Son of Mercy

Yodi Feldenson's page

131 posts. Alias of therealthom.


Full Name

Dagvind 'Yodi" Feldenson

Race

Perception +5, Sense Motive +5 Initiative +5 Speed 20''

Classes/Levels

Saves F 4 R 3 W 4 AC normal, flat-foot, touch : 17, 16, 11 HP 24 of 24

Gender

Male Human (Linorm)

Strength 11
Dexterity 13
Constitution 15
Intelligence 12
Wisdom 10
Charisma 17

About Yodi Feldenson

Dagvind 'Yodi" Feldenson

Description:Tall, gaunt, almost stringy. Dark-haired Yodi always dresses so that his body is covered and he is usually veiled. His awkwardly hanging breastplate was built for a larger man. His visible skin is spotted with white scaly patches, broken scabs, and sores.

Male Human Oracle 3 (Wasting curse, Heavens Mystery)

S 11(+0), D 13(+1), Co 15(+2), I 12(+1), W 10(+0), Ch 17(+3) Racial Modifier to Charisma

Combat
BAB +2 CMB +2 CMD 13 , Initiative +5 Speed 30'

Defense:
Saves F (4 = +1 +2Co +1 Cloak) R (3 =+1 +1D +1 Cloak) W (4 =+3 +0W +1 Cloak) ()
AC normal, flat-foot, touch : 17, 16, 11 (+6 armour, +1 dex)
HP Total {24}

Attacks and Weapons:
Melee:
dice= MW Spear] 1d20+3[/dice] ... dice= damage] 1d8[/dice] x3, 20'
dice= Dagger] 1d20+2[/dice] ... dice= damage] 1d4[/dice] 19-20, x2, 10'
dice= Club] 1d20+2[/dice] ... dice= damage] 1d6[/dice] x2, 10'

Ranged:
dice= MW Light Crossbow] 1d20+3, 1d8, 19-20, x2, 10' [/dice] 20 Bolts
dice= MW Spear] 1d20+4, 1d8, x3, 20'[/dice]
dice= Dagger] 1d20+3, 1d4, 19-20, x2, 10' [/dice]
dice= Club] 1d20+2, 1d6, x2, 10' [/dice]

Spells Remaining: 1st: 6 of 6

Spells:

Spells/day Unlimited orisons, 1st level 5 + 1 Ch,

Spells Known(5 Orisons/3 First )
Orisons (5) Create Water: Creates 2 gallons/level of pure water. __ Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object. __ Guidance: +1 on one attack roll, saving throw, or skill check.
Read Magic: Read scrolls and spellbooks.

First Level (3) + bonus spells
Bless: Allies gain +1 on attack rolls and saves against fear.
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Protection from Evil: +2 to AC and saves, plus additional protection against evil.

Bonus Spells: Color Spray* (Will DC 15), hypnotic pattern (4th), daylight (6th), rainbow pattern (8th), overland flight (10th), chain lightning (12th), prismatic spray (14th), sunburst (16th), meteor swarm (18th).
* HD limits boosted by Awesome Display

Languages: Common, Skald, Ancient Osirian

Skills:
(21 total) (4/oracle level + 1/level Int + 1/level human + 1/level favored class oracle)
ACP 2 = 4 -1 MW -1 Trait

Appraise __________ 4 = 1 +1 I + 2 Trait
Diplomacy _________ 0 = 1 +3 Ch -4 Wasting
Fly (someday) ____ -1 = 0 + 1 D - 2 Armor
Heal ______________ 5 = 2 +0 W +3 oracle
Intimidate ________ 4 = 1 +3 Ch
Know (Arcana)______ 8 = 1 +1 I +3 oracle +3 (DM's bonus +1/level)
Know (History)______ 6 = 2 +1 I +3 oracle
Know (Religion)_____ 6 = 2 +1 I +3 oracle
Know (Planes)______ 5 = 1 +1 I +3 oracle
Linguistics _______ 2 = 1 + 1 I
Perception_________ 5 = 2 +0 w +3 heavens
Perform(sing)______ 0 = 0 +3 Ch -4 Wasting +1 (DM's free craft, perform, or profession point)
Ride ______________ 4 = 1 + 1 D - 2 Armor
Sense Motive ______ 5 = 1 + 0 W +3 oracle
Spellcraft _________ 6 = 2 +1 I +3 oracle
Stealth ___________ 3 = 2 + 1 D - Armor
Survival___________ 4 = 1 + 0 W +3 heavens

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). In addition, oracles receive additional class skills depending upon their oracle mystery. An oracle with the heavens mystery adds Fly, Knowledge (arcana), Perception, and Survival to her list of class skills.

