Shenmen Merchant

Wren Sato's page

5 posts. Alias of TrinketMike.


Full Name

Wren Sato

Race

| HP: 10/10 | AC 16 (T12, FF 14) | CMB: +2 CMD: 14 | F:+2 R:+2 W:+3 (+2 vs. disease) | Init +2 | Perc +5, SM +1, Diplomacy +7

Classes/Levels

| Speed 30 ft. | Spells: 1st: 4/4 | AoO: 4/4 | Active Conditions: None

Alignment

NG

Deity

Irori

Location

Sandpoint, House of Blue Stones

Languages

Common, Minkaian, Tien

Occupation

Acolyte

Strength 14
Dexterity 14
Constitution 14
Intelligence 13
Wisdom 12
Charisma 16

About Wren Sato

Statistics:

Wren Sato
Male Human (Tien) Oracle 1
NG Medium Humanoid (human)
Init +2; Senses Perception +5

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DEFENSE
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AC 16, touch 12, flat-footed 14 (+4 armour, +2 Dex, +0 shield)
hp 10 (1d8+2)
Fort +2, Ref +2, Will +3
…-1 vs. disease and infestations
Immune sickened
Attacks of Opportunity 4/round (one must be made with tail)

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OFFENSE
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Speed 30 ft.
Melee longspear +2 (1d8+3 P/x3)
…unarmed strike +2 (1d3+2 B)
…Tail Swipe (attack of opportunity) +2 (1d8+2)
Ranged dart +2 (1d4+2 P) (20 ft. range)
Spells Known (CL 1st, Concentration +4)
1st—4/day—cure light wounds, ears of the city, shield of faith
0—At Will—create water, guidance, light, stabilize

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STATISTICS
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Str 14, Dex 14, Con 14, Int 13, Wis 12, Cha 16
Base Atk +0; CMB +2; CMD 14
Traits child of the temple, style sage
Feats combat reflexes, improved unarmed strike
Skills Diplomacy +7 (1R), Heal +5 (1R), Knowledge (arcana) +5 (1R), Knowledge (history) +5 (1R), Knowledge (local) +2 (0R), Knowledge (nobility) +2 (0R), Knowledge (planes) +5 (1R), Knowledge (religion) +6 (1R), Perception +5 (1R)
(7 points; 4 class, 1 INT, 1 race, 1 favoured class) (Check Penalty: -2 (not in stats yet))
(Class Skills: Craft, Diplomacy, Fly, Heal, Knowledge (arcana), Knowledge (history), Knowledge (local) (from trait), Knowledge (nobility) (from trait), Knowledge (planes), Knowledge (religion), Intimidate, Perception, Profession, Sense Motive, and Spellcraft)
Abilities curse (plagued), mystery (dragon), orisons, revelation (tail swipe)
Proficiencies Simple weapons, light armour, medium armour, shields
Languages Common, Minkaian, Tien

Special Abilities:

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SPECIAL ABILITIES
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Combat Reflexes You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Child of the Temple: Basic (Faith): You have long served at a temple in a city, where you picked up on many of the nobility’s customs in addition to spending much time in the temple libraries studying your faith. You gain a +1 trait bonus on Knowledge (nobility) and Knowledge (religion) checks, and one of these skills (your choice) is always a class skill for you..

Mystery: Dragon - Electricity
Oracles who draw their power from the mysterious and primal might of dragons are usually solitary folk. They are deep thinkers and often quick of wit, but prideful and equally quick-tempered. Upon selecting this mystery, the oracle must select an energy type (acid, cold, electricity, or fire) to be her associated element, which impacts several revelations.
…Class Skills: An oracle with the dragon mystery adds Fly, Intimidate, Perception, and Knowledge (arcana) to her list of class skills. She can take ranks in Fly even if she does not have a method of flying under her own power.

Plagued: You suffer from minor ailments and sicknesses. While you struggle to resist new diseases, you have grown accustomed to the many inconveniences of sickness. You take a –1 penalty on all saving throws against disease or infestation effects, but you are immune to the sickened condition. At 5th level, add pox pustules to your list of 2nd-level oracle spells known. At 10th level, increase the save DC of any disease effect you create by +2, and you raise the number of saves required to recover naturally from these diseases by 1. At 15th level, you are immune to the effects of disease and infestations, but you can still function as a carrier for sickness.

Revelations
Tail Swipe (Ex): You express your wrath through sweeps of a wicked tail. You can grow a scaly tail. This tail can be used only to make attacks of opportunity, but it allows you to make one additional attack of opportunity each round. This tail attack deals an amount of bludgeoning damage equal to 1d8 (1d6 if you are Small) + your Strength modifier. At 10th level, you can attempt a free trip combat maneuver check against any creature damaged by your tail attack. This does not provoke an attack of opportunity.

