AC 12, Touch 12, Flat-footed 10, CMD 9
HP 8/8 (1D8)
Fort: +0 (+4 vs Disease), Ref: +2, Will: +4
Spell Resistance: NA
+2 vs charm and compulsion effects from Trait
Speed: 20ft (4 Squares)
Melee "Death's Touch" +2 vs Touch AC (1d6+1) 0/7 Times Used (per day)
Melee "Punching Dagger" +2 vs AC (1) (1lb)
Ranged "Light Crossbow" +2 vs AC (1d6) (4lbs) (38 Bolts, 3.8lbs)
Space: 5 ft. Reach: 5ft
Base Atk: +0, CMB: -3
Spells Known (Oracle), Automatically gain All Cure Spells
0 Level (4) - Bleed, Stabilize, Detect Magic, Guidance
1st Level (2) - Doom, Cure Light Wounds, Shield of Faith
Spells Per Day (Oracle) - Caster Level (1, DC for Spells is 14+Spell Level)
0 Level - Infinite Usage
1st Level - 0/4 Used
Favored Class: Oracle
Favored Class Bonus
1st Level - +1 Skill Point
Half-orcs can see in the dark up to 60 feet
Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Half-orcs count as both humans and orcs for any effect related to race
Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Trait: Birthmark (of Pharasma)
This birthmark can serve you as a divine focus for casting spells, and you gain a +2 trait bonus on all saving throws against charm and compulsion effects. The birthmark covers the right side of Gerlick's face, and while it shows he is chosen he prefers to ignore it.
Trait: Poverty Stricken
You gain a +1 bonus to Survival checks, and Survival is always a class skill for you.
Oracle’s Curse (Ex): Wasting
Your body is slowly rotting away. You take a –4 penalty on Charisma-based skill checks, except for Intimidate. You gain a +4 competence bonus on saves made against disease. This is the curse that never gets better per Dual Cursed Archtype.
Oracle's Curse (Ex): Lame
One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th level, you are immune to the fatigued condition (but not exhaustion). At 10th level, your speed is never reduced by armor. At 15th level, you are immune to the exhausted condition.
Oracles learn a number of orisons, or 0-level spells, as noted on Table: Oracle Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed.
At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table: Oracle Spells Known. They cannot be exchanged for different spells at higher levels.
Class Skills: An oracle with a bones mystery adds Bluff, Disguise, Intimidate, and Stealth to her list of class skills.
Bonus Spells: ill omen (2nd), oracle's burden (4th), bestow curse (6th), fear (8th), slay living (10th), circle of death (12th), control undead (14th), horrid wilting (16th), wail of the banshee (18th).
At 1st, 3rd, 5th, 7th, 11th, 13th, 15th, and 19th level, 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.
1st Revelation (Death’s Touch (Su)): You can cause terrible wounds to appear on a creature with a melee touch attack. This attack deals 1d6 points of negative energy damage +1 point for every two oracle levels you possess. If used against an undead creature, it heals damage and grants a +2 channel resistance for 1 minute. You can use this ability a number of times per day equal to 3 + your Charisma modifier. (Currently 7 times per day)
===========DESCRIPTION AND INFORMATION============
Gerlick is a physical mess. Skinny and frail, his body has nearly no muscle mass. This is in part due to his nature as he was never strong to begin with, but the curse laid upon him by the gods has weakened him further. His skin peels constantly, and he has a multitude of scars from where people have attacked him. He is also hairless, and his skin is pale grey. The only part of his body that is saved from the ravages of his curse is the bright green birthmark that is shaped in a perfect copy of the holy symbol of Pharasma. But beyond all that lies his sheer force of personality, a will that cannot be contained.
One night, when the moon was as black as the night sky, a half orc was born. A product of rape, this half orc was not wanted by the mother as it reminded her of the human who had attacked her. The boy was born, sickly and physically frail, and with a horrible birthmark on his face. The mother recognized this mark as that of Pharasma, and she abandoned the babe at a temple of Pharasma in a small town near her village.
