And here is Valter's full character page. I corrected some mistakes and added gear, spells, offensive and defensive stats. Valter Byron
DEFENSE:
SPOILER=Defense AC: 20 Touch: 14 Flatfooted: 16 Hp: 5d8 + 8 ⇒ (6, 1, 8, 8, 2) + 8 = 33 Fort 4 Refl 6 Will 5 CMD 15 OFFENSE:
SPOILER=Offense Base speed: 30ft. Actual speed: 30ft. BAB +4 CMB 5 Melee attacks +5 Ranged attacks +4 STATISTICS:
Str 12 Dex 10 Con 14
FEATS & TRAITS:
Feats (Origin [Bonus feat, racial feat, level feat]) [Lvl 1] Spell Focus: conjuration [Bonus (human)] Augment Summoning [Lvl 3] Extra Revelation [Lvl 5] Extra Revelation Traits
SKILLS:
Skills with ranks in it or a feat that affects them. Appraise: 13 Knowledge: Religion: 13 Knowledge: Planes: 13 Knowledge: Arcana: 13 Knowledge: History: 13 Sense Motive: 11 Survival: +4 to avoid becoming lost Use Magic Device: 13(+1) GEAR:
Combat Gear -Mithral Shirt 10 lbs. 1100gp -Adamantine Mace, heavy 8 lbs. 3012gp -Wand of Magic Missile (1st) -, 750gp -Mithral Heavy Shield 5lbs, 1020gp Other Gear
Total Weight: 41lbs
OTHER:
Racial Features Bonus feat Skilled Class Features
Favoured Class Options
SPELLS:
Spells Known, by level Orisons Create Water Detect Magic Detect Poison Ghost Sound Guidance Light Mage Hand Mending Purify Food and Drink Read Magic Resistance Stabilize Level 1
Level 2
Level 3
Daily Spells, by
BACKSTORY: SPOILER=Backstory Valter was born as the second child from a human Mirabarian blacksmith, in 1346 DR. Unlike his sister, who was cheerfull, optimistic and a great help for their father in the smithery, the boy was melancholic and only took joy in hearing bards' tales and songs. Even worse, his parents found him more than once telling tales to imaginary friends. Trying to deal with this, his parents sent him to the Clerics of Dumathoin. His behaviour did not change there, but the boy found great joy in listening to the tales of the priest. Also, the many holy items, of whom each had a particular tale, drew his interest. When the priests weren't looking, Valter often experimented with those items. When he did tough, not only the objects he held in hand moved, but all the objects in the room. Things were bound to go wrong tough, and after he was caught in the act twice - a room of objects moving wasn't exactly "hidden" - the priests expelled him. His parents took the boy back in to help them manage the shop. Spending his time as aid in the shop, prying tales from exotic visitors whenever he had the chance, he grow curious with the outside world. A visit of a Monk of the Order of the Sun Soul changed his path. She told him about her Godess, Selune and her teachings. Valter, now 20 years old, believed it as a sign and left his home and family to accompany the elven monk, Sylanna, back to Waterdeep. She taught him how to meditate and how to pray to the Moonmaiden. He found great joy in her company and his melancholy dissappeared for a moment. She told him about orders devoted to Our Lady of Silver and how to serve her best. However, after their arrival in Waterdeep their ways split. Valter refused to join the Order of the Sun Soul and started looking for one of Sylanna's tales: the Oracles of the Moon. The experience of travelling hardened him. He learned to react fast and came to believe that only if he prayed hard enough to Selune, she would smile upon him. He also learned that the information he held could be quite valuable, and accompanied several adventurer groups while visiting ruins, tombs and the like. Rarely for long tough, for one reason or another people didn't like to visit places where the dead rest with him. A druid once told him he made the animals uneasy, but did not explain himself further. A fighter once accused him of sending skeletons to them instead of keeping them away, and it required the (magic) intervention of a mage to calm him. His visions increased tough, both in number and in clearness. He felt a urge to warn people for what would happen in the future. After all, Selune gave him this knowledge for a reason, didn't she? So he warned the farmer near West Harbor that his daughter would get lost in the swamp, so he or another could accompany her on her way to the village. And he did tell the merchant in Waterdeep his wife was cheating on him, so he might leave her - or confront her. He even warned the city of Neverwinter for an upcoming Plague. But the farmer chased him from his land believing he wanted to kidnap the child, the merchant paid him to tell no one and leave the city as soon as possible, and the priests of Tyr gave him all kind of difficult medical questions instead of listening to what he had to say. He got the name of "Prophet of doom" and people started to shut their ears before he said anything. Tired and frustrated of failing to warn the people of the dangers they were waiting, he decided to focus on his search for the Oracles of the Moon again and made way to Candlekeep, hoping he would be allowed to enter.
