Sorcerer

Weyve Murkwater's page

465 posts. Alias of Peet.


Full Name

Weyve Murkwater

Race

resources:
Healer's Way: 5/5, Spells: 1st 7/7, 2nd 6/6, 3rd 4/4 | Bolts 10 | wand of flaming sphere 2

Gender

Gillman Oracle 6 | HP 45/45 | AC 20 : TAC 12 : FAC 18 : CMD 11 | Fort +5 : Ref +5 : Will +7 (+7 vs aboleth) | Perc. +8 : S.M. +5 | Init +2 | Move 20' : Swim 20'

Size

Medium (5'10" tall, 171 lbs.)

Age

20

Alignment

NG

Deity

Tsukiyo

Location

Ruins of Azlant

Languages

Common, Aboleth, Tien, Azlanti

Strength 7
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 12
Charisma 19

About Weyve Murkwater

THIS IS THE SINGLE-CLASS VERSION OF THIS CHARACTER. FOR THE GESTALT VERSION IN SHADOW'S GAME, LOOK HERE.

Gillman Oracle (Pei Zin Practitioner) of the Shadow Mystery

The Story of Weyve Murkwater:

* The Murkwater clan traditionally lived in the deeps of the Cannar Trench, a deep water region just north of Absalom. There they studies the ways of the shadowy depths and prepared defenses against the Aboleths, who they assumed would return one day to try to reclaim the gillman race.
* Nearly 50 years ago, a delegation of gillmen came to Almas to present to the nation of Andoran the keystone from the Arch of Aroden as a gift. One of the Gillmen in that delegation was Arkas Murkwater, a gillman scholar and famed among his people.
* Upon returning to Gillman territory, Arkas married and had five children. All those children were raised to be academics in search of knowledge, particularly about lost Azlant.
* When they had come of age, Arkas gathered his children together. One of them had to remain behind to ensure his legacy, but the rest were to leave home and voyage far in search of knowledge, only returning when their children (Arkas' grandchildren) had come of age.
* The eldest and hardiest child, Egren, went north up the Sellen River to the Lake of Mists and Veils, to see what secrets he could find in the barbaric north.
* The second eldest and bravest, Shamara, went west to the Eye of Abendego to see what mysteries she could find in the waters underneath.
* The third eldest, Corran, went east to the city of Goka to see what mysteries could be found in Tian Xia.
* The fourth child, Evna, went south to Vudra to see what mysteries she could discover there.
* The youngest, Jaster, remained behind to continue studying with Arkas his father.
* Corran, upon arriving in Goka, took the title of Low Azlanti Ambassador to Goka, a largely ceremonial title since there was otherwise virtually no contact between the Gillmen of the Inner Sea and the City of Goka. Though Corran still had to earn a living, the title did get him access to more elite social circles and allowed him to continue his studies, including a study of Tian Xia alchemy and herbalism, known as "Pei Zin."
* Weyve was born and raised in Goka by Corran and his wife Pearl. His father would tell him many stories about lost Azlant, and though he loved Goka, Weyve yearned for the day when his family would return to the Inner Sea and he could see Azlanti relics himself.
* Weyve's family would take him up into the mountains and down into the waters of the ocean on family 'camping' trips. He was fascinated to see how the mountain ranges above the water continued below the water and that mountainous terrain existed in both the air and water spheres. Corran explained to Weyve that many undersea mountains were taller than the tallest above sea mountains when you counted the height of the mountain from the base.
* When Weyve was eighteen and came of age, Weyve's family returned to the inner sea as they had promised Weyve's grandfather Arkas. Weyve was excited to meet the rest of his family. But when they arrived, Arkas had already died, and Weyve's uncle Jaster had not remained at Absalom and instead had gone off to Arcadia in search of something, though nobody was sure just what. None of Arkas' other children had ever returned.
* Weyve's cousin Umar (descended from Arkas' sister) had financed Jaster's expedition by buying out Arkas' estate from Jaster after convincing the Gillman community that Jaster's siblings must all be dead by now, making Jaster Arkas' sole heir. So when Corran, Pearl, and Weyve returned to Absalom their inheritance had been stripped of them. Umar refused to even consider returning it unless they paid him for it since he had bought the estate 'in good faith.'
* Weyve began looking for ways to make his fortune, knowing that without earning a lot of money he would never be able to reclaim his family estate. Most of Arkas' research and knowledge was now in the hands of Umar, who refused to share.
* Weyve learned of the expedition setting out for the Ruins of Azlant and applied to join, leaning heavily on the name of his grandfather to gain approval. He was accepted and prepared to set out on the expedition.

