Artemis Entreri

Tragen Blackmourne's page

187 posts. Alias of Dark Netwerk.


Race

HP 31/50 {effects: none} | AC 18 Tch 12 FF 16 | F +3, R +3, W +3 | Init +2 | darkvision, perc +4

Classes/Levels

Dailies:
Alter Self 1/1, Channel Positive Energy 3/6, Sacred Scourge 4/6
Spells:
1st: 6/6, 2nd: 3/4

Gender

    Angelkin Purifier 5

Deity

Iomedae

About Tragen Blackmourne

Male Angelkin Oracle of Life (Purifier) 5
LN outsider (native)

Init +2; Senses darkvision 60', perception +4, sense motive +5

==DEFENSE==
AC 18{19}, touch 12, flat-footed 16 (+6 armor +2 dex {+1 shield})
hp 50 (5d8 +10 Con)
Fort +3 (+1 base +2 con), Ref +3 (+1 base +2 dex), Will +3 (+4 base -1 wis)
Resistance acid 5, cold 5, electricity 5
Defensive Abilities

==OFFENSE==
Spd 20/x4
Melee
Mithril Dagger +7 1d4+3 19-20/x2 {P or S}
mwk Longspear +7 1d8+4 x3 {P}

Ranged
mwk Light Crossbow +6 1d8 19-20/x2 {p} (80')
Ammo: 20 bolts

Offensive Abilities

==STATISTICS==
Str 17, Dex 14, Con 14, Int 13, Wis 8, Cha 20
Base Attack Bonus +3, CMB +6, CMD 18
Feats Alignment Channel (evil), Fey Foundling, Quick Channel, Selective Channelling
Traits Sacred Conduit, Seeker
Languages Taldan, Celestial, Draconic, Infernal

Spells Known
0th (6 | unlimited): Detect Magic, Guidance, Purify Food & Drink, Stabilize
1st (4+1 | 6/d): Bless, Cure Light Wounds, Divine Favor, Shield of Faith, +Veil of Heaven
2nd (2+1 | 4/d): +Confess, Cure Moderate Wounds, Spear of Purity

Skills:
Skill points: 25 (4 +1 INT)/lvl

Acrobatics -1 (0 +2 DEX -3 ACP)
Acrobatics (jump) +2 (0 +2 DEX -0 ACP)
Appraise + (0 +0 INT)
Bluff +5 (0 +5 CHA)
Climb +3 (0 +3 STR -0 ACP)
Craft (-) +1 (0 +1 INT +0 class)
Diplomacy +9 (1 +5 CHA +3 class)
Disguise +4 (0 +4 CHA)
Escape Artist -1 (0 +2 DEX -3 ACP)
Fly -1 (0 +2 DEX -3 ACP)
Heal +5 (1 -1 WIS +3 class +2 race)
Intimidate +7 (2 +5 CHA)
Knowledge (planes) +10 (5 +1 INT +3 class +2 race)
Knowledge (religion) +9 (5 +1 INT +3 class)
Linguistics +2 (1 +1 INT)
Perception +4 (1 -1 WIS +3 class +1 trait)
Perform +5 (0 +5 CHA)
Ride -1 (0 +2 DEX -3 ACP)
Sense Motive +5 (3 -1 WIS +3 class)
Spellcraft +9 (5 +1 INT +3 class)
Stealth -1 (0 +2 DEX -3 ACP)
Survival +3 (1 -1 WIS +3 class)
Swim +0 (0 +3 STR -3 ACP)

