| Race |
male halfling oracle of intrigue 4 | HP 33/33, L1 spells 3/7, L2 1/4 | AC 19, T 15, FF 15 | F +5, R +7, W +6 (+2 vs. fear) | CMB +2, CMD 16 | Spd 30' | Perc +12 (only +5 vs sound) | Init +6 |
About Virdel Harg
Virdel Harg
male halfling oracle of intrigue 4
neutral good small humanoid (halfling)
Init +6; Senses deaf; Perception +12 (+5 based on sound)
DEFENSE
AC 19, touch 15, flat-footed 15 (+4 armor, +4 dex, +1 size)
HP 33 (4d8 +8 Con +2 FC)
Fort +5, Ref +7, Will +6
Special Defenses +2 saves vs. fear, poetic vengeance 1/day
OFFENSE
Speed 30 ft
Melee mwk shortsword +1 (1d4, 19-20/x2, P) or dagger +4 (1d3, 19-20/x2, 10' range, P or S)
Ranged light crossbow +8 (1d6+1, 19-20/x2, 80' range, P)
Special Attacks desire sight 1/day
STATISTICS
Str 10 (+0), Dex 18 (+4), Con 15 (+2), Int 10 (+0), Wis 11 (+0), Cha 18 (+4)
BAB +3, CMB +2, CMD 16
Feats
Proficiencies: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).
Extra Revelation: You gain one additional revelation. You must meet all of the prerequisites for this revelation.
Improved Initiative: You get a +4 bonus on initiative checks.
Traits
Seeker: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you. social
Dangerously Curious: You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you. magic
Heroes of the Hollow: Your characters get +5 to any Cha based check with the residents of the Hollow, to anyone deeply connected with The Lumber Consortium you get -2 instead of +5. bonus
Skills 4 skill points/level +2 background/level = 24
Bluff +8 (+13 vs Hollow, +6 vs Lumber Consortium), Diplomacy +10 (+15 vs Hollow, +8 vs Lumber Consortium), Knowledge (history, planes, religion) +4, Linguistics +2, Perception +12 (+5 when based on sound), Profession (merchant) +6, Sense Motive +6, Sleight of Hand +9, Spellcraft +7, Stealth +8, Use Magic Device +9 AC Penalty -0
Languages
Common, Halfling, Dwarven, Draconic
Racial Abilities
Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Fleet of Foot: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
Favored class bonus: +1 to the oracle’s level for the purpose of determining the effects of the oracle’s curse ability.
SQ
Spells: An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle’s spell is 10 + the spell’s level + the oracle’s Charisma modifier. In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with “cure” in the name, inflict spells include all spells with “inflict” in the name). These spells are added as soon as the oracle is capable of casting them. This choice is made when the oracle gains her first level and cannot be changed.
Mystery: INTRIGUE 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. 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. At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table: Oracle Spells Known. They cannot be exchanged for different spells at higher levels.
Oracle’s Curse: DEAF Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle’s curse cannot be removed or dispelled without the aid of a deity.
Orisons: Oracles learn a number of orisons, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again.
Revelation: At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery. Unless otherwise noted, activating the power of a revelation is a standard action. Unless otherwise noted, the DC to save against these revelations is equal to 10 + 1/2 the oracle’s level + the oracle’s Charisma modifier.
Class Skills: An oracle with the intrigue mystery adds Bluff, Disguise, Sleight of Hand, and Stealth to her list of class skills.
Whispered Glimpses: The whispers of intrigue sing to you with glimpses of insight into others' presence and motives, granting you greater awareness than your own senses could manage. You can add your Charisma modifier instead of your Wisdom bonus on Perception and Sense Motive checks.
Desire Sight: As a standard action, you can learn the desires of any creature you can see within 100 feet, as if you had concentrated until the third round of detect desires. As usual for detect desires, the target can attempt a Will save to negate the effect. You can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels beyond 5th.
Deaf: You cannot hear and suffer all of the usual penalties for being deafened. A deafened character cannot hear. He takes a –4 penalty on initiative checks, automatically fails Perception checks based on sound, takes a –4 penalty on opposed Perception checks, and has a 20% chance of spell failure when casting spells with verbal components. You cast all of your spells as if they were modified by the Silent Spell feat. This does not increase their level or casting time. At 5th level, you receive a +3 competence bonus on Perception checks that do not rely upon hearing, and the initiative penalty for being deaf is reduced to –2.
