Eban the Deaf
Eban the Deaf
Male Human Dual-Cursed Metal Oracle 2
[sblock=Character Sheet]
STR: 14 (+2)
DEX: 12 (+1)
CON: 12 (+1)
INT: 10 (+0)
WIS: 12 (+1)
CHA: 17 (+3)
SAVES
Fort: +1 [Base 0, + Con+1]
Ref: +1 [Base 0, + Dex+1]
Will: +4 [Base 3, + Wis+1]
ENCUMBERANCE
Light 30' (Carry <58 lbs / 66 lbs w/ MW Backpack)
Medium 20' (Carry 59-116 lbs / 67-133 lbs w/ MW Backpack, MaxDex +3, ACP -3)
Heavy 20' (Carry 117-175 lbs / 134-200 lbs w/ MW Backpack, MaxDex +1, ACP -6)
Load = 49 lbs
COMBAT
Attacks: 1
BAB +1
Melee +3 [BAB +1, Str +2]
Ranged +2 [BAB +1, Dex +1]
Initiative -3 [Dex +1, Deaf -4]
Armor Class 16 (touch 11, FF 15) [Base 10, Armor +4, Dex +1, Shield +1]
HP 16/16
WEAPONS
Dagger +3 Melee, +2 Ranged
Conjured Scimitar +4 Melee, 1d6+1dmg, 18-20/x2
FEATS
First Level Feat – Extra Revelation
Human Bonus Feat – Extra Revelation
ORACLE CLASS FEATURES
Proficient with all simple weapons, light armor, medium armor and shields (no tower shields)
Orisons - At Will
(Mage Hand, Ghost Sound, Create Water, Detect Poison, Purify Food and Drink, Stabilize, Mending)
Spells - 1st Lvl: 5/day
(Cure Light Wounds, Divine Favor, Bless, Ill Omen)
Mystery –
Metal
(Extra Spells Known and level learned at = ill omen (2nd), oracle’s burden (4th), bestow curse (6th), versatile weapon (8th), major creation (metal items only) (10th), wall of iron (12th),statue (metal statue instead of iron) (14th), repel metal or stone (16th), iron body (18th))
Oracle’s Curse - Haunted
Minor mishaps, strange occurrences, etc. Retrieving stored items from gear requires standard action unless it normally takes longer. Any item dropped lands 10 feet away in a random direction. Add Mage Hand and Ghost Sound to list of spells known.
Oracle’s Curse - Deaf
Cannot hear and suffer penalties for being deaf. -4 to Initiative, auto fails Perception checks based on sound, and -4 to penalty on opposed Perception checks. Spells are ast as if modified by Silent Spell feat with no increase in casting time or level.
Revelations – Gains revelations at 1st, 3rd, 5th, 7th, 11th, 13th, 15th, and 19th level
1st Lvl Revelation – Misfortune (Ex)
As
immediate action, one creature within 30’ must reroll any one d20 roll and take second result. Can only be targeted after 24 hours have passed for another misfortune.
Extra Revelation – Iron Weapon (Su) 6/day
Create a melee simple or martial weapon that lasts 1 min per oracle level. Considered proficient with weapon and disappears after 1 round if it leaves your grasp. Usable 3 + CHA modifier times per day.
Extra Revelation – Steel Scarf (Su) 6/day
As swift action, can harden scarf, sleeve, cloak or other piece of clothing as hard as steel that stretches to 30 feet long. Can attack up to 30 feet with melee attack. 1d8 additional 1 point per two oracle levels. After the attack, it returns to normal. Do not threaten the 30 foot range and can be used 3 + CHA modifier times per day.
TRAITS
Trait1 – Child of the Temple
+1 trait Bonus to Knowledge Nobility and Religion. One is now a class skill.
Trait2 – Dangerously Curious
+1 trait Bonus to Use Magic Device and is now class skill.
SKILLS (5 Skill Points Per Level)
Heal :
8 [Rank 2, Class +3, WIS +1, +2 Kit]
Knowledge Religion :
5 [Rank 1, Class +3, INT +0, TRAIT +1]
*
Knowledge Nobility:
1 [Rank 0, Class +0, INT +0, TRAIT +1]
**
Linguistics:
5 [Rank 2, Class +3, INT +0] (Read Lips – Common, Gnoll)
**
Perception 6/2 [Rank 2, Class +3, WIS +1]
Sense Motive :
6 [Rank 2, Class +3, WIS +1]
*
Use Magic Device:
8 [Rank 1, Class +3, CHA +3, TRAIT +1]
* Denotes Class Skill Gained from Trait
** Denotes Class Skill Gained from Character Creation
EQUIPMENT
Armor
Armored Coat (+4AC, +3 MaxDex, -2ACP) (20 lbs) – 25 gp
MW Light Steel Shield (+1AC) (6 lbs) - 25 gp
Total [26 lbs]
Weapons
Dagger (1 lbs) – 2 gp
Total [1 lbs]
Gear
Belt Pouch (0.5 lbs) – 1 gp
Waterskin (4 lbs) – 1 gp
Spell Component Pouch (2 lbs) - 5 gp
*Wayfinder (1 lbs) – Magic Item Choice – 2200 gp
Masterwork Backpack [4 lbs] – 50 gp
Bedroll (5 lbs) – 1 sp
Chalk x10 Various Colors – 1 sp
Waterproof Bag (0.5 lbs) – 5 sp
Chalkboard (2 lbs) – 1 gp
Journal (1 lb) - 10 gp
Ink Vial (-) - 8 gp
Inkpen (-) - 1 sp
Healers Kit (2 lbs) - 50 gp
Total [22 lbs]
Total [26 gp, 2 sp, 0 cp]
* Denotes Magic Item Allowance used.
