Bob The Salesman
  1. Characters

Bob The Salesman

THE Salesman
PC

Bob grew up in the back rooms of shops. Their mother (Vittoria The Herbalist) ran a successful spice and herb business, and their father (Pizza Pete) owned a beloved pizza shop. They spent hours watching fancifully dressed old ladies peruse the trinkets and tchotchkes that his mother spread through the spaces, and developed an obsession that's been molded into a thriving trade business.

If it's neat, Foxy Bob's got it at Foxy Bob's Wonder Emporium!

Most people associate his oracular powers with his angelic heritage, which traces itself into the high court of Sarenrae, but those that do tend to misunderstand the nature of his abilities. He can feel the part of him that connects him back to the goddess, but some of that power is... different. His own.

Title
THE Salesman

Type
PC

Race
Kitsune

Race
Celestial Envoy Kitsune

Families
Kishatso

Gender
M

Mystery of Flames

Curse of the Engulfing Flames

You see flames and smoke wherever you look. These flames might be imagined, or they might be a preternatural glimpse of the metaphorical fires that empower the entire multiverse—but you always see them. Fires flare noticeably (though not dangerously) in your presence, you occasionally smoke slightly, and your body is almost painfully hot to the touch.


Minor Curse

The smoke, heat, and crackling flames of your curse fill your vision and all your other senses. Creatures further than 30 feet are concealed from you. You can't benefit from effects that would allow you to ignore or mitigate this concealment, as normal for effects of an oracular curse.

Moderate Curse

Smoke and flickering visions of flame fill your senses more completely, and harmless flickers of obscuring flames also fill your space. You are concealed from other creatures, though as the other creatures aren't cursed themselves, they can benefit from effects that would allow them to ignore or mitigate the concealed condition, as normal. All other creatures and objects are concealed from you regardless of distance; however, when casting a fire spell, you automatically succeed at the flat check for this concealed condition for targets within 30 feet.

All your senses become imprecise beyond 30 feet, meaning everything past 30 feet that you'd normally be able to see is hidden from you.

Major Curse

The flames surrounding you are no longer simply visions. An aura of fire surrounds you in a 10-foot emanation, dealing 4d6 fire damage (basic Reflex save) to all other creatures in the aura at the end of each of your turns. You lose 1d6 Hit Points at the end of your turn each round, with no save; if you have a weakness to fire, increase the number of HP you lose by that weakness.

You can suppress your aura until the start of your next turn by spending a single action, which has the concentrate trait, to diminish the flames, causing neither you nor anyone in the aura to take damage. While Refocusing to reduce your curse, you are continually diminishing the flames, so you don't lose HP. The flames subside if you fall unconscious, but they resume when you wake up unless you rested for long enough to reset your curse. As usual for oracular curses, you can't mitigate or reduce the lost Hit Points in any way, though you can still heal the lost HP normally after the fact.

Oracle

Glean Lore - Feat

You tap into the collected lore of the divine, accessing a variety of potentially useful information. Attempt a Religion check to understand the information you gain. The GM sets the DC (similar to the DC to Recall Knowledge), potentially adjusting the DC of the check for topics far removed from your mystery.

Critical Success You comprehend the lore accurately or gain a useful clue from the divine about your situation.
Success You learn two pieces of information about the topic, one true and one erroneous, but you don't know which is which.
Failure You recall incorrect information or gain an erroneous or misleading clue.
Critical Failure You recall two pieces of incorrect information or gain two erroneous or misleading clues.

Oracle Spellcasting

Signature Spells - Oracle Ability

Experience enables you to cast some spells more flexibly. For each spell level you have access to, choose one spell of that level to be a signature spell. You don't need to learn heightened versions of signature spells separately; instead, you can heighten these spells freely. If you've learned a signature spell at a higher level than its minimum, you can also cast all its lower-level versions without learning those separately. If you swap out a signature spell, you can replace it with any spell you could have chosen when you first selected it (i.e., of the same spell level or lower). You can also retrain specifically to change a signature spell to a different spell of that level without swapping any spells; this takes as much time as retraining a spell normally does.

Bob's Cantrips

Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is automatically heightened to half your level rounded up—this is usually equal to the highest level of oracle spell slot you have. For example, as a 1st-level oracle, your cantrips are 1st-level spells, and as a 5th-level oracle, your cantrips are 3rd-level spells.

Repitoire

Detect Magic

Disrupt Undead

Guidance

Produce Flame

Shield

Sigil

Bob's Lvl 1 Spells

You have 3 first-level spells in your repertoire and 3 first-level spell slots. You can expend a spell slot to cast any spell you know of that level (or of a lower level heightened to the level of the spell slot you used).

Repitoire

Bless

Heal

Spirit Link

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Bob's Lvl 2 Spells

You have 2 second-level spells in your repertoire and 2 second-level spell slots. You can expend a spell slot to cast any spell you know of that level (or of a lower level heightened to the level of the spell slot you used).

Repitoire

Continual Flame

Spirit Sense

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Revelation Spells

Dazzling Flash - Revelation Spell

2 Actionsmaterialverbal
Area 15-foot cone
Saving Throw Fortitude


You raise your religious symbol and create a blinding flash of light. Each creature in the area must attempt a Fortitude save.

Critical Success The creature is unaffected.
Success The creature is dazzled for 1 round.
Failure The creature is blinded for 1 round and dazzled for 1 minute. The creature can spend an Interact action rubbing its eyes to end the blinded condition.
Critical Failure The creature is blinded for 1 round and dazzled for 1 hour.


Heightened (3rd) The area increases to a 30-foot cone.

Incendiary Aura - Revelation Spell

2 Actions; somaticverbal
Area 10-foot emanation
Duration 1 minute


You surround yourself with a combustible aura. Each time a creature within the emanation takes fire damage, it catches on fire, taking 2d4 persistent fire damage.


Heightened (+2) Increase the persistent damage by 1d4 and the radius of the emanation by 5 feet.

Unorganised

Crafter's Appraisal - Feat

Your knowledge of items' construction allows you to discern their magical effects as well. You can use Crafting instead of a skill associated with a magic tradition to Identify Magic on magic items, though not on any other sorts of magic.

Crystal Healing - Feat

You know how to stimulate a body's natural healing abilities through the application of resonant crystals. Doing so requires you to use at least two semiprecious stones with a total value of 5 gp or more in place of healer's tools, which allows you to attempt to Treat Disease or Treat Poison using Occultism rather than Medicine.