was a romantic tale about a gallant knight. He read these volumes repeatedly, along with any other material he could acquire.

To get by, he joined up with a group of thieving urchins led by the cruel Madam Gershna, a tiefling who could be at turns merciful and sadistic. Tollard teamed up with another halfling lad by the name of Herrin. Together, they made money for Gershna as catburglars: Herrin was a talented lockpick, while Tollard was adept at moving about unseen.

Then came an ill-fated burglary that changed Tollard's life forever. While most of their jobs were in more affluent parts of Sigil, Tollard and Herrin were sent to an unassuming residence in the Hive. They were looking for gems, but Tollard was quickly distracted by a compact but intriguing library of ancient tomes. Unable to resist himself, he began looking through them and found himself drawn to a mysterious black tome covered in eldritch symbols. He opened it, and a force from beyond the veil reached out and gave him a glimpse of what lies beyond the infinite seas. Tollard was instantly stricken almost blind, and his mind was forever twisted by what he had allowed inside. The mysterious powers from beyond granted him divine powers. The unknown owner of the library heard the commotion and chased them off, although Tollard knows nothing of him other than his voice.

That was about two years before the start of the campaign. Having fled the urchins, Tollard fell to begging on the streets of the Market District. One day, a passing marid by the name of Qurdar saw the young beggar reading a volume of poetry that a diner had left on a cafe table, and was intrigued by this literate street rat. He employed Tollard as an assistant to care for his library of poetry and literature. Tollard has taken to this position as an improvement over begging, but still struggles to keep the madness at bay. He occupies a bed at St. Cuthbert's Lodging for the Lost, although as he has taken up employment he will be expected to move out in the near future.

It is only because of the remarkable resiliency of the halflings that Tollard maintains any semblance of his old personality. Growing up in The Hive, he survived by his wits and personal charm, and despite all that has happened since, he has not lost these characteristics. He has a cutting wit that he often deploys as a defense mechanism in times of anxiety. Having grown up on tales of heroic exploits and great romances, he has a deeply sentimental streak, and longs for a life where he can be a hero like the ones in the stories - where good and evil are discreet, and events drive toward a purpose, rather than the senseless succession of chaotic events that has been his life.

Even so, it is impossible for him to get away from the visions waiting just beyond his conscious mind - visions sent to him by an unknowable force beyond mortal comprehension. At times, these overcome him and he becomes fatalistic and dark. Those close to him recognize these moments and understand the importance of keeping them in check.

Although people often refer to him as blind, he is only nearly blind. He can see sufficiently at close range to read and do other ordinary tasks. His other senses are often able to compensate for his clouded vision, and his eyes, such as they are, actually seem better suited to seeing in darkness than in light. The impression of blindness is given by his inability to see much of anything at a distance, and his tendency to look off into space while conversing with people, as he derives little from watching their faces.


Qurdar (male marid): Qurdar is a larger-than life aesthete and gourmand with a small villa in the Clerks Quarter. He projects an aura of wealth, but his residence in a bourgeois neighborhood belies that image. He converted his cellar to a bath, where he spends most of his time when he is not entertaining guests at his sumptuous salons. He is particularly proud of his collection of poetry from every corner of the multiverse, especially erotic poetry when he can get his hands on it. On his own, he struggled to keep his books dry and in good condition, so he considers the hiring of a librarian a brilliant stroke. He believes he can trust Tollard because he cannot conceive of a blind halfling robbing a genie.

Herrin (male halfling rogue): Herrin and Tollard largely parted ways after the ill-fated burglary that led to Tollard's affliction. However they were loyal friends for a number of years, and Herrin has protected him from retribution from the urchin's guild, of which he remains a member.

Pireen (female halfling rogue): Tollard and his sister Pireen are generally estranged, but he is always concerned about her welfare, knowing that she still works with drug dealers. Pireen is still fond of her little brother, although they rarely cross paths anymore.

Galina (green hag): Galina the hag was one of the only people in the Hive who took any interest in young Tollard. While she is possessed of a cruel streak characteristic of her kin, she has an almost maternal interest in the young halfling. She is the first person he sought out after being afflicted with blindness, but she was unable to help him. Still, she is intrigued by his experience and how it has changed him. She peddles herbs and salves in a squalid corner of the Hive.

Kemmen (male sylph bard): Tollard met Kemmen at St. Cuthbert's. The shy, effeminate sylph generally tried to keep to himself, but felt able to open up to the blind halfling. The two have become friends, and Tollard enjoys Kemmen's knack for storytelling.


Gershna (female tiefling rogue): Madam Gershna leads a band of urchin-thieves in The Hive, amassing enough wealth to impress impoverished orphans, although with sufficient perspective her operation is rather trivial. She is extremely possessive of her charges, and unforgiving when a job is botched. She likely feels there is an unsettled score with Tollard, who never returned to her den after the fateful burglary.

The owner of the Black Book (male ?): Tollard was struck blind when he opened the black book, so he only knows the voice of the owner of that library. The voice was clearly angry at the intrusion, and the frightened halfling took off immediately, leaving the book behind. It remains to be seen whether the owner is still angry at Tollard for meddling in matters beyond his comprehension or sees some larger purpose in the opening the would-be burglar made to the Dark Tapestry. All that is known about him is that he keeps a very low profile in a remote corner of The Hive, where one would not expect to find a trove of arcane lore.

Istrina (female ifrit sorcerer): Istrina is a frequent guest at Qurdar's salons. She disdains Tollard for reasons he cannot ken - whether it is distrust, or some knowledge of Tollard's connection to the Beyond, or simple snobbery, he is not certain. But the ifrit sorceress seems to go out of her way to belittle Tollard and disparage him to Qurdar (who generally dismisses what she has to say, much to her irritation).

Gurron (male human brawler): Gurron is a petty bully and thug in The Hive. When Tollard was younger, the brutish young man pleasured in terrorizing the tiny halfling youth. Tollard has not encountered Gurron in some time, but he knows he still stalks the alleyways of the slums, looking for vulnerable marks to abuse.

Personal Goals:

Tollard has two paths before him: sanity and madness. It remains to be seen which wins out in the end. Many people would be shattered by the visions Tollard was exposed to, but the hearty resilience of the halflings was strong in him and he managed to endure the experience with his personality mostly intact. Still, visions of eldritch horrors persist on the periphery of his consciousness and constantly threaten to overwhelm him.

Assuming he keeps the nightmares at bay, his main goal is to keep learning. The more he uncovers, the more he seeks. While the Black Book frightens him, there is definitely a part of him that would like to know what is in it, and what being from beyond the Tapestry is granting him his powers.

A different part of him yearns for the simplicity of the time before the Black Book - the joys of friendship, food and drink, heroic tales and romantic endings. He feels a draw to anything that will enhance these areas of his life.

Of course, if the madness wins then all bets are off.

Loot Goals:

Wand of cure light wounds - this would be a huge help early on.
Charisma-enhancing item
Scrying devices, such as a crystal ball
Pearl of power