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Danse Macabre

Duo Skybreaker's page

249 posts. Alias of Valmoon.


Full Name

Duo Skybreaker

Race

Human

Classes/Levels

Oracle (Life) lvl 2 (AC 16, CMD 14, HP 13/13, Fort: 0 Ref: 3 Will: 3, Init 1, Perc 0/-4)

Size

5ft. 8in.

Age

24

Special Abilities

lifelink, channel positive energy

Alignment

CN

Languages

Common, Lip Reading

Occupation

Cook / Healer

Strength 10
Dexterity 16
Constitution 10
Intelligence 10
Wisdom 10
Charisma 18

About Duo Skybreaker

Oracle (Life)

Oracle:

Deaf: You cannot hear and suffer all of the usual penalties for being deafened. You cast all of your spells as if they were modified by the Silent Spell feat. This does not increase their level or casting time. At 5th level, you receive a +3 competence bonus on Perception checks that do not rely upon hearing, and the initiative penalty for being deaf is reduced to –2. At 10th level, you gain scent and you do not suffer any penalty on initiative checks due to being deaf. At 15th level, you gain tremorsense out to a range of 30 feet.

Deafened: A deafened character cannot hear. He takes a –4 penalty on initiative checks, automatically fails Perception checks based on sound, takes a –4 penalty on opposed Perception checks. Characters who remain deafened for a long time grow accustomed to these drawbacks and can overcome some of them. (slightly edited based on above info.)

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)..

Revelations: At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery. If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action.

Stats:
HP: 13 (8 base + 5 per level(1))
AC: 16 (3 armor + 3 dex + 10 base)
Touch: 13 (3 dex + 10 base)
Flat Footed: 13 (3 armor + 10 base)
Init: + 1 (3 dex + 2 reactionary - 4 deaf)

Fort: 0 (0 con + 0 class)
Ref: 3 (3 dex + 0 class)
Will: 3 (0 will +3 class)

BAB: 0
CMB: 1 (1 bab)
CMD: 14 (1 bab + 10 base + 3 dex)

Quarterstaff: +1 1d6 ×2

Equipment:
Studded leather,
Quarterstaff,
spell component pouch,
Spellbook, wizard's (blank - How I communicate to others) (1),
daggers (10),
InkPens (10),
Hemp Rope (50ft),
Grappling hook,
Pitton (10),
backpack,
scroll of cure light wounds (1) and,
10GP

Feats:
Selective Channeling, Extra Revelation

Skills:
Skills:
Acrobatics + 2 (3 dex + 0 ranks -1 misc bonus)
Bluff + 4 (4 cha + 0 ranks + 0 misc bonus)
Climb + 0 (0 str + 1 ranks - 1 misc bonus)
Diplomacy + 8 (4 cha + 1 rank + 3 misc bonus)
Disguise + 4 (4 cha + 0 ranks + 0 misc bonus)
Escape Artist + 2 (3 dex + 0 ranks - 1 misc bonus)
Heal + 5 (0 wis + 2 rank + 3 misc bonus)
intimidate + 4 (4 cha + 0 rank + 0 misc bonus)
Know Religion + 4 (0 int + 1 rank + 3 misc bonus)
Know Planes + 4 (0 int + 1 rank + 3 misc bonus)
Sight / feel Perception + 0 (0 wis + 0 ranks + 0 misc bonus)
Sound Perception = auto fail.
Opposed Perception - 4 (0 wis + 0 ranks - 4 misc bonus)
Profession(cook) + 5 (0 wis + 2 rank + 3 misc bonus)
Profession(sailor) + 4 (0 wis + 1 rank + 3 misc bonus)
Ride + 2 (3 dex + 0 ranks - 1 misc bonus)
Linguistics + 1 (0 int + 1 rank + 0 misc bonus)
Stealth + 2 (3 dex + 0 ranks - 1 misc bonus)
Spellcraft + 4 (0 int + 1 rank + 3 misc bonus)
Swim + 4 (0 str + 1 ranks + 3 misc bonus)

Traits:
Traits:
Reactionary +2 init
Touched by the Sea: You’ve always felt the call of the sea and your blood surges with the ebb and f low of the tides. Perhaps one of your parents was a sailor or pirate, or maybe one of your ancestors had a bit of aquatic elf or undine blood in them. Whatever the reason, you’re as comfortable in the water as you are on land. You gain a +1 trait bonus on Swim checks and Swim is a class skill for you. In addition, penalties on attack rolls made underwater are lessened by 1.

Spells:
channel - 5 per day

0 level - unlimited per day
DC: 14 (10 + 0 spell level + 4 cha)
lifelink [if target has lost 5+ from max hp they heal 5 and I take 5 damage]
spark
stabilize
mending
guidance
purify food and drink

1st level - 4 per day
DC: 15 (10 + 0 spell level + 4 cha)
bless
cure light wounds (free)
inflict light wounds


Revelations:
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.
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).

Background:

The Undine community Duo was raised in was a peaceful one. although if you messed with their sacred waters you wouldn't think so. Duo never knew his father but, his mother would fondly tell him stories about what his father was like. It was from these stories that Duo learned his father was a pirate. His mother could tell that Duo wanted very much to be like his father. She however feared for his safety because, of his natural born condition.

This condition meant Duo would never be able to hear. He would never be able to experience the sounds of the waves crashing against the rocks or the sounds of the birds and most painfully of all he would never get to hear her sing the stories of his father. It saddened her greatly when she was told Duo was deaf but, her love for the child was greater. As Duo grew she showed him who to read and write in common.

When Duo turned sixteen the community found that he had a natural talent for cooking and casting cure spells. This pleased the community greatly as although his mother wrote kindly of his father, the community spoke badly of him and by association Duo was avoided. That day the community excepted Duo for who he was but, then tragedy struck. Off the coast a group of ships attacked the community leaving Duo all alone as, he had been gathering food at the time.

Duo did all he could to help his "family" but, in the end all was lost. So Duo has decided that one day he will pay the ship's crew back in kind for what they had done to his family but first he must become a valuable member of a crew...

Duo took to the closest town and that night visited The Formidably Maid. He was hoping that by doing so he would find himself a ship to join but, didn't think he had much luck being deaf and all. Duo went down to the docks to take the view of the sea and think over how to better approach his plans. It was only a short while after that Duo felt a blow to the head and the last thing he remembered as the waves rushing up to meet him.


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