
Shana Tarren |

Rickmeister said in the re-recruitment thread to post our characters here to be vetted, so I present you Shana. I saw y'all had two divine spellcasters and I've been wanting to try a battle Oracle for a little while, so I built her for support/tankyness. (This is MightyDuck from the other thread)
Shana Tarren
Female Half-Elf Oracle 7/Paladin 1
LG Medium Humanoid (elf, human)
Init +0; Senses low-light vision; Perception +5
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Defense
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AC 25, touch 10, flat-footed 25 (+11 armor, +4 shield)
hp 84 (1d10+7d8+32)
Fort +6, Ref +2, Will +7; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
Weakness oracle's curses (haunted)
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Offense
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Speed 20 ft.
Melee Heavy Shield Bash +11/+6 (1d4+5/x2) and
+2 Conductive Battleaxe +13/+8 (1d8+7/x3)
Special Attacks oracle channel positive energy 4d6 (4/day) (dc 16), smite evil (1/day)
Spell-Like Abilities
At will—Detect Evil (At will)
Oracle Spells Known (CL 7):
3 (5/day) Neutralize Poison, Cure Serious Wounds, Prayer, Chain of Perdition
2 (7/day) Restoration, Lesser, Silence (DC 15), Calm Emotions (DC 15), Cure Moderate Wounds, Minor Image (DC 15), Aid, Levitate
1 (7/day) Cure Light Wounds, Shield of Faith, Protection from Evil, Detect Evil, Detect Undead, Obscuring Mist, Sun Metal (DC 14)
0 (at will) Guidance, Resistance, Mage Hand, Detect Magic, Mending, Create Water, Ghost Sound (DC 13), Read Magic, Stabilize
Paladin Spells Prepared (CL 0):
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Statistics
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Str 20, Dex 10, Con 14, Int 10, Wis 8, Cha 16
Base Atk +6; CMB +11; CMD 21
Feats Combat Casting, Extend Spell, Shield Focus, Skill Focus (Heal), Toughness
Traits Indomitable Faith
Skills Acrobatics -6 (-10 jump), Climb -1, Diplomacy +14, Escape Artist -6, Fly -6, Heal +11, Knowledge (history) +4, Knowledge (religion) +5, Perception +5, Ride -6, Sense Motive +7, Spellcraft +6, Stealth -6, Survival +3, Swim -1; Racial Modifiers +2 Perception
Languages Common, Elven
SQ aura of good, conductive, elf blood, mysteries (life), revelations (enhanced cures [level 7], oracle channel positive energy, safe curing)
Other Gear +2 Full plate, +1 Heavy steel shield, +2 Conductive Battleaxe, Belt of mighty constitution +2, Bracers of armor +1, 1870 GP
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Special Abilities
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Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Conductive Channel touch attack ability through weapon strike.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Enhanced Cures (level 7) (Su) For cure spells, any level caps in the spell become your oracle level
Extend Spell Spell duration lasts twice as normal. +1 Level.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Oracle Channel Positive Energy 4d6 (4/day) (DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Safe Curing (Su) Casting healing spells does not provoke AoO
Shield Focus +1 Shield AC
Smite Evil (1/day) (Su) +3 to hit, +1 to damage, +3 deflection bonus to AC when used.
She gained some relief when she encountered a paladin of Sarenrae who recognized both her curse and her abilities. Taking the Oracle under her wing, the paladin trained her for a brief period in an attempt to lessen the frequency of her curse's manifestation. While this didn't work it did serve to induct Shana as a paladin of the Goddes of Healing. She adventured with her mentor for a short time before the remembered comraderie of the Iron Fists drew her back to the Stolen Lands.
She had only arrived recently when the Harrower arrived and in an effort to learn more about her curse, waited in line to receive a Harrowing.
Edit: The only thing I was fuzzy on was the equipment and I'm a little concerned about starting with a +2 weapon when the rest of the party has +1. If it needs to be changed, I'll gladly hop to it.
Also, the HP rolls I recorded but forgot to post because its just Dunce night for me.
8, 8
6, 2
7, 1
6, 3
4, 3
8, 4
5, 3

Rickmeister |

Shana: It seems you used Herolab, so could you mail me your portfolio? Your gear will most likely have to be downgraded slightly, since you need to keep in mind the percentages on gear/gp when making a higher level character. For example: it seems you have absolutely no "limited use items" in your list. :)
Looking nice so far though!
Oh, and it's exactly the two divine casters that we lost! :p
Vash Ossari: Indeed, we're level 8, not 9 so you might not to downgrade. Secondly, you're using stuff from sources other than CRB and APG, so these will have to go.
I will also require a little bit of background.

Shana Tarren |

Shana: It seems you used Herolab, so could you mail me your portfolio? Your gear will most likely have to be downgraded slightly, since you need to keep in mind the percentages on gear/gp when making a higher level character. For example: it seems you have absolutely no "limited use items" in your list. :)
Looking nice so far though!
Oh, and it's exactly the two divine casters that we lost! :pVash Ossari: Indeed, we're level 8, not 9 so you might not to downgrade. Secondly, you're using stuff from sources other than CRB and APG, so these will have to go.
I will also require a little bit of background.
That is exactly what I meant to say about them! Its what decided my class for me. I figured about the items as they are the part of the game I'm weakest on. The Hero Lab portfolio will be in the mail soon, I just need to do some running around this morning

Ptolmaeus Arvenus |

Are you willing to allow drawbacks for an extra trait?
Also, what are the rough divisions of what you'd like to see our wealth spent on? I've got about 10,000 I was holding in reserve for wands and such.
(Sorry it took me so long to reply, I've finally come up with a character concept. The Big Bad Wolf is on the path to redemption. He's a Synthesist, my first one ever and hopefully not too cheesy.)

Rickmeister |

I'm not allowing drawbacks, since I keep the bar the same for everyone and the original ones did not receive that option.
If you are refferring to a Synthesist Summoner, I regret to inform you that this archetype comes from UlMagic, and is not allowed. Again, the other ones did not receive this option. Regular summoner is not a problem. :)

Terry Listantabulous |

I don't know if recruitment is even still open - last post on the topic was last Wednesday - but if it is, I'm willing to submit Terry Listantabulous as a halfling Oracle of the Winds. He's not level 8 yet, but this profile is proof of concept. If there's still space needing to be filled, I'll level him up to 8 today.

Terry Listantabulous |

HP Rolls.
Level 2 HP: 5
Level 3 HP: 8
Level 4 HP: 7
Level 5 HP: 8
Level 6 HP: 7
Level 7 HP: 10
Level 8 HP: 10
Max HP: 55
Level 2 Attempt 1. Con + Favored Class Bonus: 1d8 + 1 + 1 ⇒ (3) + 1 + 1 = 5
Level 2 Attempt 2: 1d8 + 1 + 1 ⇒ (3) + 1 + 1 = 5
Level 3 Attempt 1: 1d8 + 1 + 1 ⇒ (4) + 1 + 1 = 6
Level 3 Attempt 2: 1d8 + 1 + 1 ⇒ (6) + 1 + 1 = 8
Level 4 Attempt 1: 1d8 + 1 + 1 ⇒ (2) + 1 + 1 = 4
Level 4 Attempt 2: 1d8 + 1 + 1 ⇒ (5) + 1 + 1 = 7
Level 5 Attempt 1: 1d8 + 1 + 1 ⇒ (5) + 1 + 1 = 7
Level 5 Attempt 2: 1d8 + 1 + 1 ⇒ (6) + 1 + 1 = 8
Level 6 Attempt 1: 1d8 + 1 + 1 ⇒ (5) + 1 + 1 = 7
Level 6 Attempt 2: 1d8 + 1 + 1 ⇒ (4) + 1 + 1 = 6
Level 7 Attempt 1: 1d8 + 1 + 1 ⇒ (5) + 1 + 1 = 7
Level 7 Attempt 2: 1d8 + 1 + 1 ⇒ (8) + 1 + 1 = 10
Level 8 Attempt 1: 1d8 + 1 + 1 ⇒ (8) + 1 + 1 = 10
Level 8 Attempt 2: 1d8 + 1 + 1 ⇒ (1) + 1 + 1 = 3

Terry Listantabulous |

Spells, Revelations, HP, saves, and feats complete. Still need to calculate my updated AC, spend all my starting gold on equipment, and allocate my skill points.
I also need to tweak my backstory a bit to fit the setting. Haven't decided which organization would appeal the most to my character.
I'd also like to set up a prior backstory connection to one of the PCs if I'm accepted and anyone is interested in doing so.

