Churgri of Vapula

Aurical's page

119 posts. Alias of SqueezeMeNow.




Oracle (Divine Herbalist) 4












Draconic, Common

Strength 6
Dexterity 18
Constitution 12
Intelligence 10
Wisdom 10
Charisma 16

About Aurical


Sickle +7 to hit | 1d4-2 | 20 x2 Critical | Melee | Slashing | Trip
MW Light Crossbow +8 to hit | 1d6 | 19-20 x2 Critical | 80' | Piercing

BAB = 3
CMB = 0

Special Notes:


HP: 26/26(8 [1d8] + 1 [CON], 4 [1d8] + 1 [CON], 4 [1d8] + 1 [CON], 7 [1d8] + 1 [CON])
Fort: 2 ( 1 base, 1 stat) Ref: 5 ( 1 base, 4 stat) Will: 4 ( 4 base, 0 stat, trait)
AC: 22 (10 base, 4 Dex, 4 armor, 2 shield, 0 dodge, +1 size , +1 natural, 0 misc)
Flatfooted: 18
Touch: 16
CMD: 14 ( 10 base, 2 BAB, -2 Str, 4 Dex)

Special Notes:


Wyrmcrowned: Your horns have grown to the extent that they appear similar to those of a dragon who shares your scale color, lending a draconic power or menace to your dealings with others. Choose either Diplomacy or Intimidate. You gain a +2 racial bonus on checks with that skill, and it is always a class skill for you. This racial trait replaces crafty.

Day Raider: You’re one of the few kobolds born with a greater tolerance for sunlight. You don’t have light sensitivity, and you have low-light vision instead of darkvision. This racial trait replaces light sensitivity and darkvision.

Class Features:

Weapon and Armor Proficiency:

Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies.

Mystery [Life]) :

Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed.

At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table: Oracle Spells Known. They cannot be exchanged for different spells at higher levels.

Oracle’s Curse (Ex) [Covetous]:

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 choose one of the following curses.


At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery (see FAQ at right). If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action.

Unless otherwise noted, the DC to save against these revelations is equal to 10 + 1/2 the oracle’s level + the oracle’s Charisma modifier.

Master Herbalist (Su):

A divine herbalist 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 divine herbalist 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 divine herbalist 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.

Channel (Su) [Revelation, 3rd]: 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. [5]

Special: For the purpose of channeling, he has an effective charisma two point higher. Due to his racial feat.


Golden Scales (Kobold):

Your distinctive golden scales strongly reflect the light, making other kobolds mistrust you, but aboveground races favor you.

Benefit: You take a –1 penalty on Bluff checks and Diplomacy checks when dealing with other kobolds, but a +2 bonus on Bluff checks and Diplomacy checks when dealing with non-reptilian humanoids.

Touched by Divinity (Hierophant):

As long as you can remember, you’ve had an unexplainable interest in one deity (Abadar) in particular. One of your parents may have been a priest of this deity, or you may have been an orphan raised by the church, but these alone cannot explain your deep connection to the faith. You’ve always felt calm and at ease in places holy to the deity, and often have dreams about the god or goddess visiting you—most often in the form of a sacred animal or creature. Your faith is strong, even if you don’t happen to be a divine spellcaster—if you are a divine spellcaster, you should be a worshiper of this deity.

You begin play with a silver holy symbol of your chosen deity for free. In addition, choose one domain (Trade) associated with your chosen deity. You gain the use of that domain’s 1st-level domain spell as a spell-like ability usable once per day (CL equals your character level).


Redeemed Kobold (Kobold) [1st] :

The purity you have found in the teachings of good dragonkind colors your scales and grants you confidence.

Prerequisite(s): Good alignment, kobold.

Benefit(s): Your scales take on a metallic sheen appropriate for that of a good-aligned metallic dragon who shares any existing energy affinity you possess, or whom you have chosen to emulate. You gain a +2 circumstance bonus on Diplomacy checks when interacting with good creatures. In addition, your Charisma is considered 2 points higher for the purposes of channeling positive energy.

