Petrune

Blackhands of the Redeemer's page

79 posts. Alias of Macharius.


Race

HP 16/16 | Init +2; Per +1, darkvision | CMD 12, AC 16, T 12, FF 14 | F +1, R +2, W +7 | Resist acid, cold, and elec. 5

Size

Medium

Alignment

LG

Deity

Sarenrae

Languages

Celestial, Common

Strength 10
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 12
Charisma 18

About Blackhands of the Redeemer

Defense

CMD 12, AC 16, touch 12, flat-footed 14 (+3 armor, +2 Dex, +1 shield)
Fort +1, Ref +2, Will +7
Resist acid 5, cold 5, electricity 5

Offense

Speed 30 ft.
Base Atk +1; CMB +1

Melee

  • Dagger -3 (1d4/19-20/x2)
  • Heavy mace -3 (1d8/x2)

    Ranged

  • Light crossbow -1 (1d8/19-20/x2)

    Oracle Spells Known (CL 2):
    1 (5/day) R-Detect Undead, Bless, Burning Hands (DC 15), Cure Light Wounds, Protection from Evil
    0 (at will) Purify Food and Drink (DC 14), Detect Magic, Guidance, Light, Stabilize

    Note: Burning Hands is received from my Curse and and Detect Undead from my Mystery; CLW is a class bonus spell known.

    Channel Positive Energy 1d6 5/day DC 11: [][][][][]
    Spells Used: 1-[x][x][][]

    Conditions
    None

    Feats:

    1-Extra Revelation: You have discovered a new aspect of your mystery. You gain one additional revelation. You must meet all of the prerequisites for this revelation. You can gain Extra Revelation multiple times.

    Traits:

    F-Indomitable Faith: You were born in a region where your faith was not popular, but you never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive; you gain a +1 trait bonus on Will saves as a result.

    C-Omen: You one night have a vision of Magnimar in fire. You were then plagued with visions, yet retain no memory of them but you get a sense of Dejavu. Because of this you gain a +1 to Initiative and Reflex saves as a result.

    Skills:
    4+Int+FC

    • +0 Acrobatics (+2 Dex, -2 ACP)
    • +0 Appraise (+0 Int)
    • +4 Bluff (+4 Cha)
    • -2 Climb (+0 Str, -2 ACP)
    • +9 Diplomacy (+4 Cha, +3 Class, 2 rank)*
    • +4 Disguise (+4 Cha)
    • +0 Escape Artist (+2 Dex, -2 ACP)
    • +0 Fly (+2 Dex, -2 ACP)
    • +4 Handle Animal (+4 Cha)*
    • +1 Heal (+1 Wis)*
    • +6 Intimidate (+4 Cha, +2 Race)
    • +0 Knowledge (history) (+0 Int)*
    • +0 Knowledge (nature) (+0 Int)*
    • +5 Knowledge (planes) (+0 Int, +3 Class, 2 rank)*
    • +5 Knowledge (religion) (+0 Int +3 Class, 2 rank)*
    • +1 Perception (+1 Wis)
    • +4 Perform (+4 Cha)
    • +0 Ride (+2 Dex, -2 ACP)
    • +8 Sense Motive (+1 Wis, +3 Class, +2 Race, 2 rank)*
    • +0 Spellcraft (+0 Int)*
    • +0 Stealth (+2 Dex, -2 ACP)
    • +1 Survival (+1 Wis)*
    • -2 Swim (+0 Str, -2 ACP)
    • +6 Use Magic Device (+4 Cha, 2 rank)

    *Class Skills

    Gear:

    Combat

    • Studded leather armor
    • Light steel shield
    • Crossbow bolts (10)
    • Dagger
    • Heavy mace
    • Light crossbow

    Wealth
    21 GP

    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.

    Spells: An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle's spell is 10 + the spell's level + the oracle's Charisma modifier.

    Like other spellcasters, an oracle can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given on Table 2–5. In addition, she receives bonus spells per day if she has a high Charisma score (see Table 1–3 of the Pathfinder RPG Core Rulebook).

    Unlike other divine spellcasters, an oracle's selection of spells is extremely limited. An oracle begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new oracle level, she gains one or more new spells, as indicated on Table 2–6. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score; the numbers on Table 2–6 are fixed.

    In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with “cure” in the name, inflict spells include all spells with “inflict” in the name). These spells are added as soon as the oracle is capable of casting them. This choice is made when the oracle gains her first level and cannot be changed.

    Upon reaching 4th level, and at every even-numbered oracle level after that (6th, 8th, and so on), an oracle can choose to learn a new spell in place of one she already knows. In effect, the oracle loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. An oracle may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any cure or inflict spells, nor can she swap any spells gained from her mystery.

    Unlike a cleric, an oracle need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components.

    Mystery: 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 2–6. They cannot be exchanged for different spells at higher levels.

    Life
    Class Skills: An oracle with the life mystery adds Handle Animal, Knowledge (nature), and Survival to her list of class skills.

    Bonus Spells: detect undead (2nd), lesser restoration (4th), neutralize poison (6th), restoration (8th), breath of life (10th), heal (12th), greater restoration (14th), mass heal (16th), true resurrection (18th).

    Revelations: An oracle with the life mystery can choose from any of the following revelations.

    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 choose one of the following curses.

    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. 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.

    Orisons: Oracles learn a number of orisons, or 0-level spells, as noted on Table 2–6 under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

    Revelation: 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. 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.

    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.

    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.

    Racial Abilities:

    +2 Con, +2 Wisdom: Archon-Blooded Aasimars are tough, confident, and insightful.

    Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

    Darkvision: Aasimars can see in the dark up to 60 feet.

    Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.

    Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.

    Native Outsider: Aasimars are outsiders with the native subtype.

    Normal Speed: Aasimars have a base speed of 30 feet.

    Skilled: Archon-Blooded Aasimars have a +2 racial bonus on Intimidate and Sense Motive checks.

    Variant Aasimar Ability: +2 Cha. This Ability replaces the Archon-Blooded Spell-Like Ability continual flame.

    Background:
    'Blackhands' was born during a solar eclipse, an event recognized by the church of Sarenrae as imbued with special power. Taken in by the clergy and raised, ha manifested his Curse at age 13, which was taken as a great and powerful sign of Sarenrae's favor. He always feels the pain of burning in his hands and lower arms, but has mostly mastered his pain through faith and come out even stronger - though this is still a strong internal conflict in him: that he's always in pain and was never offered a choice, despite believing whole-heartedly in Sarenrae's teachings. As word of his Curse and divine favor began to spread, the message soon grew to refer to him as "Blackhands of the Redeemer". When the troubles in Magnimar began, he felt the calling to involve himself and embraced the name as a symbol to the people in the city. He is strong of will and somewhat in body, characteristics that are tempered from potentially becoming self-righteousness by his continued experience with physical pain and suffering as well as his own questioning of his faith and 'why me?'.