Campaign of the Month: September 2012
A Manifestation of Chaos
A fresh faced youth with a limp and a heart of gold.
Human (P), Oracle (P) / Hospitaler (P) 15th Medium Humanoid (Human) Alignment: Lawful Good [Nola] Hit Dice: 15d10+30 (160 hp) Initiative: +0 Speed: 20' (4 sq) (medium enc.) Space/Reach: 5 ft./5 ft. AC: 30 (+13 Armor, +5 Shield, +2 Deflection), Touch 12, Flat-Footed 30 Saves: Fort +23, Ref +18, Will +23 Abilities: Str 12, Dex 10, Con 14, Int 11, Wis 15, Cha 26 Base Att/CMB/CMD: +15 / +16 / 28 Single Attack: Sun Blade (Short Sword): +18 melee (1d10+3/19-20) Full Attack: Sun Blade (Short Sword): +18/+13/+8 melee (1d10+3/19-20) ==| FEATS |== Deft Dodger Trait, Improved Shield Bash, Selective Channeling, Extra Channel, Quick Channel, Word of Healing, Augment Healing, Greater Mercy, Ultimate Mercy, Reward of Life. ==| SKILLS |== Acrobatics -6-4, Appraise +0, Bluff +8, Climb -5, Cr:Alchemy +0, Diplomacy +17, Disguise +8, Escape Art -6, Fly -6, Heal +15, Intimidate +8, Kn:Arcana +8, Kn:Planes +7, Kn:Religion +8, Perception +9, Ride -6, Sense Mot +10, Spellcraft +18, Stealth -6, Survival +2, Swim -5, Use Mag Dev +18. ==| Language (x1) |== Common ==| ORACLE (P) SPELLS |== Spells per Day: (8/8/8/8/8/7/7/5; save DC 18+spell level): Level 0: Create Water, Detect Magic, Guidance, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Stabilize, Level 1: Cure Light Wounds, Deathwatch, Detect Undead, Forbid Action, Protection from Evil, Sanctuary, Shield of Faith. Level 2: Cure Moderate Wounds, Resist Energy, Restoration (Lesser), Spear of Purity, Spiritual Weapon, Status. Level 3: Cure Serious Wounds, Nap Stack, Neutralize Poison, Protection from Energy, Searing Light, Freedom of Movement, Level 4: Blessing of Fervor, Cure Critical Wounds, Death Ward, Restoration, Spiritual Ally, Greater Status Level 5: Breath of Life, Cure Light Wounds (Mass), Raise Dead, True Seeing, Break Enchantment, Dispel Evil, Hallow, Serenity, Level 6: Blade Barrier, Cure Moderate Wounds (Mass), Heal, Heroes' Feast, Planar Ally, Undeath to Death, Word of Recall, Level 7: Resurrection, Cure Serious Wounds (Mass), Regenerate, Restoration (Greater). ==| HOSPITALER (P) SPELLS |== Spells per Day: (5/4/3/3; save DC 18+spell level): Level 1: Hero's Defiance, Hero's Defiance, Diagnose Disease, Veil of Positive Energy, Grace. Level 2: Paladin's Sacrifice, Paladin's Sacrifice, Litany of Defense, Remove Paralysis. Level 3: Archon's Aura, Litany of Escape, Divine Transfer, Litany of Escape. Level 4: Bestow Grace of the Champion, Oath of Peace, Stay the Hand. ==| Racial Traits: Human (P) |== Bonus Feat: One extra feat at Level #1 Skilled: Gain 1 extra skill point at each level ==| Class Features: Oracle (P) 15th |== Concentration check: 1d20+23 Orisons (Sp): Cast 0-level spells at will Oracle’s Curse (Ex): Blind Vision • Missing eyes and cannot see farther than 60' away, but can see with Darkvision in this range. • Blindsense out to a range of 30 feet. • Blindsight out to a range of 15 feet. Lame • One leg is permanently wounded, reducing your base land speed by 10' • Immune to the fatigued and exhausted conditions Mystery: Life • Bonus Spell Known: Detect Undead, Restoration (Lesser), Neutralize Poison, Restoration, Breath of Life, Heal, Restoration (Greater) • Unless otherwise noted, activating the power of a revelation is a std action • Channel (Su): 9/day, 30' burst of Positive energy < OOOOOOOOO > · 10d8 dmg to Undead; Will DC25 for ½ dmg • OR 10d8 healing to living creatures • Safe Curing (Su): You do not provoke any AoO when casting a Cure spell • Combat Healer (Su): 3/day, cast 'cure' spell as a swift action by expending two spell slots • Enhanced Cures (Su): Cure spells have a new max. bonus of +15 HPs • Life Link (Su): As a std action, create a bond with up to 15 creatures at max. 250'. If, at the start of your turn, bonded creature has 5+ HPs in damage, it heals 5 HP while you take 5 damage · You can end any bond as an immediate action ==| Class Features: Hospitaler (P) 15th |== Concentration check: 1d20+20 Code of Conduct: Must be LG, respect legitimate authority, act with honor Aura of Good (Ex): Level 15 Detect Evil (Sp): At will Smite Evil (Su): 3/day: +8 Attack, +15 dmg < OOO > • +30 dmg vs Evil Outsiders/Dragons or Undead, bypasses any DR • +8 deflection bonus to AC vs target of Smite Evil while it is in effect Divine Grace (Su): +8 on all saves Lay on Hands (Su): As a swift (self) or std (other) action, heals 9d6 HPs • 17/day < OOOOOOOOOOOOOOOOO > • Can be used to damage Undead. Melee touch attack, no AoO, no Save • Sickened: The target is no longer sickened • Diseased: Act as the 'Removed Disease' spell • Cursed: Act as the 'Remove Curse' spell • Stunned: The target is no longer