Oracle

Cerin Felberry's page

69 posts. Organized Play character for Sethran.


Full Name

Cerin Felberry

Race

| HP: 17 /17 | AC:15 (13 Tch, 15 Fl) | CMB: -3, CMD: 9 | F: +2 R: +3 , W:+4 | Init: + 2| Darkvision: Perc: +1, SM: +1

Classes/Levels

| Speed 20ft | Re-roll (+1) 1/1 Command Undead 7/7 (DC15) | 1st Level Spells: 4/5 Active conditions: None.

Gender

Male Dread Gnome Oracle (Bones) 2

Size

Small

Age

161

Alignment

CN

Deity

Urgathoa

Languages

Common, Gnome, Sylvan, Orc

Strength 5
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 12
Charisma 19

About Cerin Felberry

Character Sheet:

Cerin Felberry

Gnome (Dread) /Oracle (Bones) 2

Neutral Small Humanoid (Gnome)

Init +2; Senses: Darkvision 60' Perception +3; Sense Motive + 1
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Defense
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AC 15, touch 13, flat-footed 13 (+2 armor, +2 Dex, +1 Size)

hp 17

Fort +2, Ref +2, Will +4 ; +2 vs Disease, +2 vs Illusion
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Offense
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Speed 20ft.

Melee: Dagger -1 ; d3 – 3 Piercing or Slashing 19-20/x2 or

Ranged: Light Crossbow +4 ; D6 Piercing/Blunt 19-20/x2
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Statistics
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Str 5, Dex 14 , Con 14, Int 12, Wis 12, Cha 19

Base Atk 1 ; CMB -3 ; CMD 9

Feats: Abundant Revelations (Undead Servitude), Command Undead

Traits: Efficient Packer (+2 Str for Carrying Capacity), Inoculated,

Skills: (10) Bluff (1) +9, Diplomacy (2) +10, Intimidate (2) +9, K. Religion (2) +8, Spell-craft (2) +6, Stealth (1) +10, Perception +1

SQ : Revelations (Bones), Curse (Powerless Prophecy),

Languages: Common, Gnome,

Combat Gear: Oracle’s Kit, Light Crossbow, Cold Iron bolts, Blunt Bolts, Leather armour, Potion of clw, Holy Symbol (Urgathoa) 39gp
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Special Abilities
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All Inflict Spells automatically added to spells known.

Gift of Tongues: Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces defensive training and hatred.
Academician: +2 Knowledge Religion

Fell Magic: Gnomes add +1 to the DC of any saving throws against necromancy spells that they cast. Gnomes with Wisdom scores of 11 or higher also gain the following spell-like abilities: 1/day—bleed, chill touch, detect poison, and touch of fatigue.

The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Wisdom modifier.

Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.

Weapon Familiarity: Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.

Curse- Powerless Prophecy: You are forewarned of danger but can’t act to prevent it. You gain uncanny dodge, as the rogue class feature. However, you can’t take any actions in a surprise round, including free actions, except for flash of insight (see Revelations below). In the absence of a surprise round, you are staggered for the entire first round of combat. At 5th level, you gain a +4 insight bonus on initiative checks. At 10th level, you gain improved uncanny dodge as the rogue ability, using your oracle level as your rogue level. At 15th level, you gain a +4 insight bonus on all your saving throws and to your AC during surprise rounds and when you are otherwise unaware of an attack.

Uncanny Dodge: He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A bloodrager with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.

Revelations:

Undead Servitude (Su)(7/day)(Will DC: 10 + 1/2 lvl + CHA): You gain Command Undead as a bonus feat. You can channel negative energy a number of times per day equal to 3 + your Charisma modifier, but only to use Command Undead. You can take other feats to add to this ability, such as Improved Channeling, but not feats that alter this ability, such as Alignment Channel.

Command Undead: As a standard action, you can use one of your uses of channel negative energy to enslave undead within 30 feet. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead.

Intelligent undead receive a new saving throw each day to resist your command. You can control any number of undead, so long as their total Hit Dice do not exceed your cleric level. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If an undead creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict.

Raise the Dead (Su): As a standard action, you can summon a single skeleton or zombie to serve you. The undead creature has a number of Hit Dice equal to your oracle level. It remains for a number of rounds equal to your Charisma modifier

Spells: 0 (5 Known) DC 14 – Create Water, Detect Magic, Enhanced Diplomacy, Guidance, Light,
1 (2 Known) DC 15 (DC 16 Necromancy) – 5/day – Doom, Cause Fear(Mystery), Inflict Light Wounds, Summon monster I

Favoured Class: Add +1/2 to the oracle's level for the purpose of determining the effects of the oracle's curse ability.(1st,2nd,)