MONEY
PP 0
GP 26
SP 2
CP 0
[/sblock]
APPEARANCE
Eban is a quiet guy with a calm expression. His brown hair is kept semi short, but not combed. Barely passing his 18th birthday recently, he has decided to stop shaving, leaving stubble on his face. Even these two characteristics, he is often noted as young, good looking and often the cause of many a young woman to take note of him.
He often wears his dark gr ey coat over his normal clothing, as this is his custom. He rarely carries a weapon, yet he does not seem to care that he is unarmed for all appearances. His light brown eyes seem to have an understanding and calmness to them that can easily be seen by all.
Recently, he seems to have left the temple life and has been seen at the Chancellors home on a more permanent basis. Those that know of him know that his being deaf is not something that keeps him reclusive. Instead, it seems that whatever tragedy had befallen him, of which he won't speak of, has not deterred him in the least. He yearns to learn and often seems acutely aware of things that he can see, smell and feel.
[sblock=BACKGROUND ]
Eban can not remember back very far, as the clerics of the temple often remind him that they are not the ones to be telling him of his past. That was something he would have to remember and deal with when the time was right. His mind seemed to have blocked out the tragic event that ended with him being found screaming at the doorstep of a temple of Torag in a nearby town, lost, confused, and deaf.
He was 8 at that time, yet nobody had heard of any missing kids or families missing. Instead, his life was one of tough times, as the temple clerics soon found that he was deaf. They did not know at first if he was deaf from birth until a good 20 days had passed since he was found. He then had burned his hand on a smelting pot and yelled out in pain. The clerics decided then that he had lost his hearing but not his speach, and would not gain it back.
For the first 4 years aftewards that he lived with the clerics of Torag, he learned of the techniques and processes they used for their every day work as well as worships. He was not overly devoted to Torag, but something about the place calmed him and kept his interest. He was found to be a decent reader of religious texts and learned to heal as well.
His time after the age of 12 was then spent on more training, as he was taught how to heal basic wounds. Eban then began an even more curious habit, as things seemed to happen around him for unknown reasons. Things would mysteriously move around him; a fork and knife placing themselves on the opposite side of each other when not noticed, flower pots turning around to face opposite directions, draperies flowing in the wind in closed doors and other things of that nature.
He also found that it took him a little longer to find things that he knows he packed correctly. When things dropped from his hands, they landed far off, always in directions and distances abnormal to most. This was taken note of by some of the elders, and after much discussion, they decided to test their hunch. At the age of 17, he was asked if he would partake in a ritual. This was no ordinary ritual, for they had communed for weeks on end prior to requesting his attendance with Torag. Based on the answers they saw, Eban was given the chance to learn to channel magical powers granted by his own religious beliefs in Torag. The first of his powers enabled him to learn to move things with his mind as well as causing vague sounds to be made with his mind instead of his voice.
For the last year, he had honed these newfound powers of magic. He found that he could conjur up a weapon of pure metal from his faith and use it with ease. His strange happenings around him were also focused at times to grant a sometimes lucky favorable result instead of the usual unlucky one. And most recently, his favored dark grey cloak seemed to have the ability to act as his own hand when needed, extending out and hitting things up to 30 feet away.
These type of abilities seemed to have not gone unnoticed, for the clerics of the temple had recently received a summons from the Chancellor requesting that they provide an able but young healer that could swear to keep things in confidence that they might overhear, for fear of treason and punishment. Eban was granted the chance to provide a service to the Chancellor if he would be willing. Jumping at the chance to leave the temple for what he saw as an adventure, Eban left to the Chancellor's manor and has been there for the last month.
Yet, before he left the temple, Eban had walked the last night of his temple life alone in the hallways; his home for the past 9 years. Over half his life. He wandered them all the time, but this time, he decided to allow himself to enter the forbidden basement storages that were to be only accessible by the elders. He seemed to be drawn to an old wooden door which held a very small office room. Inside that room, there was a single desk, blank parchment, a dried up inkwell, a single chair and a cot missing the bedding. Sitting in the chair, Eban saw something fall out of the corner of his eye. As he peered down at a key under the chair, he realised that it must have been underneath the frame. Picking the key up, he turned the chair over to find a very small keyhole. Inserting the key, the compartment opened, revealing what he perceived as a compass.