Style Sage: Basic (Social): You have a passion for history and news concerning monastic disciplines. You gain a +1 trait bonus on checks with your choice of either Knowledge (local) or Knowledge (history), and the one you choose is always a class skill for you. In addition, you gain a +1 trait bonus on Diplomacy checks made to gather information about any person with levels in monk.

Spells:

1st
Ears of the City Touch, One creature, 1 round/level. The target of this spell sees and hears a stream of past scenes and pieces of conversations related to local people and events. The flashes are so brief that it is impossible to identify individual people or places, but when the target concentrates on a particular topic or individual, she can piece together a coherent narrative told in a multitude of changing voices in her mind. Each round for the duration of the spell, the target can attempt a Diplomacy check to gather information as though she had spent 1d4 hours talking to local people. Since the information gathering doesn’t involve actual interaction with people, only observation, the target can use her Perception skill instead of her Diplomacy skill. While thus concentrating, the target is effectively blind and deaf.
Shield of Faith Touch, 1 minute/level. This spell creates a shimmering, magical field around the target that averts and deflects attacks. The spell grants the subject a +2 deflection bonus to AC, with an additional +1 to the bonus for every six levels you have (maximum +5 deflection bonus at 18th level).

Gear/Possessions:

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GEAR/POSSESSIONS
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Combat Gear longspear, dart (5), acid, holy water, scroll of cure light wounds
Possessions lamellar leather, backpack, bedroll, belt pouch, chalk, flint and steel, grooming kit, ink, inkpen, journal, whetstone
Money 1 GP 2 SP 7 CP

Background:

orphan, parents died in Late Unpleasantness, House of Blue Stones, Ameiko is a distant cousin.
Founded by Enderaki Sorn, dedicated to Irori. Once a travelling monk. Died 25 years after founding it (before Late Unpleasantness, old age). Sabyl was his daughter. She runs it now.
Main floor is an open meditation floor which boasts a quantity of inset blue stones that provide the monastery with its name. There’s also a garden outside, and a basement, which holds texts of use to the monastery: martial forms, philosophy, self-perfection, etc. Those of his faith may use it. Others if convince her of their good intentions.
Lives there in a small cell. His job is to maintain it. Mostly cleaning, polishing floor and stuff.

Appearance and Personality:

Always coughing
Eats a lot
Accidentally gives people static shocks by touch
Has a frilled reptile tail
Wears a long cloak.

Future Information:

Psychic Searcher
A psychic searcher is devoted to revealing the hidden within the world around her by sensing and communing with residual mental energy, haunts, and fragments of living spirits that can dwell in objects or rooms.

Bonus Spells: Augury (4th), locate object (6th), divination (8th), find the path (12th), discern location (16th), foresight (18th). These bonus spells replace the oracle’s normal mystery bonus spells at these levels.

Inspiration (Ex): At 2nd level, a psychic searcher gains an inspiration pool, as the investigator class ability. A psychic searcher uses her oracle level as her investigator level to determine the effects of this ability. She gains free uses of inspiration on Diplomacy, Knowledge (arcana, history, local, nobility, planes, religion), and Sense Motive skill checks without spending a use of inspiration, provided she’s trained in that skill. A psychic searcher’s inspiration pool refreshes each day, usually when she refreshes her spells. A psychic searcher’s inspiration pool is based on her Charisma modifier, not her Intelligence modifier. This ability replaces the mystery spell gained at 2nd level.

Psychic Talent (Su): At 3rd level, a psychic searcher’s mastery of her supernatural insight grows, granting her a new investigator talent from the following list: amazing inspiration, eidetic recollection, empathy, inspired alertness, item lore, perceptive tracking (except using Sense Motive instead of Perception or Survival), rogue talent (only for hard to foolAPG), and tenacious inspiration. Whenever a psychic searcher can select a new revelation, she can instead select an investigator or rogue talent from the above list. This ability replaces the revelation gained at 3rd level.

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Dragon Mystery
Oracles who draw their power from the mysterious and primal might of dragons are usually solitary folk. They are deep thinkers and often quick of wit, but prideful and equally quick-tempered.

Upon selecting this mystery, the oracle must select an energy type (acid, cold, electricity, or fire) to be her associated element, which impacts several revelations.

Deities: Dahak, General Susumu, Nalinivati, Ragadahn, Shizuru.

Class Skills: An oracle with the dragon mystery adds Fly, Intimidate, Perception, and Knowledge (arcana) to her list of class skills. She can take ranks in Fly even if she does not have a method of flying under her own power.

Bonus Spells: cause fear (2nd), resist energy (4th), fly (6th), fear (8th), spell resistance (10th), antimagic field (12th), true seeing (14th), form of the dragon III (16th), overwhelming presence (18th).

Revelations: An oracle with the Dragon mystery can choose from any of the following revelations.

