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Amon Goethe's page

184 posts. Alias of Tanner Nielsen.

Full Name

Amon Goethe




Oracle (Life) 2 [HP 20/20 : AC 17 CMD 11 Touch 13 Flat 15 : heavy mace+0;1d6-1 : sling+4;1d3-1 : F +3 R +3 W +4 : INIT +2 Perc +2 CMB -1]






Lawful Good






Common, Halfling, Infernal



Strength 8
Dexterity 14
Constitution 14
Intelligence 13
Wisdom 10
Charisma 18

About Amon Goethe


Hair: Black
Eyes: Black
Height: 3'0"
Weight: 60lb

You see a clean-shaven young halfling with tousled black hair. His eyes are the color of coal, with slight swirls of gray. His skin is fair, and he bears the exaggerated nose and ears common to the kinfolk. He is dressed in the clothes of a common laborer, with a green collared shirt, dun pants, and sturdy leather boots. He is typical for a halfling, with a sturdy frame and lithe reflexes.


Amon is a conflicted soul. Despite his natural inclinations toward peace, love, and charity, he has spent a lifetime under the brutal jackboots of Cheliax. Witnessing countless incidents of cruelty and callousness, on top of the general enslavement of his people, have made him somewhat jaded. After all, there is little love spared for priests who do not worship Asmodeus in this infernal land, and Amon has learned that displaying his faith too openly may lead to more trouble than he can handle.


Amon was born a slave. This is unsurprising, considering the general condition of halflings in Cheliax. It was a family tradition, in fact - Amon was a slave, his father was a slave, and his father and his father before that. So it was a bittersweet moment for his parents the day he was born, for though he brought joy to their lives as only a child can, they knew in their hearts that the life they gave to him was not the one that they wished.

Once he could walk, Amon was set to work, laboring for the greater glory of House Henderthane. His master was a second-cousin-by-marriage of the House patriarch, possessed of the wealth necessary to be of the indolent rich. Long hours, numbing labor, and harsh punishments underscored a childhood filled with memories of two loving parents. Amon's healing talents were discovered at an early age, delighting his parents into thinking that he might become a favored slave, valued for his skill and expertise.

Unfortunately, that talent sealed his family's doom. With his master amassing gambling debts among the nobility of Egorian, he was forced to sell some of the House assets to pay his dues. Amon found himself at the age of nine winters in the flesh auction in the public square in Egorian, being sold to the highest bidder. The bidding was fierce, and when the dust settled, he found himself the property of a wealthy merchant from Westcrown.

Life in Westcrown was similar to that of Egorian, save the absence of his parents. Amon served the merchant for a dozen years, treated remarkably well in recognition of the value of his talents. Amon almost convinced himself that life in Westcrown wasn't that bad, all things considered. His luck changed, however, when his master was accused of heresy by a cleric of Asmodeus who coveted his riches. Arrested and dragged out of his home for a mock trial, he was executed in a flashy public display to distract from the motives of the cleric. In the resulting chaos, Amon grabbed what he could from the wealth of the house and ran into the streets, not quite certain where to go, but knowing that just about anything was preferable to worshipper of Asmodeus.

After several bewildering nights on the street, he stumbled into the back of a man while walking along the docks. Luckily for Amon, this happened to be an itinerant priest of Iomedae who was serving as a ship's surgeon on a frigate docked in the bay. He became intrigued by Amon's story, and insight from his god revealed that Amon's gifts came in fact from Iomedae. The old man taught Amon of the Bellflower Network, and soon Amon was taking refuge with the secretive organization, helping others like him escape from slavery.

Racial Abilities:

Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks.
Slow Speed: Halflings have a base speed of 20 feet.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Halfling Sacred Keepsake - Noble Needle: This sharp, sturdy needle often commemorates tasks that involve great risks or sacrifices. A halfling who uses it while casting cure light wounds can deal up to 1 hit point of damage/level (maximum 5) to himself and then add this amount to the number of hit points recovered by the target of the spell.

Equipment and Money:

leather armor (10gp, 7.5lb), heavy wooden shield (7gp, 5lb), heavy mace (12gp, 4lb), dagger (2gp, 0.5lb), sling (--gp, 0.5lb), chalk (white, red, green, blue) (1sp, --lb), twine (50ft) (1cp, --lb), whetstone (2cp, --lb), signal whistle (8sp, --lb), silver holy symbol (5gp, 0.5lb), 572.85gp.

Weight: 18.0lb
Load: Light

Combat Statistics:

HP 20 (8+3, 6+3)
Spd 20ft
Initiative +2
CMB -1 (+1 BAB, -1 Str, -1 size)
Base Attack +1

heavy mace +0, 1d6-1/20x2

sling +4, 1d3-1/x2 (50')

AC 17, touch 13, flat-footed 15 (+2 armor, +2 shield, +2 Dex, +1 size)
CMD 11 (10 base, +1 BAB, -1 Str, +2 Dex, -1 Size)
Fortitude +3 (+0 base, +2 Con, +1 race)
Reflex +3 (+0 base, +2 Dex, +1 race)
Will +4 (+1 vs. devils) (+2 vs. fear) (+3 base, +0 Wis, +1 race)


[4 class, 1 Int]

Diplomacy +9 (2 ranks, 3 class, 4 Cha)
Knowledge (religion) +6 (2 ranks, 3 class, 1 Int)
Sense Motive +5 (2 ranks, 3 class, 0 Wis)
Spellcraft +6 (2 ranks, 3 class, 1 Int)
Stealth +12 (2 ranks, 3 class, 2 Dex, 4 Size, 1 trait)

Class Abilities:

Oracle's Curse (Ex) - Legalistic: Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual.

Class Skills: An oracle with the life mystery adds Handle Animal, Knowledge (nature), and Survival to her list of class skills.

Bonus Spells: detect undead (2nd), lesser restoration (4th), neutralize poison (6th), restoration (8th), breath of life (10th), heal (12th), greater restoration (14th), mass heal (16th), true resurrection (18th).


Channel (Su): You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier. (5/day)

Life Link (Su): As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).


Spells per Day (--/5)
Spells Known (5/2)
0 (DC14) - detect magic, guidance, mending, purify food and drink, spark
1 (DC 15) - command, cure light wounds, detect undead


Slippery (Bellflower Network) - You gain a +1 trait bonus on Stealth checks and Stealth is a class skill for you.
Diabolist Raised - Your knowledge of diabolism grants you a +1 bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks made against Westcrown’s nobility, and a +1 bonus on all saving throws made against mindaffecting attacks from devils.


1 - Extra Revelation

Current Status:

HP 20/20

Channel 5/5


heavy mace [dice]1d20+0; 1d6-1[/dice]

sling [dice]1d20+4; 1d3+2-1[/dice]

Channel Energy [dice]1d6+1[/dice]

Fortitude [dice]1d20+3[/dice]
Reflex [dice]1d20+3[/dice]
Will [dice]1d20+4[/dice]

Initiative [dice]1d20+2[/dice]

Diplomacy [dice]1d20+9[/dice]
Knowledge (religion) [dice]1d20+6[/dice]
Sense Motive [dice]1d20+5[/dice]
Spellcraft [dice]1d20+6[/dice]
Stealth [dice]1d20+12[/dice]

Vs. Nobles
Diplomacy [dice]1d20+10[/dice]
Sense Motive [dice]1d20+6[/dice]

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