Taking the compass quickly, Eban headed back to his room, stowing it away and not speaking of it to anyone. For the first week at the Chancellor's, he was afraid to bring out the item, fearing he would find it was a dream and that he didn't really find a prize. After that first week, he took out the item, dusted it off, and decided that it may come in handy one day. The design was very elegant, but something he would have to look into at a later time, as his time was kept busy by the Chancellor.
The Chancellor seemed to have need of a medic of sorts. His household was full of staff and people coming and going, so they kept him busy with stocking up on remedies, herbs used for healing, taking care of any injuries or bruises.
It seemed that the Chancellor had need of someone who could ignore things that were said in confidence, and his deafness was the answer. He often ignored the side glances of people as they spoke without abandon to the Chancellor, wondering if they were ok to speak so freely with Eban around. The Chancellor assured them that Eban was deaf, and that he could not hear a thing. What nobody knew was that the temple clerics had taught him, with great effort, to be able to read lips...[/sblock]
[sblock=JOURNAL]
The large man, Bayar, seems to be the type that would hit first, then ask questions later. Constantly polishing his armor, making sure the frequently visiting women take note of this tattoos, straight back as if walking in a parade and his jeweled sword. Remind me to keep on his good side...
Then there's the singer, Jaan. Seems he's the type that likes the attention as well, but is more likeable. From what the others here seem to portray, they like his singing. He must be pretty good, but I can't enjoy songs of old. Looks like he's part of the caravan guards, as he often spends time with them..
Another of the Chancellor's requested audiences showed up. This guy, who's name I think is Sookree, was definitely a foreigner from his dress, name, hair and skin. When he introduced himself to report on another thwarted ambush, I noticed the infection and the color of the skin around it. Without haste, it had to be taken care of then and there. I also noticed that the man walks with a limp. I hope that is not from another rather unpleasant infection elsewhere, of which I won't be too keen on offering to put anything near there..
I've seen this one a few times, usually with a stack of ledgers and books. From what I hear, he's responsible for taking a look at the numbers, making sure they all add up. Rumors are that someone may be trying to swindle money from the Chancellor, so he brought in someone outside to take an unbiased look. Then again, there are rumors about most anything these days. He also spends his time in the library, reading up on things. Might have to ask him about that one day... just not today...[/sblock]
[sblock=Arora]
Arora, Wayfinder of Faithful Healing
The Wayfinder that was commissioned to be created by a retired cleric who frequented ruins functioned as expected, but upon it's first owners use, the dormant sentience awoke, and Arora was the result. Arora found that she had no voice yet she could still see and listen to the nearby voices. She could not alert the one that carried her of the threat, and imparted her fear into the person, warning them of the danger of the foes that had snuck up on them. The first battle was deadly, and Arora found that her owner fought with steel as well as had the ability to protect the others in the group.
When the battle seemed to turn for the worse, Arora willed herself to aid the group, knowing that this one that carried her was protecting allies and defending them from evil. Arora found that if she concentrated enough, she had the ability to heal the wounds to a small degree of her caretaker. Thus began her own adventure in seeing just where their travels took her.
Eventually, Arora was forgotten about, but not lost. It was many years before the box she was placed in was opened, and her dust removed. She resisted the urge to display her unique powers just yet, as she had to verify that whomever had removed her from her slumber was worthy enough for her to impart upon them her powers if needed. Until that day, the man who she now knows as Eban would have to wait and see if he was worthy enough...
Intelligent Item
Aura: Faint Evocation
Caster Level: 5th
Slot: None
Weight: 1 lb
Normal Powers from
Wayfinder entry:
Light as 5th level caster - At Will
+2 Survival check to becoming lost
Includes small indentation to insert single Ioun Stone if one is ever found
Intelligent Item Additions:
INT 10
CHA 10
WIS 10
Alignment: NG
Languages: Understand Common only
Senses: See and Hear 30 foot range
Communicate by empathy with owner
Purpose: Defend the followers of Torag
Powers:
Cure Light Wounds 3/day as 5th level caster (1d8+5)
Ego: 3
Base Item cost is 500gp for the Wayfinder. +500gp to add Intelligent Item entry. +1200gp for single power of single first level spell available three times per day. Total cost is 2200gp for Arora.[/sblock]
[sblock=Four Oracles]
the Unquiet Past
KD: The exposure by erosion of a long-buried door.
3H: The guardian of a tomb, a statue cast in silver with ruby eyes.
9S: The opening by sorcery of an ancient door, set in the earth over the crypts of some forgotten convent or monestary, until now sealed with potent spells.
QS: A golden armlet, still on the skeletal arm of its owner.[/sblock]