Untrained:
Acrobatics 0 + D - ArmorCP
Appraise 0 + I
Bluff 0 + Ch
Climb 0 + S - ArmorCP
Craft 0 + I
Diplomacy 0 + Ch
Disguise 0 + Ch
Escape Artist 0 + D - ArmorCP
Forgery 0 + I
Heal 0 + W
Intimidate 0 + Ch
Know (any) 0 + I
Perception 0 + W
Ride 0 + D - 1 ArmorCP
Sense Motive 0 + W
Spellcraft 0 + I
Stealth 0 + D - 1 ArmorCP
Survival 0 + W
Swim 0 + S

Traits, Feats, Class Features:

Traits
Foreign Opportunist: ... +2 trait bonus on Appraise checks, ... always a class skill. ... sell relics of Ancient Osirion for 60% of their listed price, rather than the normal 50% value. What is considered a relic of Ancient Osirion is left to the GM’s discretion.

Armor Expert: You have worn armor as long as you can remember, .... When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.

Feats
Human Bonus: Improved Initiative
1st Level: Spell Focus Conjuration
3rd Level: Spell Focus Illusion

Revelations:
1st Level: Awesome display.
3rd Level: Moonlight Bridge

Oracle Class Features

Equipment:

MW Breast Plate, AC +6, ACP -3, Max Dex +3 (Trait takes ACP down 1 more)
Long Sword
Dagger
MW Spear
MW Light Crossbow
20 Bolts

Traveller's outfit
Waterskin

Pouch, belt
Tindertwig 5x
Wand CLW (35/50)
2 Oil Magic Weapon
Cloak of Resistance +1

MW Backpack
Blanket
Bedroll
Rations, trail x10
Soap
Flint and Steel
Whetstone
Lantern Hooded
Oil, x5

Travois
Iron Pot
Crowbar
Miner's Pick
Piton's x10
Rope, Hemp, 50'
Spade

Background :

Nick-named 'Furious' in his boyhood for his temper, Yodi is calmer in early manhood, but the nickname has stuck. He's even come to like it.

He keeps a warrior's rough honor. His word is his bond and he pays his debts. Once a person has earned his friendship, he will back that person at risk of his own life. Once someone has earned his enmity, he will offer them only the edge of his sword.

Yodi came south with a group of friends seeking to make their fortune in the warm southern lands, but they are all dead now and Yodi needs to make some quick cash.

**

A few things you'll know about Yodi even though he doesn't talk much. The Grim Propectors (or something else if you like) are Yodi's second team. The first team died badly and he contracted an apparently incurable wasting disease while exploring tombs with them.

His breastplate is oversized, but he claims it fit well once and that his father made it. The armor and a longsword are all that's left of the gear that brought with him when he and his friends came south from the Land of the Linnorm Kings. He doesn't use the sword at all, but sharpens it at least three times a week.

Occasionally you could hear him singing in his rough raspy voice when he thought he was alone on watch. It was not pleasant.

He has a limited number of magical tricks. He claims he had better ones before the gods stole his voice and his strength in the tombs.

Other Information:

Lots of hand washing. Sings (badly) when he's alone. Careless of his gear, except the breastplate and sword. Refuses physical help.

Was a chaotic good follower of Cayden, Gorum, and to a lesser extent, Desna. Currently neutral, occasionally tending kind. He angry at the gods, and tries worshipping different ones to find or appease the one who cursed him, if one did. Fears his new magical powers were some kind of cosmic payment for his proud, old attributes. Knows that he would be worm food without them, and despite reviling them, fears they too will be snatched away.

Current Adventure Loot:

Heavens Mystery:

Class Skills: An oracle with the heavens mystery adds Fly, Knowledge (arcana), Perception, and Survival to her list of class skills.