stunned • Deafened: The target is no longer deafened Aura of Courage (Su): Immune to fear, Allies within 10 ft. get +4 vs fear Divine Health (Ex): Immune to all diseases, incl. supernatural & magical Channel Energy (Su): Wave of positive energy in a 30' burst < OOOOOOOOOOO > • Does not expend uses of lay on hands, as it does with other paladins • 8d8 dmg to Undead; Will DC25 for ½ dmg -OR- • 8d8 healing to living creatures Divine Bond (Sp): Celestial Spirit in wpn; Light for 15 mins; +4 bonus/properties Aura of Resolve (Su): Immune to charm spells and spell-like abilities. Allies within 10' feet gain a +4 morale bonus on saves vs charm effects Aura of Healing (Su): Expend one use of your Channel Positive Energy ability to emit a 30' aura of healing for 15 rounds. Allies in this aura (including you) automatically stabilize if below 0 HPs and are immune to bleed damage. In addition, allies (incl. you) that spend at least 1 full round inside the aura are healed an amount of damage equal to their total number of Hit Dice and may make a save vs any afflictions they are suffering from, such as a curse, disease, or poison. This save only counts toward curing the affliction and does not impose any penalty on a failed save. Allies can only be healed once by a use of this ability and they can only attempt additional save once per day, even if they are exposed to this aura multiple times Aura of Faith (Su): Your weapons are treated as good aligned for the purposes of overcoming DR. Any attack made against an enemy within 10' of you is treated as good aligned for the purposes of overcoming DR ==| Conditional Skill and Synergies |== -4 on Acrobatics checks made to jump [Base Speed] ==| EQUIPMENT |== ARMOR WORN: Full Plate Armor +4. SHIELD: Spiked Heavy Steel Shield of Bashing +3. Sun Blade (Short Sword), Rod of Metamagic: Reach ==| MAGICAL ITEMS WORN |== Headband of Alluring Charisma +6 Phylactery of Positive Channeling Vestment of the Holy Relic Ghostvision Gloves Ring of Protection +2 Cloak of Resistance +4 Bracers of the Merciful Knight Headband of Mental Prowess INT/WIS +2
Ghyffrey Aybara grew up the oldest of 11 children in a small farming village, of little significant note, near the free city of Greyhawk. At 15, his mother and newly born brother both died, due to complications during child birth. The loss of his mother had a toll on him; however it had a greater toll on his father, pushing him to drink. His father sank deeper and deeper into the bottle, becoming more and more angry and violent, blaming the children for taking his wife from him. This left Ghyffrey to fend, and protect, himself and his siblings, which he tried his best to do by tending their farm and other nearby farmers the best he could, all the while diverting his father’s aggression from his siblings.
While helping work a neighbor’s field one day, a bright light descended upon Ghyffrey knocking him unconscious. He awoke slightly dazed in darkness, with a mysterious ache in his right leg. As he slowly got up and gathered his bearings, he noticed a bright glow from the other side of town. As he crested a hill overlooking his house, he saw in horror as his home was engulfed in flames. He rushed to the home’s door, his right leg slowing him down, but before he could get far, the rafters gave way and the roof came crashing down. He rushed to the barn to get a bucket and water in a vain effort to try and put the blaze out, but finds his father there, leaning against the barn watching the flames and for once appearing sober. Ghyffrey rushed to him, demanding to know what happened and where his siblings where, his father’s response was simply, “I don’t know what happened…”
After the embers cooled and the sun crested the horizon, the night’s events revealed the burnt corpses of all of his siblings, though it was unclear as to what caused the fire or why his brothers and sisters hadn’t escaped the blaze. He vows then and there that he will do what is necessary to protect those who need protecting the most and who cannot protect themselves, namely children, and sets out seeking those that might assist him in that. The ache in his leg subsides, however he develops a profound limp which slows him down slightly.
In the coming weeks he travels to Greyhawk, his first trip to a city, finding many different people, ideas, and experiences and finds in himself a deeper connection to life. He found many teachers and learned many things, further developing his ideas on right and wrong and the importance of allowing things to mature and working where he could, doing anything legal for coin. He found working for more reputable places more in line and easier to deal with than the shadier places that might pay more coin.