Weird Butler

Anatoli Ghrymm's page

490 posts. Organized Play character for Edelsmirge.


Full Name

Anatoli Ghrymm

Race

Human

Classes/Levels

Oracle 8 (divine herbalist-life mystery) 75 hp max, +6 f, +6 r, +8 w, perc +19, init +7

Gender

male

Size

medium

Special Abilities

see below

Alignment

N

Strength 10
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 12
Charisma 25

About Anatoli Ghrymm

--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14
HP (1st) 9 (2nd) 7 (3rd) 6
Fort +6, Ref +6, Will +8

--------------------
Offense
--------------------
Speed 30
Melee: +6/+1 to hit,
Melee:
Ranged: +8 to hit 1d8 damage (light crossbow)
Base Atk +6/+1
CMB 10+2+0=12
CMD 10+2+2+0=14

--------------------
Feats
--------------------
1. Extra lay on hands (10xday, 4d6)
Fey Foundling
3. Extra revelation: channel energy (8xday 4d6)
A. Revelation: life link

Spoiler:

(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).

5. Improved init
7. Selective channel
Revelation: Spirit Boost

--------------------
Traits
-------------------
1 seeker perc class skill
2 fast talker bluff +1

--------------------
Skills
--------------------
1 profession herbalist 8 6 4 18
2 perception 8 1 4 13
3 diplomacy 8 6 3 17
4 bluff 8 6 4 18

Background:
1 appraise 8 0 3 11
2 profession gambler 8 1 4 13

--------------------
Gear
--------------------
Cart(15gp)
Healers kit (50 gp)
Rope 50ft
Light crossbow (35gp)
50 bolts(5gp)
Dagger x2 (4gp)
Club
Donkey 8gp
Leather lamellar +4 ac (60gp)
+2 cloak of resistance (4000)
Haversack (2000)
+4 Cha headband (16000)
Aegis of Recovery, Greater (3750 gp)

--------------------
Special Abilities
--------------------

Spells:
0: 8 known create water, detect poison, detect magic, purify food and water, light, guidance, mending, stabilize

1: 5 known 8/day Bless, santuary, cure light wounds, divine favor (detect undead 2) +1 known 4th lv:protection from evil,
2nd: 3 known 8/day (lesser restoration 4) defending bone, protection from evil communal, cure moderate wounds, +1 6th lv: summon cacodaemon, +1 7th lv shield other
3rd: 2 known 6/day animate undead, summon monster III +1 8th lv unhollowed blows, greater
4th; 1 known 4/day blessing of fervor (neutralize poison 6) (restoration 8)

divine herbalist:

divine herbalists can use the Profession (herbalist) skill in place of Craft (alchemy) to create alchemical remedies with recipes that include certain plant-derived reagents.

Master Herbalist (Su)
A divine herbalist has mastered countless alchemical techniques that supplement her divine powers and greatly aid her when she heals the sick and wounded. She gains a competence bonus on Profession (herbalist) checks equal to 1/2 her oracle level (minimum 1), and uses her Charisma modifier in place of her Wisdom modifier when attempting Profession (herbalist) checks. Additionally, a divine herbalist can identify potions as if via detect magic using Profession (herbalist) instead of Spellcraft, and she can attempt such a check after holding a potion for 1 round.

This ability replaces the additional class skills the oracle gains from her mystery.

Healer’s Way (Su)
A divine herbalist combines alchemy, acupuncture, and divine magic to heal wounds by touch. She can use this ability a number of times per day equal to 1 + her Charisma modifier. With one use of this ability, she uses positive energy to heal the target of 1d6 hit points for every 2 oracle levels she has. Using this ability is a standard action unless the oracle targets herself, in which case it is a swift action. Using this ability requires only one free hand. This ability counts as a paladin’s lay on hands ability for the purposes of feats, spells, and effects that work with that class feature when it is used for healing purposes. Unlike lay on hands, this ability cannot be used to harm undead.

This ability replaces the revelation gained at 1st level.

Master Healing Technique (Su)
At 7th level, whenever a divine herbalist heals a living creature with her healer’s way ability, as a free action she can attempt a Profession (herbalist) check to remove a condition from the target, with each condition having an accompanying Profession (herbalist) DC (see the list below). She cannot take 10 or 20 on this check, nor can she receive aid from any creature except another divine herbalist (though the practitioner need not be an oracle). Failure by 5 or more causes the target to become sickened for 1 round (if the divine herbalist is attempting to remove the sickened condition, this extends it by 1 round). Similarly, failure by 10 or more instead causes the target to become nauseated for 1 round or to have its existing nauseated condition extended by 1 round. A creature that cannot be sickened or nauseated cannot have conditions removed by this ability.

Minor Conditions (DC 20): Fatigued, shaken, and sickened.
Major Conditions (DC 25): Dazed and staggered.
Severe Conditions (DC 30): Confused, exhausted, frightened, and nauseated.
Dire Conditions (DC 35): Blinded, deafened, paralyzed, and stunned.
This ability replaces the revelation gained at 7th level.

Recommended Mysteries: Life, nature, succor.

Oracle curse:Abyssal

Tongues (Advanced Player's Guide pg. 44): In times of stress or unease, you speak in tongues. Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language. At 5th level, pick an additional language to speak in combat and add it to your list of known languages. At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat. At 15th level, you can speak and understand any language, but your speech is still restricted during combat.

Str 0 Dex 5 Cn 5 int 0 Wis 2 Cha 13

--------------------
Background:
--------------------
Born to low class peasants who worked farm lands for lords, Anatoli dreamed of one day getting out of the manure smelling soil and to the city. What Anatoli did not know is that he was born with rare magical abilities and one day while he was out working he was almost run over by a horse and started speaking abyssal under stress. His parents were beyond frightened and handed him off to the first group of merchants and mercenaries protecting the merchants for a small bit of gold. Anatoli did not spend long with the merchant company before someone learned he could heal and speak abyssal and didn't really care who he worked for nor did he really care about religious inclinations. He was passed along again until he found himself in the Abyss itself. A rare healer for hire in a world with few such folk