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Personality:
Weyve is young, and is excited and eager to be a part of the expedition. Going to Azlant is a part of a dream for him, and he is finally having it fulfilled. He is keen to learn new things and make discoveries, and one day hopes to be as famous a scholar as his grandfather.

But when he is reminded about how his legacy has been stolen from him, and how Arkas' knowledge is now in the hands of his cousin Umar, he grows bitter and angry. A part of his motivation is to satisfy this grudge by making a fortune and reclaiming his inheritance from Umar.

He also hopes to find his Uncle Jaster, or at least find out what happened to him, but with no information as to where in Azlant Jaster went, or why, he has no idea how to accomplish this and feels despair over his inadequacy for that task.
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Appearance:
Weyve is a handsome young man with long dark hair, deep violet eyes, and pale skin. He has an open face and a ready smile. He wears light well-made clothing in blues and greens, and wears a few pieces of jewelry made from coral and seashells. When adventuring he carries a crossbow and wears an armored belt and a spiked gauntlet, but he travels light.

When he casts a spell with the shadow or darkness descriptor, his deep water background becomes visible as his skin turns dark and bluish and his eyes glow blue, and in such a state he looks fearsome and alien.
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Build Concept:
Though Weyve is an oracle and can wear medium armor, he is built much like a sorcerer. He has a very low STR and relies on a crossbow for mundane attacks. He is intended primarily as a spellcaster and will try to keep away from the front line of battle. His primary form of action in combat at low levels will be summoning. He can also be fairly stealthy.

His Pei Zin training and spontaneous cure spells make him an effective healer, but his access to shadow spells will allow him to cast spells such as shadow enchantment, shadow conjuration, and shadow evocation, so he will be able to mimic many spells on the wizard/sorcerer list.
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Gillman Race Features:
+2 Constitution, +2 Charisma, –2 Wisdom: Gillmen are vigorous and beautiful, but their domination by the aboleths has made them weak-willed.
Medium: Gillmen are Medium creatures and have no bonuses or penalties due to their size.
Aquatic: Gillmen are humanoids with the aquatic subtype.
Normal Speed: Gillmen have a base speed of 30 feet on land. As aquatic creatures, they also have a swim speed of 30 feet, can move in water without making Swim checks, and always treat Swim as a class skill.
Amphibious: Gillmen have the aquatic subtype, but can breathe both water and air.
Enchantment Resistance:
Slimehunter
Source Advanced Race Guide pg. 1 (Amazon)
Gillmen with this trait are from lineages that have fought against aboleths since the aberrations rescued their human ancestors. They receive a +2 racial bonus on saving throws against aboleth spells, spell-like abilities, and supernatural abilities. This racial trait replaces enchantment resistance.
Water Dependent: A gillman's body requires constant submersion in fresh or salt water. Gillmen who spend more than 1 day without fully submerging themselves in water risk internal organ failure, painful cracking of the skin, and death within 4d6 hours.
Languages: Gillmen begin play speaking Common and Aboleth. Gillmen with high Intelligence scores can choose from the following: Aklo, Aquan, Draconic, and Elven.