Breath Weapon (Su): The primal power of dragonkind seethes within you. You gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per 2 oracle levels you have (minimum 1d6; Reflex half ). The shape of the breath weapon is either a 30-foot cone or a 60- foot line, selected when choosing this revelation. You can use this ability once per day at 1st level, plus one additional time at 5th level and one additional time per day for every 5 levels beyond 5th.

Draconic Resistance (Ex): Like the great dragons, you are not easily harmed by common means of attack. You gain resistance 5 against your chosen energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and your natural armor bonus increases to +2. At 15th level, your energy resistance increases to 20 and your natural armor bonus increases to +4

Dragon Magic (Sp): Your draconic power grants you a limited form of access to arcane magic. Select one spell from the sorcerer/wizard spell list that is 2 levels lower than the highest-level spell you can cast, or two spells that are both at least 3 levels lower. You can cast each of the selected spells once per day as a spell-like ability. At 11th level, you can cast each selected spell twice per day.

Dragon Senses (Ex): Your senses take on a keen draconic edge. You gain either darkvision with a range of 60 feet or low-light vision. At 5th level, you can select darkvision with a range of 60 feet or low-light vision if you do not yet have both, or you can add 60 feet to the range of your darkvision. At 11th level, you gain blindsense with a range of 30 feet. If you already have blindsense, you instead increase its range by 30 feet. At 15th level, you gain either the scent ability or a +4 bonus on Perception checks.

Form of the Dragon (Su): Your kinship with dragonkind allows you to take on the form of a dragon. As a standard action, you can assume the form of a Medium dragon, as per form of the dragon I. At 15th level, you can assume the form of a Large dragon, as per form of the dragon II. At 19th level, you can assume the form of a Huge dragon, as per form of the dragon III. You can use this ability once per day, but the duration is 10 minutes per oracle level. If you are at least 15th level and choose to have this ability function as per form of the dragon I, the duration is instead 1 hour per oracle level.

You must be at least 11th level to select this revelation. Rather than form of the dragon spells, you can choose for this revelation to act as form of the alien dragon I, II, and III (see page 29) or form of the exotic dragon I, II, and III (see page 30). This choice must be made when you first gain this revelation, and cannot be changed.

Presence of Dragons (Su): Those who would oppose you must overcome their fear of dragons or be struck with terror at your draconic majesty. As a swift action, you can manifest an aura of draconic might around yourself. Enemies within 30 feet who can see you when you activate this ability must attempt a Will save. Success means that the creature is immune to this ability for the following 24 hours. On a failed save, the opponent is shaken for 2d6 rounds. This is a mind-affecting fear 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.

Scaled Toughness (Su): You can manifest the scaly toughness of dragonkind. Once per day as a swift action, you can harden your skin, giving it a scaly appearance and granting you DR 10/magic. During this time, you are also immune to paralysis and sleep effects. This effect lasts for a number of rounds equal to your oracle level. At 13th level, you can use this ability twice per day. You must be at least 7th level to select this revelation.

Tail Swipe (Ex): You express your wrath through sweeps of a wicked tail. You can grow a scaly tail. This tail can be used only to make attacks of opportunity, but it allows you to make one additional attack of opportunity each round. This tail attack deals an amount of bludgeoning damage equal to 1d8 (1d6 if you are Small) + your Strength modifier. At 10th level, you can attempt a free trip combat maneuver check against any creature damaged by your tail attack. This does not provoke an attack of opportunity.

Talons of the Dragon (Su): You fight with the fearsome talons of dragonkind. You can grow claws as a free action. These claws are treated as natural weapons, allowing you to perform two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals an amount of slashing damage equal to 1d4 (1d3 if you are Small) + your Strength modifier. At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage die increases by 1 step, to deal an amount of slashing damage equal to 1d6 (1d4 if you are Small) + your Strength modifier. At 11th level, these claws deal an additional 1d6 points of damage of your chosen energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

Wings of the Dragon (Su): Like the great dragons, you can take to the skies and terrorize opponents from above. As a swift action, you can manifest leathery dragon wings that grant you a fly speed of 60 feet (clumsy maneuverability). At 10th level, your maneuverability increases to poor. You can use these wings for 1 minute per day for each oracle level you have. This duration does not need to be consecutive, but it must be spent in 1-minute increments. At 11th level you can use these wings for 10 minutes per day for each oracle level you have. At 15th level, you can use the wings indefinitely. You must be at least 7th level to select this revelation.

Final Revelation: Upon reaching 20th level, your draconic destiny unfolds. You gain immunity to paralysis, sleep, and damage of your energy type. You count as a dragon for the purposes of spells and magical effects. If you have the breath weapon revelation, you can use your breath weapon an unlimited number of times per day, though no more often than once every 1d4+1 rounds.
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Notes:

Spells I want: weaponwand
Feats I am interested in:
Gear that’s cool:

NOTE: BOLIN