Selective Channeling:

You can choose whom to affect when you channel energy.

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.


( 4 Base, 0 Mod, 2 Background) 3 levels = 18 SP

* = Class Skill
ACP = -1 ( -1 armor, 0 shield)

Appraise (Int)*: 7 [ 4 ranks, 0 mod]
Craft [Glass] (Int)*: 7 [ 4 ranks, mod]
Diplomacy (CHR)*: 12 [ 4 ranks, 3 mod, +2 racial]
Knowledge [Religion]*: 6 [3 ranks, 0 mod]
Linguistics (Int): 1 [ 1 ranks, 0 mod]
Profession [Herbalist] (CHR)*: 11 [ 4 ranks, 3 mod, 1 competence]
Use Magic Device (CHR)*: 10 [ 4 ranks, 3 mod]

Special Notes: +2 to Diplomacy when dealing with non-reptilian humanoids. +2 circumstance to Diplomacy when dealing with good creatures.

Known Spells:

0 Level:

Enhanced Diplomacy
Create Water
Detect Magic

1st Level (7/day):

Ant Haul
Cure Light Wounds
Shield of Faith
Detect Undead

2nd Level (4/day):

Restoration, Lesser
Cure Moderate Wounds
Burst of Radiance


Outfit (Noble’s), 2.5 lbs., 75 GP
Hat, 1/2 lbs., 50 GP
Jewelry, 2 lbs., 225 GP
Muleback Cords, 1/4 lbs., 1,000 GP
MW Chain Shirt, 12.5 lbs, 250 GP
MW Darkwood Shield (Heavy), 2.5 lbs., 257 GP
Sickle, 1 lbs., 6 GP
MW Darkwood Crossbow (Light), 1 lbs, 355 GP
Traveler’s Any-Tool, 2 lbs, 250 GP
*Bedroll, 2.5 lbs, 1 SP
*Blanket, 1.5 lbs, 5 SP
*Tent (Small), 5 lbs, 10 GP
*Rope 50' (Silk), 5 lbs, 10 GP
*Windup Music Box, 1/2 lbs., 25 GP
Flask Hip (Dragonpunch Whiskey), 1.5 lbs., 11 GP
*Cup, 1 GP
Backpack (Common), 1 lbs, 2 GP
Holy Symbol (Gold), 1 lbs, 100 GP
Ball (2 in.), 8 CP
*Twine 50', 1/2 lbs., 1 CP
*Adventurer’s Chronicle (Knowledge: Religion), 1 lbs, 50 GP
*Rations 4 days (Halfling Trail), 2 lbs., 8 GP
*Bitterleaf Oil (10 doses), 10 GP
Crystal-Sweet x2, 100 GP
Potion CLW, 50 GP
Pouch (Waist), 1/2 lbs, 5 SP
Pouch (Belt), 1/2 lbs, 1 GP

*- In/on Backpack

Special Notes: I priced bitterleaf oil as cologne rather than oil since it's more like the former than the latter. It's for kobold hygiene.

30 PP, 87 GP, 17 SP, 11 CP

Current Weight = 41.25 Lbs.

[Light = < 43.5 lbs.] [Medium = 44 - 87 lbs.] [Heavy = 88 - 131.25 lbs.]


Aurical was born to a Kobold tribe in the woods of Andoran. When his tribe was wiped out by mercenaries they quietly took him and sold him to slavers operating off the coast. He was was first sold to a Mendevian noble as a pet for their child. Then resold when he was no longer wanted. A priest of Abadar bought him next. Freeing him and having him serve as an indentured servant until his debt had been repaid. With interest, of course. Now he serves the church as a healer. Popular with the nobles for his charming demeanor and the status his supposed
gold dragon heritage afforded him. He had made a few sorties with crusaders in the past. Serving as a commissioned healer and sometimes diplomat for recruitment tours.


Progression and Party Role:
Aurical will make a good face, healer, and support to the party. His kobold favored class bonus should help him buff the armor of the party a bit, and generally tip odds in the group's favor. Once he hits fourth level and beyond he should be able to contribute more to party offense.