Race: Gillman (slimehunter)
Class: Oracle
Archetype: Pei Zin Practitioner
Mystery: Shadow
Curse: Haunted

HP: 45 (6d8 + 12 CON)
AC: 20 (10 + 2 DEX, + 7 Armor + 1 Shield)
Saves: Fortitude +5, Reflex +5, Will +7 (+9 vs Aboleth Enchantments) includes +1 resistance bonus
Initiative: +2
Move: 30', swim 30' (20' in armor)
BAB: +4, CMB: +2, CMD: 14

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Combat

Melee: (+4 BAB, -2 STR)
Spiked Gauntlet +2, 1d4-2

Ranged: (+4 BAB, +2 DEX)
Masterwork Light Crossbow +7, 1d8

Combat Gear: (105 starting gold, 23 lbs. Capacity light load)
Spiked Gauntlet 5 gp, 1 lb.
Darkwood Light Underwater Crossbow 410 gp, 2 lbs.
Darkwood Buckler Shield 205 gp, 2.5 lbs.
+1 Breastplate 1350 gp, 30 lbs.
10 Cold Iron Bolts 2 gp, 1 lb.

Light Crossbow 35 gp, 4 lbs.
Buckler Shield 5 gp, 5 lbs.
Breastplate 200 gp, 30 lbs.

Total: 247 gp, 40 lbs.

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Traits:
Seeker (social): +1 Perc +class
Azlanti Scholar (campaign): +1 History, Local, UMD +class
Mountaineer (region): +1 Stealth, +class
Naive (drawback): -2 to CMD vs. Dirty Trick and to AC vs. Improvised Weapons

Feats and Revelations:
1st level Revelation: Healer's Way (archetype)
1st level Feat: Extra Revelation: Dark Secrets (Su): add 2 (level/2) wizard shadow/darkness spell to spells known
3rd level Revelation: Army of Darkness (Su): may summon creatures with shadow template in place of celestial template, allows augment summoning
3rd level Feat: Augment Summoning - +4 STR & CON for summoned creatures
5th level Feat: Spell Focus (illusion)

Dark Secrets:
You learn the hidden secrets surrounding the casting of shadow spells. You can add a number of spells from the sorcerer/wizard spell list equal to your Charisma modifier (minimum 1, maximum equal to half your oracle level) to your spell list and your list of spells known as divine spells. These have a spell level equal to their sorcerer/wizard spell level. You can add only illusion spells from the shadow subschool or spells with the darkness descriptor to your list of spells known in this manner. Each time you gain an oracle level after taking this revelation, you can choose to replace one of these spells for a new appropriate spell on the sorcerer/wizard spell list.

Feat Plan:

5 Spell focus Illusion
7 Holy Water thingy
9 Greater Spell Focus
11 Quicken Spell
11R Pierce the Shadows
13 Extra Rev. Shadow Projection
15
15R Shadow Mastery

Wings of Darkness allowed at 7

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The Oracle's class skills are Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Armor Check Penalty: -3

Adventuring Skills:
(4+INT/Level +1 FCB = 31 ranks)

Diplomacy: +11 (4 rank, +4 CHA, +3 Class)
Heal: +5 (1 rank, +1 WIS, +3 Class)
Knowledge (planes): +5 (1 rank, +1 INT, +3 Class)
Knowledge (religion): +5 (1 rank, +1 INT, +3 Class)
Perception: +11 (6 rank, +1 WIS, +3 Class, +1 Trait)
Sense Motive: +5 (1 rank, +1 WIS, +3 Class)
Spellcraft: +8 (4 rank, +1 INT, +3 Class)
Stealth: +9 (6 rank, +2 DEX, +3 Class, +1 Trait, -3 ACP)
Swim: +10 (1 rank, -2 STR, +3 Class, +8 Swim Speed)
Use Magic Device: +14 (6 rank, +4 CHA, +3 Class, +1 Trait)

Background Skills:
(2/Level = 12 ranks)

Knowledge (history): +11 (6 rank, +1 INT, +3 Class, +1 Trait)
Profession (herbalist): +16 (6 rank, +4 CHA, +3 Class, +3 Master Herbalist)

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Magic

Oracle Spell List

Healer's Way (archetype): 3d6, 5/day (as lay on hands)

