Thelchinda

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THELCHINDA Female Half-Orc Oracle, Haunted 3rd level True Neutral Representing ELD-NPC

Total Hit Points: 15 Speed: 30 feet Armor Class: 10 Touch AC: 10 Flat-footed: 10

Light load: :

Push or drag:

33 lb. or less

500 lb.

Languages:

Abyssal Common Orc Aklo Infernal Beastman Elvish

WPN: Heavy Mace [1d8, crit x2, 8 lb., one-handed, bludgeoning]

Family has Secret Diabolical Ties That May Go Back Many Generations. Benefit: You Gain Fire Resistance 1 And A +1 Trait Bonus On Fortitude Saves Against Poison.

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),

CURSE: Alone and despised, you draw power from your inner resolve. Effect: FRIENDLESS You do not gain your Charisma bonus to Diplomacy checks, and if you use Diplomacy to make a request of someone, their attitude worsens one step (but no worse than unfriendly) after the request succeeds or fails.

But, you gain your CHA bonus to Sense Motive checks & saves versus spells and spell-like abilities of the enchantment school, in addition to Wisdom.

At 5th level, you gain a +3 morale bonus to Disguise, Intimidate, and Stealth checks, and always treat those as class skills.

At 10th level, you are constantly protected as per the spell nondetection, and your morale bonus to Disguise,Intimidate, and Stealth increases to +6.

“Haunted one” is an acquired template that can be added to any corporeal creature of average intellect or better (Intelligence 10 or higher). Typically, the base creature is a humanoid—although other creatures are not unheard of.

Challenge Rating: As base creature +1. Alignment: All riders have an alignment—most are chaotic, evil, or both. When a host becomes a haunted one, its alignment changes to match the rider’s. Typically, when a host attempts an act out of keeping with this alignment, the rider punishes the host (see “Weaknesses” below).

Weaknesses: A haunted one gains the following weakness.

Haunted (Ex): If at any point a haunted one’s rider spirit feels the haunted one needs “persuasion” to follow its demands, the spirit can inflict 1d6 points of Constitution damage upon the haunted one as a free action, up to once per round. The haunted one can resist this Constitution damage by making a DC 20 Fortitude save—with a successful save, the spirit cannot attempt to harm the haunted one in this manner again for 24 hours.

Special Abilities: A haunted one gains the following four special abilities.

Skills: Knowledge skills are always class skills for a haunted one. lightbringer +2 hammer

Abilities: Con +4, Int +2, Wis +2, Cha +2.

Languages: A haunted one gains a bonus language possessed by the rider—unless otherwise specified, this bonus language is Aklo.

Additionally, haunted ones possess telepathy with other haunted ones, to a range of 100 feet. Seems Autistic. Roll a D20:

20: Speaks Clearly And Does The Right Thing For This One Round.

19 : Acts Normally, But Takes A –2 Penalty On All Attack Rolls, Skill Checks, And Ability Checks Until Next Turn.

18: Stares At Main Enemy Or Problem For One Round, Gains Insight +2 If Someone Ask Right Questions.

17: agonizes- daydream - fret - grieve -

16: meditate - mope - ruminate - sulk - -

15: deliberate - despond - dream - gloom -

14: lament - languish - muse - ponder -

13: reflect - repine - sigh - worry

12: Hits Nearest Enemy With Mace (Or Readies Weapon)

11: Helps Nearest Friend.

10: Retreats To Safe Distance From Nearest Enemy Or Problem.

9: Stares Intently at a Party Member.

8: Broods Moodily by Herself.

7: Flees Away For D4 Rounds

6 : Speaks Out Loud In Aklo To The Haunting.

5: Sits Down And Contemplates Her Gems Or Rocks.

4: Does Nothing But Babble Incoherently, And Takes A –4 Penalty To Act Until Next Turn.

3: Deals 1d4 To Self With Item In Hand.

2: Wastes A Spell Slot On Random Displays Of Junk Info.