Trained Only Skills (Untrained)
Disable Device []+[/] (0 +2 DEX - ACP)
Handle Animal []+[/] (0 +5 CHA +0 class)
Knowledge (arcana) []+[/] (0 +0 INT)
Knowledge (dungeoneering) []+[/] (0 +0 INT)
Knowledge (engineering) []+[/] (0 +0 INT)
Knowledge (geography) []+[/] (0 +0 INT)
Knowledge (history) []+[/] (0 +0 INT +0 class)
Knowledge (local) []+[/] (0 +0 INT)
Knowledge (nature) []+[/] (0 +0 INT +0 class)
Knowledge (nobility) []+[/] (0 +0 INT +0)
Profession () []+[/] (0 -1 WIS +0 class)
Sleight of Hand []+[/] (0 +2 DEX - ACP)
Use Magic Device []+[/] (0 +5 CHA)


Equipment:

Encumbrance 65.5 lbs (100 lbs=light; 200 lbs=medium; 300 lbs=heavy)

_wt_ item

15.5 lbs (337 gp) Weapons
_0.5 Mithril Dagger
_9.0 mwk Longspear
_4.0 mwk Light Crossbow (335 gp)
_2.0 Bolts (2 gp)

32.0 lbs (209 gp) Clothing and Armor
25.0 mwk Breatplate, agile
_7.0 mwk Light Steel Quickdraw Shield (209 gp)
__._ Explorer's Outfit

23.0 lbs (66.81 gp) Basic Gear
_4.0 mwk Backpack (50 gp)
_5.0 Bedroll (1 sp)
_0.5 Belt Pouch (1 gp)
_1.0 Canteen (2 gp)
__._ Flint & Steel (1 gp)
_1.0 Mess Kit (2 sp)
_5.0 Rope, silk 50' (10 gp)
_0.5 Soap (1 cp)
_5.0 Trail Rations {5 days} (2.5 gp)
_1.0 Whetstone (2 cp)

1.0 lbs (4,750 gp) Other Gear
_1.0 Headband of Alluring Charisma +2 (4,000 gp)
__._ Wand: Cure Light Wounds (50 charges) (750 gp)

Cash 127.19 gp

Feat descriptions:

ALIGNMENT CHANNEL: Evil (general) {Purifier 5}
You can channel divine energy to affect outsiders that possess this subtype.
Benefit: Instead of its normal effect, you can choose to have your ability to channel energy heal or harm outsiders of the chosen alignment subtype. You must make this choice each time you channel energy. If you choose to heal or harm creatures of the chosen alignment subtype, your channel energy has no effect on other creatures. The amount of damage healed or dealt and the DC to halve the damage is otherwise unchanged.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new alignment subtype. Whenever you channel energy, you must choose which type to effect.

FEY FOUNDLING (general) {1st}
You were found in the wilds as a child.
Prerequisites: You may only select this feat at 1st level.
Benefit: Whenever you receive magical healing, you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort).

QUICK CHANNEL (general) {5th}
Your divine energies flash with dazzling speed.
Prerequisites: Knowledge (religion) 5 ranks, channel energy class feature.
Benefit: You may channel energy as a move action by spending 2 daily uses of that ability.

SELECTIVE CHANNELING (general) {3rd}
You can choose whom to affect when you channel energy.
Prerequisites: Cha 13, channel energy class feature.
Benefit: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.


Trait descriptions:

SACRED CONDUIT (faith)
Your birth was particularly painful and difficult for your mother, who needed potent divine magic to ensure that you survived (your mother may or may not have survived). In any event, that magic infused you from an early age, and you now channel divine energy with greater ease than most.
Benefit: Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.

SEEKER (social)
You are always on the lookout for reward and danger.
Benefits: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.


Class Abilities:
Favored Class Bonus: Add +1/2 to the oracle's level for the purpose of determining the effects of one revelation (Channel).

DIMINISHED ORACLE SPELLCASTING
A purifier can use one fewer spell per day of each level and does not automatically learn cure or inflict spells (spells with "cure" or "inflict" in the name). Her number of oracle spells known is unchanged.

MYSTERY
Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed.
==LIFE MYSTERY==
Class Skills An oracle with the life mystery adds Handle Animal, Knowledge (nature), and Survival to her list of class skills.
Bonus Spells veil of heaven (2nd), confess (4th), cast out (6th), denounce (8th), dispel evil (10th), banishment (12th), holy word (14th), mind blank (16th), freedom (18th).
Revelations
Channel (Su) {5+2.5} (4d6, 6/d, DC 19 Will): You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier.
See Sin (Sp) (+2) At 3rd level, a purifier gains a bonus equal to 1/2 her oracle level on Sense Motive checks to sense enchantments, which she can make as a full-round action. She also gains a bonus equal to 1/2 her oracle level on Spellcraft checks to identify enchantment school spells and spells with the curse or emotion descriptor.

ORACLE'S CURSE
Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. The oracle’s curse cannot be removed or dispelled without the aid of a deity. An oracle’s curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle.
==Legalistic==
The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile.
Effect: Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual.
At 5th level, you gain a +3 competence bonus on Diplomacy, Intimidate, and Sense Motive checks while talking to an individual one-on-one.
At 10th level, you can make a new saving throw each minute to resist mind-affecting effects as your subconscious searches for loopholes.
At 15th level, any creature that violates its freely given word to you takes a penalty to AC, to spell resistance, and on saving throws against your attacks and abilities equal to your Charisma modifier (minimum 1) for 24 hours.

SACRED SCOURGE (3d6, 6/d, DC 18 Will)
At 5th level, a purifier may channel holy power to harm evil outsiders as a cleric of her level using the Alignment Channel feat. She may use this ability a number of times per day equal to 1 + her Charisma modifier.

WEAPON AND ARMOR PROFICIENCY
Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies.


Race Abilities:

CELESTIAL RESISTANCE
Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

DARKVISION
Aasimar have darkvision 60 ft. Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black-and-white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

SKILLED
Angel-blooded aasimar have a +2 racial bonus on Heal and Knowledge (planes) checks

SPELL-LIKE ABILITY
Angel-blooded aasimars can use alter self once per day as a spell-like ability (caster level equal to the aasimar's class level).


Background:

Tragen's was a hard birth. His mother was sick with a fever and Tragen hadn't turned properly in the womb. Even the use of powerful divine magics wielded by a cleric was futile. Tragen, marked by the divine magic, was stillborn, or so everyone had thought, and buried close to a nearby forest.

Tragen was found five years later wandering the forest. That he carried the birth marks and a keepsake that had been buried with him, helped in his identification. His mother had died from sorrow not much long after he had been buried so he was taken in by a church to be raised in the faith.

Even at a young age, the influence of his heritage allowed him to follow a path of nobility and light, helping those in need. Although much of his focus was on his calling, it did not preclude him from finding love. A beautiful daughter of a nobleman caught his eye and his heart. They were of one soul and their desire to help and protect those in need was noteworthy. This idyllic life was not to last, however.

The girl's father did not approve of their union. Despite Tragen's heritage, the father had already planned to marry her to another house to increase his influence. Despite this Tragen married the girl in a small ceremony. Her father was furious. He plotted with the other house to punish his daughter and Tragen.

Together, they concocted evidence against her that she was a witch who consorted with demons. This evidence was flimsy, and wouldn't hold up to proper scrutiny. Nonetheless, they were able to convince a naive witch hunter who promptly hunted her down. Tragen's wife was slain while he was away on duty at the border. Upon his return he learned of her fate, his heart broke, and he was enraged.

Over the next month, he discovered exactly what happened and began to systematically deal with those who wronged him. He worked on these deeds by night, but remained the proper man of faith. None suspected him when the body of the witch hunter turned up floating in the river. No one even looked in his direction when the heads of the two noble houses were found dead, seemingly having killed each other.

Justice served, Tragen left the faith. How could belong to a church that allowed such a perversion of justice? Instead he moved to join the Hellknights, an organization based on Law and Order where he hoped, under their watchful eye, such an event could not happen again.