Poetic Vengeance: You constantly plot and scheme to take your revenge against those who wrong you. Once per day as an immediate action, after an enemy successfully affects you with an attack (whether with a spell, a physical attack, or any other sort of attack), you can force the enemy to take half the effects of its own attack unless it succeeds on a Will save (DC 10 + 1/2 your oracle level + your Charisma modifier). Any damage from the attack is halved, and non-damaging effects have a 50% chance to apply. If the non-damaging effect has a DC, the enemy receives a saving throw against it, at either the DC of the original effect or the DC of this ability, whichever is lower. At 10th level, you can use this ability twice per day, and at 20th level you can use it three times per day.
Resistance: At 3rd level, the character gains a +1 resistance bonus on all saving throws. This bonus increases to +2 at 8th level, to +3 at 10th level, to +4 at 13th level, and to +5 at 14th level.
Armor Attunement: The character can attune herself to one suit of armor or one shield in her possession; she can change that attunement once per day. If she selects a normal set of clothing as her armor, it counts as having a starting enhancement bonus of +0. The attuned suit of armor gains a +1 enhancement bonus at 4th level.
Weapon Attunement: The character can attune herself to any one weapon in her possession, and can change that attunement once per day. The attuned weapon gains a +1 enhancement bonus at 4th level. At 8th level, the character can split her attunement between two weapons, granting each a +1 enhancement bonus. At 9th level, she can grant a single weapon a +2 enhancement bonus instead of granting two weapons a +1 enhancement bonus each. At 14th level, she can either grant a single weapon a +3 enhancement bonus or grant two weapons a +2 enhancement bonus each. At 15th level, she can either grant a single weapon a +4 enhancement bonus or grant two weapons a +3 enhancement bonus each. At 17th level, she can either grant a single weapon a +5 enhancement bonus or grant one weapon a +4 enhancement bonus and another weapon a +3 enhancement bonus.
Spells Known
2 (4/day) - cure moderate wounds, false belief, hold person
1 (7/day) - bless, charm person, cure light wounds, divine favor, shield of faith
0 (at will) - create water, detect magic, guidance, light, mending, resistance
Caster Level 3 Concentration +7
GEAR
Combat Gear
masterwork shortsword, 5x dagger, light crossbow, 16 crossbow bolts, studded leather, leather
Other Gear
traveler's outfit, ear trumpet, antitoxin, potion of cure light wounds, wand of cure light wounds (CL 1st, 13 charges), thieves' tools, beautiful book of dwarven hymns, 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 7 days), and a waterskin
Quote:
Let's say that a good quality ear trumpet costs 10 gp and out of combat Virdel will no longer automatically fail Perception checks based on sound but will need to make them at a -4 Penalty. And won't need to make sure he can see someone to understand what they're saying. One hand will be occupied when the ear trumpet is in use.
Money 548 gp
FLUFF
Description
Virdel is an officious looking merchant, always dressing to impress. For this mission, he wears traveling gear which looks to have never been used before.
He stands tall for a halfling and has a keen look in his eye, especially when shaking hands. One wouldn't necessarily peg his as deaf on first glance but further observation makes it clear when he whips out his ear trumpet.
History
Virdel was born into the illustrious Harg family of halflings, well-known and respected within Falcon's Hollow. His eldest brother Vamros is currently a magistrate in the town.
Virdel as the fourth son has very little inheritance relatively. He was apprenticed to the most powerful paper merchant in town and is in line to take over the business when the merchant retires. He has little interest in paper or other trade goods. He excels at dealing with people and prefers opportunities to make use of his talents at reading others. This makes him a natural success as a trader but he finds it boring work.
Ever since he was young, Virdel has had an interest in the old dwarven ruins around his hometown. Although never strong nor brave enough to venture in on his own, nevertheless he yearns for an opportunity and a group to present themselves.
Virdel was born with a degenerative disease which ultimately led to his total hearing loss. At the same time, he developed a sixth sense wherein he can commune with the essence of intrigue itself, learning useful information about those who would underestimate him.
Age 25