Terry Listantabulous |

Skill points all allocated, now working on purchasing equipment and recalculate my stats and defenses based on the magic items I'll be acquiring.
Rick, could you tell me a bit more about the religious factions in Mithurdane? I need to decide if I want to belong to one of them officially, or whether I adopt the lonely wanderer mantle.

Terry Listantabulous |

While looking at your profile for possible tie-ins, Valeeran, I noticed your immense Knowledge checks. I still have yet to work out how we may have met, but our interest in greater knowledge could be our common ground. My character is more focused on the mysteries of nature than the learnings of the intelligent races, but recently, he has begun to dabble - I have +2 in most knowledge checks. You have +10 in most knowledge checks. You could be his tutor! :D

Terry Listantabulous |

1) I'm not sure what, if anything, is on there that's not from those two sources. I use the SRD pretty heavily so it can be easy for me to overlook what book it originally came from, sorry. Still, I don't think I have anything too strange on my character sheet.
2) Two of the traits are alternate halfling racial traits, not Traits with a capital T. From the SRD entry on halflings, source:
Sacred Keepsakes
Among halflings, tradition demands that young people must perform a noteworthy task before they can cross the threshold into adulthood. As a sign of their success, most earn or claim some minor token or memento. Though these keepsakes rarely have much value, halflings tend to cherish them and often carry them to their graves. However, for those few who hear the call of the gods, these tokens sometimes prove far more useful.
The sacred keepsakes detailed below give halflings new options when casting a particular 1st-level divine spell (sacred keepsakes have no effect on arcane spells). When used as an additional divine focus for the spell, a keepsake gives the caster the option to make that spell more effective or simply different. Each keepsake earned at the end of a halfling’s coming of age task is unique and usually irreplaceable. However, a halfling who loses his keepsake might, if especially devoted, gain a nearly identical copy as a reward for completing a particularly important quest or assignment that directly benefits his faith.
Many halflings who are divine spellcasters attach their keepsakes to their holy symbols to prevent loss and to keep the keepsakes handy for casting spells. If the keepsake is too large or unsuitable for attaching to a holy symbol (such as the half-deck or game piece), it is worn on a strap around the neck or wherever the holy symbol is worn. If the keepsake is near the holy symbol, a halfling can grab them both at the same time with one hand and cast the spell as normal. If the keepsake is hidden away, the halfling must spend a move action to retrieve it before casting the spell.
Only the halfling who earned the keepsake can use it for the following purposes. These keepsakes are not magic items and do not radiate magic. Since they only offer the chance to cast a variation of one specific 1st-level spell, these keepsakes have little real impact upon a particular character. GMs who wish to make a keepsake more powerful, perhaps by offering up variant spells for each spell level, should probably require that the character spend a feat to balance out the advantage gained.
I'm not overly attached to the keepsake, it's only a bit of extra flavor to my character mostly. Still, if you think it's an unfair advantage, I can ditch it.
Fleet of Foot is just an alternate way to build your halfling. You can sacrifice their racial +2 bonus on Acrobatics and Climb in favor of a base 30 foot speed. I knew I would be wearing medium armor, so I didn't want to be shuffling around at a 15 foot speed, that would suck. 20 foot speed is far more manageable, puts me at the speed of an average small creature.
3) That would be from my Oracle curse, Tongues. Source from the SRD. While in combat, I can only speak and understand those languages, but the upside is that I gain those languages as bonuses.
I chose that curse because it worked best with my idea for my oracle's backstory. He spontaneously learned the language of air elementals at the same time as he gained his first level in oracle, so he sees himself as a divine messenger of his God, Gozreh, the lord of nature and the air.