Aight, here is Valter. I'll put up details like gear, spells and combat stats tomorrow but I tought it more important to share this already. This would be the first oracle I create, if I'm mistaken somewhere do point me at it. Valter Byron
Statistics:
Str 12 Dex 10 Con 14 Int 14 Wis 10 Cha 19 Feats & Traits:
[Lvl 1] Spell Focus: conjuration [Bonus (human)] Augment Summoning [Lvl 3] Extra Revelation [Lvl 5] Extra Revelation Starchild (CG)
Skills:
Appraise: 13 Knowledge: Religion: 13 Knowledge: Planes: 13 Knowledge: Arcana: 13 Knowledge: History: 13 Sense Motive: 11 Survival: +4 to avoid becoming lost Use Magic Device: 13(+1) Other:
Class features: Curse: Haunted Mystery: Lore Revelations: -Automatic Writing (Su) -Lore Keeper (Ex) -Sidestep Secret (Su) -Whirlwind Lesson (Ex) Favoured Class option:
Backstory: Valter was born as the second child from a human Mirabarian blacksmith, in 1346 DR. Unlike his sister, who was cheerfull, optimistic and a great help for their father in the smithery, the boy was melancholic and only took joy in hearing bards' tales and songs. Even worse, his parents found him more than once telling tales to imaginary friends. Trying to deal with this, his parents sent him to the Clerics of Dumathoin. His behaviour did not change there, but the boy found great joy in listening to the tales of the priest. Also, the many holy items, of whom each had a particular tale, drew his interest. When the priests weren't looking, Valter often experimented with those items. When he did tough, not only the objects he held in hand moved, but all the objects in the room. Things were bound to go wrong tough, and after he was caught in the act twice - a room of objects moving wasn't exactly "hidden" - the priests expelled him. His parents took the boy back in to help them manage the shop. Spending his time as aid in the shop, prying tales from exotic visitors whenever he had the chance, he grow curious with the outside world. A visit of a Monk of the Order of the Sun Soul changed his path. She told him about her Godess, Selune and her teachings. Valter, now 20 years old, believed it as a sign and left his home and family to accompany the elven monk, Sylanna, back to Waterdeep. She taught him how to meditate and how to pray to the Moonmaiden. He found great joy in her company and his melancholy dissappeared for a moment. She told him about orders devoted to Our Lady of Silver and how to serve her best. However, after their arrival in Waterdeep their ways split. Valter refused to join the Order of the Sun Soul and started looking for one of Sylanna's tales: the Oracles of the Moon. The experience of travelling hardened him. He learned to react fast and came to believe that only if he prayed hard enough to Selune, she would smile upon him. He also learned that the information he held could be quite valuable, and accompanied several adventurer groups while visiting ruins, tombs and the like. Rarely for long tough, for one reason or another people didn't like to visit places where the dead rest with him. A druid once told him he made the animals uneasy, but did not explain himself further. A fighter once accused him of sending skeletons to them instead of keeping them away, and it required the (magic) intervention of a mage to calm him. His visions increased tough, both in number and in clearness. He felt a urge to warn people for what would happen in the future. After all, Selune gave him this knowledge for a reason, didn't she? So he warned the farmer near West Harbor that his daughter would get lost in the swamp, so he or another could accompany her on her way to the village. And he did tell the merchant in Waterdeep his wife was cheating on him, so he might leave her - or confront her. He even warned the city of Neverwinter for an upcoming Plague. But the farmer chased him from his land believing he wanted to kidnap the child, the merchant paid him to tell no one and leave the city as soon as possible, and the priests of Tyr gave him all kind of difficult medical questions instead of listening to what he had to say. He got the name of "Prophet of doom" and people started to shut their ears before he said anything. Tired and frustrated of failing to warn the people of the dangers they were waiting, he decided to focus on his search for the Oracles of the Moon again and made way to Candlekeep, hoping he would be allowed to enter.
Keddah: As an oracle, I was thinking about minor prophecies. I'm unsure how to balance it properly with the character tough. A first example I tought of was like Valter warning Neverwinter for the upcoming Plague and being chased away as a consequence, but that would be a bit "too much" for a lvl 6 I think. So I'm looking for smaller "truths", like warning farmers for upcoming plunderers or warning villagers for a restless graveyard. Or even telling the merchant his wife is cheating him. Things someone would say if he wants to share what he knows, without him being intelligent enough to reply to smart questions or wise enough to predict people's reactions to his words.
But as I said at the start: I'm still looking for a credible way to put something like this in a lvl 6. If I don't succeed I will leave the idea alltogether. If you do like the first ideas, do say so before I come up with something completely different ;-)
I admit being new to PbP, but as a Forgotten Realms veteran this campaign absolutely picked my interest. Valter will be a Human Oracle, I'll figure out the details and post a character file soon. Character background question to DM: I'd like to play him as a good sage (mystery: lore), convinced he should tell the people "the truth" even if this truth is painfull or contrary to common belief. This results in negative reactions 'cause people don't want to hear prophets of doom, so they chase him away. Is this an acceptable "not being able to hold onto triumphs"? |