About Xander Ravencourt
Human Reincarnated Seeker Oracle of Pharasma 4
The Ravencourts are ancient noble family dedicated to the service of Pharasma. They are originally Taldan, but have a strong streak of Azlanti blood that they try desperately to preserve. The family's progenitor, Simon Whitemane, was a Field-Marshal of the Knights of Ozem. At the end of the Shining Crusade when the Shield of Aroden shattered, in the wake of Tar-Baphon's defeat, the shards of the shield were entrusted to the surviving leaders of the Crusade.
Those shard-bearers went out into the land and raised families devoted to defending the land against the darkness that had claimed it. The shield-houses have been the Watcher-Lord of Lastwall's silent supporters in maintaining the peace of the land so that the job of holding back the darkness could be made easier. The Lord keeps his sights on the borders, the shield-houses keep watch over the populace, quietly among them like watchdogs in a herd of sheep. The shards of the shield became symbols of devotion to their charge to never again let Ustalav fall into darkness.
At least that is how it was supposed to be.
Of the original guardian houses, the Whitemane family and the Ravencourt family have merged by marriage. Many other houses have fallen or forgotten their oaths. Many shards have been lost.
The House of Ravencourt now seeks the remaining shards. Five are accounted for, three of which are in the possession of the Ravencourt family. The rest are scattered.
Xander would never be a knight like his cousins or his brother. The Lady of Graves put her mark on him early. He had never known anything but the whispers of the dead pushing him toward mysteries and lost knowledges. The voices of his fallen ancestors sung him to sleep at night, and for a time he had trouble telling the difference between the living and the dead.
By the time he became an adult, he mostly has a handle on his prophetic gifts. He joined his siblings and cousins on their quests, proving time and time again that even though he was not a knight, he was still one of Pharasma's chosen. She worked through him more directly than anyone in the family in generations.
So, when one of his brothers returned on his birthday with an ancient tome with pictures matching the images that had been in his dreams for his entire life, he did not think it was coincidence. His life had all been preparation for something. Perhaps this was it. When he told the family that he had to seek the place spoken of in the book, they trusted his judgement. He had long since proven that his gifts were reliable. They sent him off with their blessing.
And so it was that Xander came to the place called Carrion Hill.
Five cultist madmen released something unspeakable in that place. The investigation led through antediluvian caverns beneath the town, an cursed sanitarium, a chemical factory full of the risen dead, and many other hideous places. With equal parts luck and skill, Xander and his group managed to banish the invisible horror that had been summoned and kill or capture the surviving cultists.
His deeds in Carrion Hill earned him a field-commision into the ranks of the Pathfinder Society. He wears his Wayfinder proudly.
His first mission for the Pathfinders is to investigate a town called Karpad. As soon as he had his orders the prophecy dreams started again. It seemed Pharasma had plans for him yet...
HP: 40 (10+4d8+5+5)
===== Defense =====
AC 18 (+6 breastplate, +2 dex)
+4 Fort (+1 class, +2 con, +1 resistance)
BaB +3, CMB +3
Ancestral Lucerne Hammer +6, 1d12+3, x2 crit, bludgeoning, piercing
Ancestral Greatsword/Earthbreaker +6, 2d6+3, 19-20 x2/x3 crit, slashing or bludgeoning
Morningstar Aspergillum +5, 1d8+2, x2 crit, bludgeoning, piercing, delivers liquids
Sickle +5, 1d6+2, x2 crit, slashing
Javelin +5, 1d6+2, x2 crit, piercing
Combat Net +1, touch attack, entangle
=====Traits and Feats=====
-------Traits and Drawbacks---------
Militia Veteran: +2 Survival, always a class skill
Tomb Raider (Life of Adventure): +1 Perception, always a class skill
Highlander: +1 stealth, always a class skill. Additional +2 in rocky terrain.
Family Ties: When a family member makes a request of you, you must fulfill that request or take a –2 penalty on all Wisdom- and Charisma-based ability checks and skill checks until you either do what was requested or succeed at a DC 20 Will saving throw, which you can attempt once per day at the start of each day.
16 oracle, 2 favored class, +8 background
+12 Stealth (4 rank, +2 dex, +3 class, +1 trait, +2 eq)
=====Orisons, 6 known, at will=====
=====1st, 3 known, 7 per day=====
=====2nd, 1 known, 4 per day=====
Voice of the Grave (Su): You can speak with the dead, as per the spell, for a number of rounds per day equal to your oracle level. These rounds do not need to be consecutive. At 5th level, and every five levels thereafter, the dead creature you question takes a cumulative –2 penalty on its Will save to resist this effect.
Location Memories (Su): As a swift action, you may search your past lives for memories of or insight about your current location. This grants you the scent ability, low-light vision, and a +2 insight bonus on Perception and Survival checks for 1 minute. You can use this ability a number of times per day equal to 3 + your Charisma modifier. You must take this revelation at 1st level or 3rd level.
Ancestral Weapon (Su): You can summon a simple or martial weapon from your family’s history that is appropriate for your current size. You are considered proficient with this weapon. At 3rd level, the weapon is considered masterwork. At 7th level, 15th level, and 19th level, the weapon gains a cumulative +1 enhancement bonus. At 11th level, the weapon gains the ghost touch weapon property. You can use this ability for a number of minutes per day equal to your oracle level. This duration does not need to be consecutive, but it must be used in 1-minute increments. The weapon disappears after 1 round if it leaves your grasp.
Tinkering (Ex) Seekers often look to ancient devices, old tomes, and strange magical items in order to learn more about their oracle mysteries. As a result of this curiosity and thanks to an innate knack at deciphering the strange and weird, a seeker gains Disable Device as a class skill. In addition, at 1st level, a seeker adds half his oracle level on Perception checks made to locate traps and on all Disable Device skill checks (minimum +1). A seeker can use Disable Device to disarm magical traps. If the seeker also possesses levels in rogue or another class that provides the trapfinding ability, those levels stack with his oracle levels for determining his overall bonus on these skill checks.
Armor: Breastplate (200 gp)
Slotless: Wayfinder. Heightened Continual Flame cast inside the locket (as a 4th level spell)
-In Pouches/On belt-
-Reinforced Fire Resistant Satchel-
[WBL Threshold 6k]