abundant revelation +1 use per day
rope 50' silk
belt pouch w/spell components
divine focus (small necklace with several holy symbols)
5 days rations
1 CLW potion
3 alchemist's fires
3 acid flasks
favored class: Oracle, 1st lvl bonus in skills
blackened: - Your hands and forearms are shriveled and
blackened, as if you had plunged your arms into a blazing fire, and your thin, papery skin is sensitive to the touch.
Effect - You take a –4 penalty on weapon attack rolls, but you add burning hands to your list of spells known.
At 5th level, add scorching ray and flaming sphere to your list of spells known.
At 10th level, add wall of fire to your list of spells known and your penalty on weapon attack rolls is reduced to –2.
At 15th level, add delayed blast fireball to your list of spells known.
Oracles of the spellscar mystery have been touched in some way by primal magic. Alternatively, a spellscar oracle might simply be a person who was affected in her past by a primal magic event.
Skills: An oracle with the spellscar mystery adds Knowledge (arcana), Knowledge (nature), Survival, and Use Magic Device to her list of class skills.
Bonus Spells: ray of enfeeblement (2nd), obscure object (4th), dispel magic (6th), lesser globe of invulnerability (8th), break enchantment (10th), antimagic field (12th), spell turning (14th), spellscar (16th), mage’s disjunction (18th).
Eldritch Bolt (Su): You can damage foes with a bolt of raw magical energy. Make a ranged touch attack against any foe within 30 feet. On a hit, you deal 1d8 points of force damage, +1 point of damage per two oracle levels. At 10th level, the bolt’s range increases to 60 feet. You may use this revelation a number of times per day equal to 3 + your Charisma modifier. (7x/day) 6/7 remaining
AC 16 (T 112, FF 14); saves Fort 2, Refl 2, Will 2; bab 0, melee 2, ranged 2; CMB 2, CMD 14; HP 10; init +2 perc+1
diplomacy 7, heal 5, craft alchemy 7, perception 1, sense motive 4, spellcraft 7, knowledge: planes 7, knowledge religion 7, profession: apothecary 4
Faith Healer (Aasimar)- You have an unearthly appearance and soothing aura about you that make people believe you are gifted with divine powers. You learned at a young age to make use of your gift in order to make money, and you've found ways to ethically justify your work.
Benefit: You can make a Heal check weekly to earn money as though making a Profession check. In addition, you gain a +1 trait bonus on Heal checks.
Magical Knack - You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks.
Benefit: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t increase your caster level higher than your current Hit Dice. (Oracle)
0 - det magic, stabilize, purify food/drink, spark, create water
1 (5/day) - CLW, shield of faith, magic weapon, burning hands,
5'9" 145 lbs; golden hair, grey eyes, fair skin. Her hands and forearms are burned and blackened, the skin thin and papery over them.
On the early morning of the 12th of Gozran a small earthquake rocked the community of Oakhurst and the neighboring farms sent word that strange noises were coming from the gorge to the west that held a long sunken Dwarven Citadel. The Hero's of Oakhurst- The Son and Daughter of the towns Mayor; Kerowyn Hucrele, owner of the General Store and wealthy merchant in her own right. Targen Hucrele, A Fighter brave and intelligent and Sharwyn Hucrele an Enchantress taken by the party Leader Sir Bradford of Almas, a Paladin of Iomedae. Finally the party was rounded out by Karakas, a Half-Orc Ranger...and sometime caravan guide for the Hucrele Mercantile interests.
These hero's set out to investigate the gorge and the Citadel therein....and now 3 days later, no word...no sign...and the town begins to fret. Mayor Hucrele has put the call out for those who would take up arms and go in search of the Heroes of Oakhurst.
While she considered herself no hero, Tae heard the mayor's call even in her small hovel on the outskirts of the small town. One of her many 'voices' told her of it and her heart leapt in her chest. She wasn't sure why at first. She had known all along, had felt it from the beginning, that the earthquake was no natural event. That the entire party sent to investigate it might be lost was sad indeed. But what was her connection to it? Surely she had none. But the voices wouldn't let her rest... exhorted and pushed her into action.
Tae finished the tea she was making for Lorna's cough, and packaged it up. Rather than simply run over to her house and drop it off, she dressed for travel, gathered up a pack, and headed into town. After stopping off at Lorna's with the tea, she headed to the mayor's office, her footsteps almost strange to her, as if she were following a course she wasn't directing herself. "Quiet, be quiet, all of you." She spoke aloud but softly, knowing the voices could hear her and hoping the townsfolk couldn't. They already thought her odd, why add fuel to the fire? She followed the voices, for to do otherwise would lead to madness, she was sure of it.
When she got to the mayor's office, she was struck with second thoughts. She was never really accepted in town, and now she wanted their acceptance on a quest to find the town's heroes? What was she thinking? She looked around in panic, but was alone in the waiting room. Was no one else answering the call, or were they already all in with the mayor? She waited nervously...
What was I thinking? How could I be chosen for this, they don't like me, few trust me, though they do trust my remedies. But surely, they will know an honest offer to help when they hear it.
When others began to arrive she greeted them with a smile. "Hello," she said, though she gave no name. It was a small town and surely everyone knew the madwoman who made herbal cures and remedies.
+2 Int, +2 Cha +2 bonuses to Knowledge (planes), Spellcraft, spell-like ability: pyrotechnics description: Masters of fire magic, emberkin feel the dual pull of their peri forebear as well as that of a fallen angel further down their ancestry, and wrestle with their urges to do both good and evil.
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
Truespeaker There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.