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15:54, 23rd April 2024 (GMT+0)

Bastien

Name: Bastien Tenneskir
Race: Human
Age: 18
Class/Level: Oracle 4 (Favored Class)
Alignment: Neutral Good
HP: 32
AC: 19
BAB: 3

Languages: Common, Elven, Celestial, Draconic, Dwarven, Sylvan

Stats:
Str: 10 (+0)
Con: 12 (+1)
Int: 16 (+3)
Wis: 9 (-1)
Dex: 15 (+2)
Cha: 20 (+5)

Saves:
Fort: + 2
Ref: + 3
Will: + 3

Skills:
Craft (Calligraphy) 4 (+ 10)
Diplomacy 4 (+ 12)
Knowledge (Religion) 4 (+10)
Perform (Singing) 4 (+8)
Knowledge (History) 4 (+10)
Knowledge (the Planes) 4 (+11)
Heal 4 (+6)
Perception 4 (+6)
Survival 4 (+6)

Feats:

Prophetic Visionary - Once per day, you can enter a deep trance to receive a vision of the future. The trance lasts for 10 minutes, during which time you can take no other actions. If you are interrupted, you must begin again. When you come out of the trance, you know whether a particular action in the immediate future will bring good or bad results, as an augury spell with a 70% chance of success.

Cosmopolitan

Dodge - +1 AC

GP: 2,228

Items: Breastplate, Spear, Scrivener's Kit, Oracle's Kit, Parchment x 23, Stationary x 1, Grooming Kit, Dagger, Pearl of Power 1st lv.

Traits:

Noble Family – Tenneskir: +1 Diplomacy

Lucid Dreamer - +1 trait bonus on Knowledge (planes) checks and a +2 trait bonus on Will saves against effects on your dreaming mind or subconscious, such as a night hag’s dream haunting ability, the nightmare spell, and illusions of the phantasm subschool.

Special:

Oracle’s Curse – Clouded Vision: You cannot see anything beyond 30 feet, but you can see as if you had darkvision.

Mystery – Heavens

Revelations –

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.

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.

Spells:

Lvl 0 –

Stabilize - Upon casting this spell, you target a living creature that has –1 or fewer hit points. That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally.

Mending - This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs). This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.

Enhanced Diplomacy - You imbue the subject with divine diplomacy skills. The creature gets a +2 competence bonus on a single Diplomacy or Intimidate check. It must choose to use the bonus before making the roll to which it applies.

Guidance - The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.

Create Water - Creates 2 gallons/level of pure water.

Lvl 1 – (6/Day)

Cure Light Wounds - Cures 1d8 damage + 1/level (max +5).

Shield of Faith - 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).

Color Spray

Burning Disarm

Lvl 2 – (3/Day)

Hypnotic Pattern

Cure Moderate Wounds

History:

Already blessed with a happy marriage, financial success, and four beautiful, healthy children, Montgomery and Barbara Tenneskir were overjoyed to welcome their fifth baby into the world. The celebration was short, however, when it became apparent that something was very wrong with baby Bastien.

The best physicians in Silvermont and the surrounding areas were brought in to assess the child and they very quickly came to the conclusion that he was very nearly blind. Mr. and Mrs. Tenneskir did their best to accommodate the needs of their youngest and things were alright for a couple years.

Unfortunately, when he became old enough to walk about on his own, it became harder to deal with his disability and on top of that, he began to suffer from frequent night terrors and episodes that they could only assume were seizures. Once again, the physicians were called. There were many consultations and many tears.

Barbara blamed herself. Perhaps she had done something wrong. She was getting a little old to have another baby. Perhaps she and Montgomery should have been more careful.

After hours of discussion and arguments and months of worry, it was finally decided that if little Bastien could never have a normal life, he would be better off somewhere safe, where people would be patient, understanding, and able to give him a bit of an education and purpose. And so it was, at the age of six years old, young Bastien Tenneskir was sent off to an isolated monastery where monks of Ilmater led quiet lives and ran a small school devoted to educating and caring for children with severe mental and physical handicaps.

Bastien thrived. He enjoyed the quiet peaceful life at the monastery and excelled at his studies. In spite of his near-blindness and occasional episodes, he proved to be a first rate scholar and a fine calligrapher. During visitation weeks, his parents always came to see him and on holidays, they brought him home so that he could be around his siblings.

For years, the arrangement worked out wonderfully for everyone. Bastien was content where he was and his parents were happy to know that he was safe and sound and at the same time, relieved to not have to shoulder the additional responsibility of a special needs child. But as he grew older, Bastien grew keenly aware of how different his family treated him compared to his brothers and sisters. Everyone spoke with pride about how his siblings were establishing careers, getting married, and starting families of their own, but when it came to Bastien, there was always a pause. It was never, “Bastien is doing so well in his studies!” but rather, “Bastien is doing so well in his studies, given his condition.”

He began to realize that while the monks were good men, they pitied him, pitied all the students in their school, and his parents, like everyone else’s, considered him a burden. That was why they had all been sent away. The revelation stung him to the core.

That was when the plan began to form.

Over the course of a few years, Bastien saved up the little bits of pocket money that his parents and family members gave him to play around with on trips home. At the age of eighteen, when he had enough that he would be able to buy some supplies, equipment, and a few nights in inns, he ran away from the monastery and made his way to the nearest town.

There, he bought himself some basic gear and prepared to set off on new adventures, determined to prove to his family and everyone else that he was just as capable as any of them.