The clerics there took the child in, recognizing the mark of Pharasma. They raised him, calling him Gerlick.
Gerlick doesn't remember this, and generally does not care to think about who his mother might have been. Growing up in a temple of Pharasma is hard enough for a child, but to have been marked as someone who was chosen by the goddess brings hardships all its own. Thanks to this, and the torment of children in the village, Gerlick has grown to be a sullen unhappy child. He ran away from the temple when he was 12 in fact, to escape the priests who expected so much of him and the other acolytes who bullied him. He lived on the streets for 6 years, and during that time started to develop strange divine powers. He discovered he could heal or harm with a touch, manipulating energy as he saw fit. He started to have visions of a old lady in his dreams who claimed to be Pharasma. When he first saw these visions he ignored them, and finally when he was 16 he had enough and actually defiled a shrine to Pharasma he found on the side of the road.
The goddess cursed him then, in his dream that night, with a horrible wasting disease. It had no cure, and while it would not kill him, she told him, it would assail his body constantly, destroying his already meager strength and making him act as if he was much older then he was.
His body scarred and ravaged by the disease, he left the small village and began to travel the world. No one wanted to deal with this disturbing looking half orc, who had begun to understand what sort of powers the gods truly had. By the age of 19 he had succeeded in learning how to survive on scraps, and had learned a bit more of his powers. The disease had the effect of keeping him from contracting more mundane sicknesses actually, and he found that his command of the divine powers granted to him growing. He learned that unlike trained temple clerics, his power was granted to him to do as he saw fit. He decided then and there to search the world for a cure for his condition, and a way to get back at the gods who had cursed his life so.
Because of this, Gerlick is physically weak but has a force of personality to be reckoned with. His piercing gaze has left men in tears, as he prophesies their doom. Underneath his stern and unbending demeanor however is heart that yearns to be accepted.
He arrived in Sandpoint on chance, having stopped there on his travels in hopes of finding information about his condition and possible ways to cure it. Arriving in time for the festival, Gerlick, who had given himself the title "The Broken" decided to stay and see the festivities, hoping that they might lift his spirits. He had been searching since he was 19 for a cure, and after 4 years of it had yet to find any leads.
Hopefully that would change here.
============EQUIPMENT AND POSSESSIONS=============
Wealth: 56gp, 9 sp
Total Value: 93gp 1sp
Light Load: 16lbs or less
Medium Load: 17-33lbs
Heavy Load: 34-50lbs
Total Weight: 13.75 lbs (Light Load)
Starting Gold - 50gp (Rolled)
My +2 stat boost went into CHA (half orc bonus)
The concept here was a beaten, weak Oracle who has a forceful and might personality but is ugly and diseased.
Dual-Cursed Oracle (Archetype)
All oracles are cursed to some degree, but some oracles bear an even heavier burden. Though doubly aff licted with supernatural or physical hindrances, a dual-cursed oracle can manipulate fortune and gains greater insights into her mystery.
Recommended Mysteries: Any.
Oracle’s Curse: A dual-cursed oracle must choose two curses at 1st level. One of these curses (oracle’s choice) never changes its abilities as the oracle gains levels; for example, an oracle with clouded vision never gains darkvision 60 feet, blindsense, or blindsight. The other curse comes with its normal benefits.
Class Skills: A dual-cursed oracle gains no additional class skills from her mystery.
Bonus Spells: ill omen** (2nd), oracle’s burden** (4th), bestow curse (6th). These bonus spells replace the oracle’s mystery bonus spells at these levels.
Revelations: A dual-cursed oracle gains a new revelation at 5th level and 13th level. These are in addition to the normal revelations she receives at 3rd level, 7th level, and so on. In addition, the cursed oracle may select the following revelations in place of a mystery revelation.
Misfortune (Ex): At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it’s worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day.
Fortune (Ex): At 5th level, as an immediate action, you can reroll any one d20 roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it’s worse than the original roll. You can use this ability once per day at 5th level, and one additional time per day for every six oracle levels beyond 5th.