Spells Per day:
1st level: 7
2nd level: 6
3rd Level: 4

Spells Known:
0th level orisons (6 + 2C + 2 FCB = 10) DC 14:
create water,
detect magic,
ghost sound (C),
guidance,
light,
mage hand (C),
mending,
purify food & drink,
read magic,
snuff

1st level spells (4 + 1B + 1D + 1M + 2FCB = 9) DC 15:
barbed chains,
bless,
blurred movement (M),
cure light wounds (B),
detect evil,
liberating command,
protection from evil,
shadow trap (DC 17) (D),
summon monster I

2nd level spells (2 + 1B + 2C + 1M + 1D = 7) DC 16:
burst of radiance,
cure moderate wounds (B),
invisibility (M),
levitate (C),
minor image (DC 17) (C),
summon monster II,
twilight haze (D)

3rd Level Spells (1 + 1B + 1M + 1D)
Cure serious wounds (B)
Dispel magic
Deeper darkness (M)
Shadow enchantment DC 19 (D)

(B = oracle bonus spell, C = oracle curse spell, M = mystery spell, D = dark secrets revelation spell, FCB = favored class bonus spell)

Possible Spell Plan:

5th level (2, 1): burst of radiance, levitate (C), minor mage (C), hide from undead, 1 (FCB)
6th level (3, 0): cure serious wounds (B), deeper darkness (M), shadow enchantment (D), summon monster III, 2 (FCB), 2 (replaces summon II)
7th level (3, 2, 1): communal resist energy, boneshaker, silence (FCB), liberating command
8th level (4, 0): cure critical wounds (B), shadow conjuration (D), shadow step (M), summon monster IV, magic vestment (FCB), 3 (replaces SM III)
9th level (4, 3, 2): blessing of fervor, shield of darkness, 3 (FCB), 2
10th level (5, 0): shadow evocation (D), mass cure light wounds (B), telekinesis (C), vampiric shadow shield (M), summon monster VI
11th level (5, 4, 3): breath of life, 4 (FCB)
12th level (6): greater shadow enchantment (D), mass cure moderate wounds (B), shadow walk (M), greater dispel magic, geniekind (FCB)
13th level (6, 5, 4): 6, 5 (FCB)
14th level (7): greater shadow conjuration (D), mass invisibility (M), cold ice strike (FCB)
15th level (7, 6, 5): 7, 6 (FCB)
16th level (8): greater shadow evocation (M), 8, 7 (FCB)
17th level (8, 7): 8, 7, 7 (FCB)
18th level (9): shades (M), 9, 8 (FCB)
19th level (9, 8): 9, 8, 8 (FCB)
20th level (9): 9, 8 (FCB)

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Miscellaneous Gear:
1000 gp Quick runner's shirt -
1000 gp Muleback cords 0.25 lbs
__30 gp Shadow Stencil Set 2 lbs.
___6 gp 2 x Spirit of Wine (alchemical reagent, +1 CL for duration of summons)
___5 gp Spell Component Pouch 2 lbs.
___2 gp Scrivener's kit 1 lb.
___1 gp Flint & steel -
___1 gp Scroll case 0.5 lbs.
___1 gp Rice paper 20 sheets -
___3 gp Haramaki 1 lb.

2049 gp

_5 sp Waterproof bag 0.5 lbs.
_5 sp Bandolier -
_5 sp Sewing needle -
_2 sp Mess kit 1 lb.
_1 sp Fishhook -
_1 sp Oil 1 lb.

19 sp

_3 cp 3 x Chalk -
_1 cp Twine 50' 0.5 lbs.
_1 cp Soap 0.5 lbs.
_3 cp Earplugs -
_2 cp 2 x Candle -

10 cp

Total: 2051 gp, 10 lbs,
Plus Combat Gear: 247 gp, 40 lbs.
Grand Total: 2298 gp, 50 lbs.

1 gp remaining
Carrying Capacity 66 lbs (light load)