Bonus Spells: color spray (2nd), hypnotic pattern (4th), daylight (6th), rainbow pattern (8th), overland flight (10th), chain lightning (12th), prismatic spray (14th), sunburst (16th), meteor swarm (18th).

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

Awesome Display (Su): Your phantasmagoric displays accurately model the mysteries of the night sky, dumbfounding all who behold them. Each creature affected by your illusion (pattern) spells is treated as if its total number of Hit Dice were equal to its number of Hit Dice minus your Charisma modifier (if positive).

Coat of Many Stars (Su): You conjure a coat of starry radiance that grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this armor grants you DR 5/slashing. You can use this coat for 1 hour per day per oracle level. The duration does not need to be consecutive; it can instead be spent in 1-hour increments.

Dweller in Darkness (Sp): Once per day, you cast your psyche into the void of space to attract the attention of a terrible otherworldly being. The dweller in darkness behaves in all ways as if you had cast phantasmal killer. At 17th level, the dweller in darkness can be perceived by more than one creature, as if you had cast weird. You must be at least 11th level to choose this revelation.

Guiding Star (Su): Whenever you can see the open sky at night, you can determine your precise location. When the night sky is visible to you, you may also add your Charisma modifier to your Wisdom modifier on all Wisdom-based checks. In addition, once per night while outdoors, you can cast one spell as if it were modified by the Empower Spell, Extend Spell, Silent Spell, or Still spell feat without increasing the spell's casting time or level.

Interstellar Void (Su): You call upon the frigid depths of outer space to bring a terrible chill to your enemies. As a standard action, one target within 30 feet is cloaked in the void and takes 1d6 points of cold damage per level. A successful Fortitude save halves this damage. At 10th level, the interstellar void is so extreme that enemies who fail their saving throw are fatigued. At 15th level, creatures who fail their save are exhausted and stunned for 1 round. You can use this ability once per day plus one additional time per day at 10th level.

Lure of the Heavens (Su): Your connection to the skies above is so strong that your feet barely touch the ground. At 1st level, you no longer leave tracks. At 5th level, you can hover up to 6 inches above the ground or even above liquid surfaces, as if levitating. At 10th level, you gain the ability to fly, as per the spell, for a number of minutes per day equal to your oracle level. This duration does not need to be consecutive, but it must be spent in 1-minute increments.

Mantle of Moonlight (Su): Your innate understanding of the moon renders you immune to lycanthropy. Additionally, you may disrupt a lycanthrope's connection to the moon with a successful touch attack. This action automatically forces the lycanthrope into its humanoid form, which it must remain in for a number of rounds equal to your oracle level. Upon reaching 5th level, you can use this ability to force others into a rage, as per the spell. Using this ability is a melee touch attack. You can use this ability once per day at 5th level plus one additional time per day for every 5 levels above 5th.

Moonlight Bridge (Su): You summon a bridge of shimmering moonlight. The 10-foot-wide span touches the ground at a point adjacent to your position. From this point it can extend in any direction for 10 feet per oracle level. The path persists until you have crossed over the bridge or for 24 hours, whichever is shorter. You may summon a moonlight bridge a number of times per day equal to your Charisma bonus. Should the bridge be attacked, treat it as a wall of force.

Spray of Shooting Stars (Su): As a standard action, you can unleash a ball of energy that explodes in a 5-foot-radius burst dealing 1d4 points of fire damage per level. A successful Reflex save halves this damage. This attack has a range of 60 feet. You can fire one explosive ball per day, plus one additional ball per day at 5th level and for every 5 levels thereafter. You can fire more than one ball at a time, but creatures caught inside more than one simultaneous explosions only take damage once.

Star Chart (Ex): Your copious notes contain a working model of the night sky expressed in artistic scribbles and arcane mathematical formulae. Once per day, you may spend 10 minutes contemplating your star chart to gain the benefit of the spell commune. You must be at least 7th level to select this revelation.

Final Revelation: Upon achieving 20th level, your rapport with the heavens grants you perfect harmony with the universe. You receive a bonus on all saving throws equal to your Charisma modifier. You automatically stabilize if you are below 0 hit points, are immune to fear effects, and automatically confirm all critical hits. Should you die, you are reborn 3 days later in the form of a star child, who matures over the course of 7 days (treat as the reincarnate spell).

Current Adventure Loot: