HP 146/146, DR5/bludgeoning 50/50 | Heavy horse HP 19/19 | Speed 30 ft (50ft on horse) | AC 18 T 9 FF 18 | CMD 18 | F: +16, R: +9, W: +15 / +22 vs. mind affecting | Init: -1
Classes/Levels
| Spells: 1st 7/8, 2nd 7/8, 3rd 5/8, 4th 7/7, 5th 7/7, 6th 5/6, 7th 4/4 | LoH 8/8 | Channel 8/8 | Energy body 13/13 | Lucky H. 1/1 | Perc: +0, SM: +4, Dipl.: +26, Bluff: +23 | Active conditions: see in posts
Gender
Female N Human Tien-Ulfen follower of Pharasma | Oracle (Pei Zin Practitioner, Life Mystery) 14 | Vision: Lifesense 30 ft (Blindsight for living creatures) |
Diplomacy +26 (Rank 13, Class +3, Cha +7, Circlet of Persuasion +3)
Bluff +23 (Rank 13, Cha +7, Circlet of Persuasion +3)
Heal +4 (Rank 1, Class +3, Wis +0)
Knowledge: nature +5 (Rank 1, Class +3, Int +1)
Knowledge: planes +18 (Rank 14, Class +3, Int +1)
Knowledge: religion +18 (Rank 14, Class +3, Int +1)
Sense Motive +4 (Rank 1, Class +3, Wis +0)
Spellcraft +17 (Rank 13, Class +3, Int +1)
Survival +4 (Rank 1, Class +3, Wis +0)
UMD +23 (Rank 13, Cha +7, Circlet of Persuasion +3)
84 skill points => 14 levels with 6 Skill Points per level: 4 Oracle + 1 Int + 1 Skilled human racial trait
–– BACKGROUND SKILLS ––
Knowledge: History +5 (Rank 1, Class +3, Int +1)
Linguistics +19 (Rank 13, Class +3, Int +1, Magenta Prism (Cracked) Ioun Stone +2)
Profession Herbalism +30 (Rank 14, Class +3, Cha +7, + 6 [½ Oracle level from Pei Zin archetype Master Herbalist], Anytool +2)
• PEI ZIN - HEALERS WAY (LAY ON HANDS 6d6): 8 = 1 + Cha +7
• LIFE MYSTERY - CHANNEL (9d6=7d6+2d6 from Phylactery of Positive Channeling): 8 = 1 + Cha +7
_______________
–– HIT POINTS ––:
1st level - 14 Hit Points: 8 Oracle + Con +5 +1 Favored Class 2nd to 3th level - 11 Hit Points: 5 Oracle + Con +5 +1 Favored Class 4th to 14th level - 10 Hit Points: 5 Oracle + Con +5
Shirt, Quick Runner's Chest 1000
Buckler +1 Shield 1000
Belt of Mighty Constitution +4 Belt 16000
Circlet of persuasion Head 4500
Lucky horseshoe 6800
Magenta Prism (Cracked) Ioun Stone 800
MW tools profession herbalism 100
Ring of Protected Life R Ring 9000
Ring of Revelation (Energy body revelation) L Ring 10000
Soothsayer’s Raiment (Lifesense revelation) - Chainmail +1 Armor 10300
Vestment, Mnemonic Body 5000
The Handy Haversack Pack 2000
Boots of Striding and Springing Feet 5500
Talisman of Life’s Breath Neck 3500
Wand of Infernal Healing (in spring loaded wrist sheath) 750
Wand of Longstrider (in spring loaded wrist sheath) 750
Heavy Horse (Combat Trained) & military saddle 360
4 x Anti-plague + 4 x Antitoxin 400
2 x Essence of independence 160
Universal Solvent 50
Headband of alluring Charisma +4 & Phylactery of Positive Channeling (combined magic item with additional cost) Headband 32500
Cloak of Resistance +4 & Muleback Cords (combined magic item with additional cost) Shoulder 17500
Scrolls (6th) of banishment 1650
Scrolls (5th) of Raise Dead, Break Enchantment, True Seeing 3625
Scrolls (4th) of Sending, Communal Protection from Energy 1400
Scrolls (3rd) of Blood Biography, Invisibility Purge, Speak with Dead, Water Breathing, Daylight, Fly[Shaman], Clairaudience-Clairvoyance[Shaman] 2625
Scrolls (2nd) of Tongues[Inquisitor], Gust of Wind[Druid], Spider Climb[Druid], See Invisibility[Inquisitor], Detect Thoughts[Inquisitor], Alter Self[Shaman] 1050
Spiked Gauntlet
Dagger
Ioun Torch
Rope
Backpack
Compass
Air bladder
Scroll case, spring loaded
Scroll case, spring loaded
Scroll case, spring loaded
Scroll case, spring loaded
Snorkel masterwork
Animal glue
Drill
Earplugs
Bell string
Whistle signal
Oil of grease
Vermin repellent
Spell component pouch
3 x Holy symbol Pharasma
Smelling Salts
10 x Trail rations
Air Crystals
Rations
2 x Acid
Universal Solvent
1st level scrolls, oils, potions, holy water 775
2 x Scroll of Obscuring Mist5 x Scroll of Remove Fear
2 x holy water
2 x Scroll of Diagnose Disease
2 x Scroll of Entropic Shield
2 x Detect Secret Doors
4 x Scroll of Endure Elements
2 x Oil of Unwelcome Halo
2 x Potion Air Bubble with sponge
2 x Potion of Touch of Sea with sponge
_________________________________________________________________
–– TRAITS ––
• DRUG ADDICT: You were addicted to shiver, a drug distilled from the venom of tropical arachnids known as dream spiders. The drug induces sleep filled with vivid dreams, during which the user’s body shakes and shivers, giving the substance its street name. You’ve always thought of shiver as a problem of the lower class, but then someone you know overdosed on the stuff. You’ve done a bit of investigating and have learned that the villain who got your friend addicted in the first place was a crime lord named Gaedren Lamm. Unfortunately, the guards seem to be focused on the bigger dealers. They don’t have time to devote many resources to what they’ve called “a bit player in a beggar’s problem.” It would seem that if Gaedren’s operation is to be stopped, it falls to you. Personal Addiction: You were the addict. You blame Gaedren for your brush with death and hate how his drugs are causing similar problems among other youths. Fortunately, your body recovers quickly from toxins, and you gain a +1 trait bonus on Fortitude saving throws.
• 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).
• Lvl 1 (free Human feat): STEADFAST PERSONALITY: Benefit: Add your Charisma modifier instead of your Wisdom bonus on Will saves against mind-affecting effects. If you have a Wisdom penalty, you must apply both your Wisdom penalty and your Charisma modifier.
• Lvl 3: SELECTIVE CHANNELING: Prerequisite: 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.
• Lvl 5: IMPROVED LAY ON HANDS: Prerequisite(s): Cha 13, lay on hands class feature. Benefit: When using lay on hands to heal a creature other than yourself, you roll d8s instead of d6s. This does not affect the dice you roll when attempting to damage undead creatures with lay on hands.
• Lvl 7: FATEFUL CHANNEL: Fateful Channel Your faith not only heals the body, it tugs the strands of fate. Prerequisite(s): Channel positive energy 3d6, worshiper of Pharasma. Benefit(s): When you channel positive energy to heal living creatures, you grant each creature you heal the ability to roll twice and take the better result on a single attack roll, skill check, or saving throw of their choice within a number of rounds equal to your Charisma bonus (minimum 1). Multiple uses of this ability do not stack, but they do reset the effect’s duration. A creature can only benefit from one instance of this channel effect at a time.
• Lvl 9: QUICK CHANNEL: Prerequisites: Knowledge (religion) 5 ranks, channel energy class feature. Benefit: You may channel energy as a move action by spending 2 daily uses of that ability.
• Lvl 11: PLANAR INFUSION (Positive Energy Plane, Basic): Benefit: You’ve been infused with raw life force, and whenever you’re healed by a positive energy effect (including all cure spells), you regain an additional number of hit points equal to your total Hit Dice. You gain a +4 bonus on Constitution checks to stabilize while dying.
• Lvl 13: RANGED LAY ON HANDS: Prerequisite(s): Cha 15, Improved Lay on Hands, lay on hands class feature. Benefit: As a full-round action, you can use your lay on hands ability to heal a creature within 20 feet. This does not allow you to harm undead at a distance with your lay on hands ability. Normal: You must be able to touch a creature to use the lay on hands ability.
• 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).
• 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.
• 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.
• Revelations:
- 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.
- 11th 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).
- Ring of Revelation (Life): Energy Body (Su): As a standard action, you can transform your body into pure life energy, resembling a golden-white fire elemental. In this form, you gain the elemental subtype and give off a warm, welcoming light that increases the light level within 10 feet by one step, up to normal light. Any undead creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of positive energy damage + 1 point per oracle level. Creatures wielding melee weapons with reach are not subject to this damage if they attack you. If you grapple or attack an undead creature using unarmed strikes or natural weapons, you may deal this damage in place of the normal damage for the attack. Once per round, if you pass through a living allied creature's square or the ally passes through your square, it heals 1d6 hit points + 1 per oracle level. You may use this ability to heal yourself as a move action. You choose whether or not to heal a creature when it passes through your space. You may return to your normal form as a free action. You may remain in energy body form for a number of rounds per day equal to your oracle level.
- Soothsayer’s Raiment (Life): Lifesense (Su): You notice and locate living creatures within 30 feet, just as if you possessed the blindsight ability. You must be at least 11th level to select this revelation.
-- HUMAN RACIAL TRAITS --
• 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)