Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ

Kimberly Snow's page

1,130 posts. Alias of Edward Sobel.

Full Name

Kimberly Snow


current map - Human


Oracle 8


HP 31/43, AC 19 (touch 12 / flat 18), CMD 15, CMB +5, Dagger +8/+3 (1d3-1), Init +3, Perc +7, F +2, R +4, W +9








Common, Celestial

Strength 10
Dexterity 12
Constitution 10
Intelligence 12
Wisdom 16
Charisma 18

About Kimberly Snow

Female Human Oracle (Reincarnated Oracle) 8
NG Small Humanoid (Human)
Init +3; Senses Perception +7
current map


this is the best pic I could find that was most approriate

ready for adventureing


AC 19, touch 12, flat-footed 18. . (+6 armor, +1 Dex, +1 size, +1 shield)
hp 43 (8d8)
Fort +2, Ref +4, Will +9
Weakness oracle's curses (haunted)


Spd 20 ft.
. . Bone Dagger +8/+3 (1d3-1/19-20/x2) and
. . Bone Dagger (vs humanoid shapechanger) +10/+5 (1d3+1+2d6/19-20/x2)
. . Unarmed Strike +7/+2 (1d2/20/x2)

Spell Like Abilities
. . (1/day) Bless, Sanctuary (DC 11)

Oracle (Reincarnated Oracle) Spells Known (CL 8, +7 melee touch, +8 ranged touch, concentration +12):

4 (4/day)(0/4) Cure Critical Wounds (DC 18), Greater Path of Glory, Restoration

3 (5/day)(0/6) Cure Serious Wounds, Neutralize Poison, Searing Light, Chain of perdition, Remove Disease

2 (7/day)(1/7) Cure moderate Wounds (DC 16), Detect Thoughts (DC 16), Early Judgement (DC 16), Sound Burst (DC 16), Minor Image (DC 16), Levitate, Remove Paralysis, Lesser restoration, Shield Other

1 (7/day)(0/7) Bless, Cure Light Wounds (DC 15), Forbid Action (DC 15), See Alignment, Protection from Evil, Sanctuary (DC 15), Burning Disarm (DC 15), Shield of faith (+3), Magic Stone

0 (at will) Stabilize, Ghost Sound (DC 14), Mage Hand, Mending, Detect Magic, Guidance, Enhanced Diplomacy, Light, Purify Food and Drink (DC 14), Virtue, Create Water, Detect Poison, Resistance


Str 10, Dex 12, Con 10, Int 12, Wis 16, Cha 18
Base Atk +6/+1; CMB +5; CMD 16
Feats Improved Channel, Selective Channeling, Extra channel, Extra revelation (Enhanced cures), Racial Heritage (Samsaran)
Traits Chance Savior, Sacred Conduit

Climb -5
Diplomacy +15
Disguise +4
Escape Artist -4
Fly -2
Handle Animal +12
Heal +14 (+16 with healer's kit)
Intimidate +4
Knowledge (History) +5
Knowledge (Local) +3
Knowledge (Nature) +5
Knowledge (planes) +5
Knowledge (Religion) +11
Perception +7
Ride -4
Sense Motive +14
Spellcraft +6
Stealth +0
Survival +7

Languages Celestial, Common
SQ Oracle Channel Positive Energy 4d6 (7/day) (DC 21) (Su), Protection Variant Channeling (±2 Sacred)
Combat Gear Dagger, light wooden shield, breastplate armor;

Other Gear Holy symbol, silver: Pharasma, Sunrod x2, Holy water flask x2, Scroll: cure light wounds x2, Scroll: Lesser Restoration, Potion Cure Light Wounds, wand lesser restoration, scroll detect undead, Potion lesser Restoration, Scroll: Protection from evil, Potion remove disease x2, Healer kit x2, Antitoxin x2, Antiplague x2, Bloodblock x9, smelling salts x3, sooth syrup x2, Potion Water breathing, small purple purse, smoky diamonds (75gp ea) x3, Cassock of the Clergy (Pharasma).

magic items list:

Sunrod x2
Holy water flask x2
Scroll: cure light wounds x2
Scroll: Lesser Restoration
Potion Cure Light Wounds
wand lesser restoration
wand cure light wounds
scroll cure moderate wounds (CL 7th) x2
scroll detect undead
Potion lesser restoration
Scroll: Protection from evil
Potion remove disease x2
Healer kit x2
Antitoxin x2
Antiplague x2
Bloodblock x9
smelling salts x3
sooth syrup x2
Bone dagger +1 humanoid (shapechanger) bane dagger
Potion water breathing
bag of holding type 1
cloak of resistance +1
Cassock of the Clergy (Pharasma)


Dagger - 0/1
Oracle Channel Positive Energy 4d6 (7/day) (DC 21) (Su) - 0/7
Wand cure light wounds - 0/13
Location Memories (7/day) (Su) - 0/7
wand Lesser restoration - 0/7
Bless (Sp) (1/day) - 0/1
Sanctuary DC 11 (Sp) (1/day) - 0/1
Spirit Memories (Su) (7/day) (DC 18) - 0/7
remaining coin: 1,266 gp


Chance Savior Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar's life and did so. His gratitude was effusive, and he promised that he would never forget y
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Oracle Channel Positive Energy 4d6 (7/day) (DC 21) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Protection Variant Channeling (±2 Sacred) AC bonus/penalty
Selective Channeling Exclude targets from the area of your Channel Energy.
Location Memories (6/day) (Su) For 1 minute, gain +2 insight bonus on Perception & Survival, plus Scent and Low-light Vision.
Enhanced Cures (level 5) (Su) For cure spells, any level caps in the spell become your oracle level
Cassock of the Clergy The wearer may command the cassock of the clergy to display the holy symbol of her deity or hide this symbol. At the most basic level, the garment functions as a divine focus. Additionally, the wearer gains a +3 competence bonus on Charisma-based checks to influence creatures that match her alignment or that of her patron deity. Also, the wearer may use bless and sanctuary (DC 11) each once per day, once per day she may spend 1 hour in prayer to gain an orison of her choice as a spell known for the next 24 hours.
Spirit Memories (Su) you call upon the unfulfilled desires and goals of your past lives and project their frustration and despair through your eyes at a target. This is a gaze attack affecting one creature. The target must make a Will save (DC 16) or be sickened and staggered for 1 round. This is a mind-affecting compulsion effect. You can use this ability 6/day.


Kimberly Snow, or at least that is the name she likes to be called, never knew where she came from. In her earliest memories she wandered the misty moors lost in a daze. Her only comfort was the voice she would hear in her head.

Believing it was her doll that she carried, she began to converse with it. She remembers meeting gypsies that took her in and fed her and clothed her. It was the gypsies that gave Kimberly her name.

Kimberly remained a recluse many times talking to herself, or to her doll. This made the gypsies uneasy, and they left Kimberly with the church of Pharasma in Ravengro.

Kimberly would always find a place to sleep and food to eat with the church of Pharasma, never realizing the power she held inside.

Kimberly would often walk the streets of the small town watching the people go about their business, even found herself the butt of pranks or snide remarks from other children; but Kimberly was always comforted by her “friend”, and her doll.

Even her “friend” would play jokes with Kimberly, moving objects from where she put them last, sometimes playing jokes on the other kids and leaving Kimberly to take the blame. But despite all this, the spirit was her friend.

During an evening wandering the town Kimberly saw a man heading by the cemetery, she noticed that he forgot to make the sign before passing. This did not bode well. There was something about him, and Kimberly followed.

Soon creatures from beyond the grave attacked the man, clawing and biting into his flesh. The horror of what was happening shocked her and she screamed. She wanted to flee but she heard the voice of her friend once more urging her to go to the man.

Unsure what to do she obeyed her friend and ran to him. In such a confused state she also forgot to make the sign and when she reached him, the monsters went after her as well. Kimberly quickly remembered what she had forgotten to do. Quickly she stood over the battered man and made the sign over her heart.

It was at that moment a wave of divine energy emanated from her driving back the monsters. At this time Kimberly’s “friend” revealed itself as a spirit of Pharasma, and declared Kimberly her oracle. Kimberly saved the man’s life that night; a deed that she never thought about again… until now.

Kimberly was born from the mists of the Southwest of Canterwall. The villages consumed and left desolate reside there. All of her life, before finding the gypsies was gone from her, or perhaps they never existed.

The “sign” mentioned represents the old superstition of making the sign of Pharasma “A spiral shape with the finger” across your heart before passing or entering the cemetery.

Kimberly knows several of the other children in town but she would not be considered “friends’ with them since she is recluse and seldom conversed with them, but she would know them by name and some she would know where they lived.

The man rescued was of course Professor Lorrimor the events of that night was within a year of the funeral. During that time Kimberly spent more time at the church. 1] Because she was scared from what happened and what her “friend” told her. 2] To secretly practice her new talents guided by her “friend”

Kimberly’s “Friend” is really just fluff and has no game mechanic other than serving as an explanation for the Haunted curse. To those that don’t know any better, Kimberly could be considered to have Schizophrenia.


Current: 5000
Need to level: 5000

©2002–2016 Paizo Inc.®. Need help? Email or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.