1: Attacks Nearest Ally (if Will Save Dc15, Attacks Are Non-violent Such As Yelling And Intimidate)

ALL KNO. ARE CLASS SKILLS: +4 Kno (Arcana) Kno (Dungeonee) Kno (Engineering) Kno (Geogr.) Kno (Nature) Kno (Nobility) Kno (Techn)

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.

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. This is the Haunting, see below.

Vision (Sp): Once a day, a haunted one can use vision as a spell-like ability (Caster Level equals the haunted one’s HD). Every 5 HD possessed by the haunted one grants an additional daily use of this ability.True Lore (Su): Once per day, a haunted one can gain a +20 insight bonus on any Knowledge skill check that it makes, provided that the haunted one possesses at least one skill rank in that Knowledge skill. Every 5 HD possessed by the haunted one grants an additional daily use of this ability.

Feat : prophetic visionary your oracular abilities give you a glimpse into the future. Prerequisites: mystery class feature. Benefit: 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.

Feat : blessing stones: you are able to impart small divine blessings on mortal beings. Prerequisite: lineage domain class ability benefit: once per day you gain a number of blessing tokens equal to 3 + 1/2 your class level. As a free action, once per round, any time a character within 30 feet of you makes a d20 roll, you can choose to spend blessing tokens on the d20 roll (even after the result is known). Each token grants that character a +1 bonus or -1 penalty for that d20 roll only; you must announce how many blessing tokens you are spending, once announced you cannot change the amount spent.

Feat: Brew Potion (actually makes a chewable candy)

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.

Mystery, mystery spell, 2 revelations, curse, orisons

Half-Orc* = check penalty for armor/shield ** = some groups double armor/shield penalties for swimmers favored class points: hit points +1; skill points +2 adjust weapon attack rolls and armor penalties as required for masterwork / magic equipment.

HALF-ORKISH This half-orc chose +2 to intelligence (already included) Darkvision (see 60 feet in pitch-dark) +2 on intimidate (already included)

  • Orc Ferocity -- if brought below 0 hp, fight for 1 round anyway All orcs know greataxes and falchions

ORACLE Can know only limited numbers of spells ORACLE spells no longer require cheap material components.

  • Concentration check: d20 + sorcerer level + charisma modifier vs. DC
            • 8 lb
            • 5 lb
            • 1 lb
            • 1 lb
            • 1 lb
            • 1 lb
            • _____
            • 16 lb
            • THELCHINDA's Equipment:
            • Weapons / Armor / Shield (from above)
            • Bedroll
            • Canvas (10 x 10)
            • Mug
            • Sacks x1
            • Gems of various colors.
            • Total
          • PLAIN SIMPLE WOMAN
          • Pathfinder Oracle:
          • each choose a bloodline, which provides a class skill, extra spells, powers, and feats. Infernal bloodline sorcerers get +1 on DC for saves when they cast a charm spell, make a creature shaken by touch, and as levels are gained resist fire, get save bonuses vs.poison, call down columns of star-fire, grow magic wings, and finally be immune to fire and poison, resist acid and cold, and see perfectly in all sorts of darkness
    • Also... Gemstones More about THELCHINDA: Oracle Zero-Level Cleric/Oracle Spells (Orisons)

FIRST LEVEL SPELLS ROLL A

Carrion Compass

D12

1

SPELL FX

You are lead to an undead creature's most recent controller or the cause of the creature's undeath.

2

You understand all spoken and written languages.

3

Detect and identify diseases.

4

Prevent creatures from cheating while trading.

6

Precisely forecast natural weather phenomenon that will occur in your area over the next 48 hours.

7

Summons extraplanar creature to fight for you.

8

You gain a +2 insight bonus on all Charisma ability checks and Charisma-based skill checks.

Healing Stones

Slap Away The Fear

9

10-12

Three stones each remove 1 point of temporary ability damage when placed on a target creature’s skin.

Slap suppresses fear or gives +4 on saves against fear for one subject + one per four levels

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