Anastasia Shoi-Ming's page

125 posts. Organized Play character for noral.


HP 32/32 | AC 16 T 9 FF 16 | CMD 9 | F: +5, R: +1, W: +4 | Init: -1


| Spells: 1st 7/7 | LoH 5/6 | Channel 6/6 | Speed 20 ft (50 ft on horse) | Reroll 1/1 | Heavy horse HP 19/19 | Perc: +0, SM: +4, Dipl.: +11 | Active conditions: None


Female N Human Tien-Ulfen follower of Pharasma | Oracle 3 |

About Anastasia Shoi-Ming

Female Human Tien-Ulfen - Anastasia’s picture in real life

–– Oracle (Pei Zin Practitioner, Life Mystery) of Pharasma 3 ––


-- STATS --
Str: 7, Dex: 8, Con: 16, Int: 10, Wis: 10, Cha: 20


–– SAVES ––
Fortitude: +5 (Con +3, Oracle +1, Cloak of Resistance +1)
Reflex: +1 (Dex -1, Oracle +1, Cloak of Resistance +1)
Will: +4 (Wis +0, Oracle +3, Cloak of Resistance +1)

+2 vs. death effects from the feat ‘Fey Foundling’


–– COMBAT ––
Ranged to hit: -3 (BAB +2, Dex -1, Curse Blackened -4)
Melee to hit: -4 (BAB +2, Str -2, Curse Blackened -4)

Initiative -1

CMD 9 (BAB +2, Dex -1, Str -2)


–– AC ––
AC 16, T 9, FF 16 (Armor +6, Shield +1, Dex -1)

Armor Check Penalty -5: MW Breastplate [-3] + MW Wooden Buckler [-0] OR Medium Load [-3]


–– SKILLS ––
Diplomacy +11 (Rank 3, Class +3, Cha +5)
Heal +4 (Rank 1, Class +3, Wis +0)
Knowledge: history +4 (Rank 1, Class +3, Int +0)
Knowledge: planes +5 (Rank 2, Class +3, Int +0)
Knowledge: religion +6 (Rank 3, Class +3, Int +0)
Linguistics +4 (Rank 1, Class +3, Int +0)
Profession Herbalism +15 (Rank 1, Class +3, Cha +5 + ½ Oracle level +1 from Pei Zin archetype Master Herbalist, Con +3 from trait ‘Brevoy bandit’, Tool +2)
Sense Motive +4 (Rank 1, Class +3, Wis +0)
Spellcraft +4 (Rank 1, Class +3, Int +0)
Use Magic Device +6 (Rank 1, Cha +5)

15 skill points => 3 levels with 5 Skill Points per level: 4 Oracle + 0 Int + 1 Skilled human racial trait

• Racial: Common, Tien
• Linguistics: Celestial


• 1st level: 7 = 5 + 2 Charisma

• 0 level (5 known): Detect Magic, Read Magic, Grasp, Stabilize, Guidance
• 1st level (3 known): Protection from Evil, Bless, Liberating Command, Burning Hands (bonus from curse ‘Blackened’)



• LIFE MYSTERY - CHANNEL: 6 = 1 + 5 Cha

* Currently: 6 XP / 1 PP / 12 Fame
* Spent: 11 PP



• On 2nd Level: Retrained 2 Hit Points each costing 3 days / 3 PP / 60 gp (=3 days * 2 Lvl * 10gp) -> Total cost for retraining 2 Hit Points: 6 PP and 120 gp.
• On 3rd Level: Retrained Human Feat costing 5 days / 5 PP / 150 gp (=5 days * 3 Lvl * 10gp)



1st level - 12 Hit Points: 8 Oracle + 3 Con +1 Favored Class
2nd - 11 Hit Points: 5 Oracle + 3 Con + 2 Retraining +1 Favored Class
3rd level - 9 Hit Points: 5 Oracle + 3 Con +1 Favored Class

TOTAL - 32 Hit Points


–– GOLD –– :

* Currently: 566 gp


–– GEAR ––
MW Breastplate
MW Wooden Buckler
Traveler’s Any-Tool
MW Tools profession herbalism
Backpack, Masterwork
Air bladder
Snorkel masterwork
Animal glue
Bell string
Whistle signal
Oil of grease
Vermin repellent
Spell component pouch
3 x Holy symbol Pharasma
Smelling Salts
Potion of Touch of Sea
Air Crystals
2 x Acid

Heavy Horse (Combat Trained)
Military saddle


–– TRAITS ––
• BREVOY BANDIT (Region: Mivon): You fled the persecution of Brevoy authorities and wound up in Mivon. Whether or not you are guilty of your alleged crimes, you seek to build a new life amid new neighbors. Choose one Profession skill [Herbalism] and one ability score [Constitution] other than Wisdom. You add that ability score’s modifier in addition to your Wisdom modifier on checks with the chosen Profession skill.
• FATE’s FAVORED (Faith): Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

–– FEATS ––

• Lvl 1: FEY FOUNDLING: Benefit: Whenever you receive magical healing, you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort).
• Human feat, retrained at 3rd level: SELECTIVE CHANNEL: Prerequisites: Cha 13, channel energy class feature. Benefit: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy. Normal: All targets in a 30-foot burst are affected when you channel energy. You can only choose whether or not you are affected.




• Class Skills: Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). In addition, oracles receive additional class skills depending upon their oracle mystery.

• Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).
• Oracle’s Curse (Ex): Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle’s curse cannot be removed or dispelled without the aid of a deity. An oracle’s curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. Each oracle must have a single curse.
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.

FAQ Blackened Curse: The Blackened oracle curse is meant to only impose a penalty on attack rolls with manufactured weapons. Thus, rays, weapon-like spells, and natural weapons are not affected by this curse.


Oracle Mystery: Life - CLASS DETAILS

• Revelation (via feat 3rd level): 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).
• Revelation 3rd level: 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.

Pei Zin Practitioner - ARCHETYPE DETAILS

• Profession (herbalist): Like other masters of the art, Pei Zin practitioners can use the Profession (herbalist) skill in place of Craft (alchemy) to create alchemical remedies with recipes that include certain plant-derived reagents. More information is on pages 24–25 of Pathfinder Player Companion: Alchemy Manual.

• Master Herbalist (Su): A Pei Zin practitioner has mastered countless alchemical techniques that supplement her divine powers and greatly aid her when she heals the sick and wounded. She gains a competence bonus on Profession (herbalist) checks equal to 1/2 her oracle level (minimum 1), and uses her Charisma modifier in place of her Wisdom modifier when attempting Profession (herbalist) checks. Additionally, a Pei Zin practitioner can identify potions as if via detect magic using Profession (herbalist) instead of Spellcraft, and she can attempt such a check after holding a potion for 1 round. This ability replaces the additional class skills the oracle gains from her mystery.

• Healer’s Way (Su): A Pei Zin practitioner combines alchemy, acupuncture, and divine magic to heal wounds by touch. She can use this ability a number of times per day equal to 1 + her Charisma modifier. With one use of this ability, she uses positive energy to heal the target of 1d6 hit points for every 2 oracle levels she has. Using this ability is a standard action unless the oracle targets herself, in which case it is a swift action. Using this ability requires only one free hand. This ability counts as a paladin’s lay on hands ability for the purposes of feats, spells, and effects that work with that class feature when it is used for healing purposes. Unlike lay on hands, this ability cannot be used to harm undead. This ability replaces the revelation gained at 1st level.

• Master Healing Technique (Su): At 7th level, whenever a Pei Zin practitioner heals a living creature with her healer’s way ability, as a free action she can attempt a Profession (herbalist) check to remove a condition from the target, with each condition having an accompanying Profession (herbalist) DC (see the list below). She cannot take 10 or 20 on this check, nor can she receive aid from any creature except another Pei Zin practitioner (though the practitioner need not be an oracle; see pages 24–25 of Pathfinder Player Companion: Alchemy Manual). Failure by 5 or more causes the target to become sickened for 1 round (if the Pei Zin practitioner is attempting to remove the sickened condition, this extends it by 1 round). Similarly, failure by 10 or more instead causes the target to become nauseated for 1 round or to have its existing nauseated condition extended by 1 round. A creature that cannot be sickened or nauseated cannot have conditions removed by this ability.

Minor Conditions (DC 20): Fatigued, shaken, and sickened.
Major Conditions (DC 25): Dazed and staggered.
Severe Conditions (DC 30): Confused, exhausted, frightened, and nauseated.
Dire Conditions (DC 35): Blinded, deafened, paralyzed, and stunned.
This ability replaces the revelation gained at 7th level.


• Ability scores: +2 to One Ability Score (Charisma)
• Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
• Normal Speed: Humans have a base speed of 30 feet.
• Bonus Feat: Humans select one extra feat at 1st level.
• Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.
• Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic