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About "Chance"Full Character Sheet:
LN Small Halfling Oracle (Pei Zin Practitioner - Life/Legalistic) 3.0
Racial Abilities Slow Speed (Halflings have a base speed of 20 feet), Halfling Luck (Halflings receive a +1 racial bonus on all saving throws), Keen Senses (Halflings receive a +2 racial bonus on Perception checks.), Underfoot Dodger (Heroes of the Streets pg. 9 : City-dwelling halflings do not treat crowd squares as difficult terrain and they gain a +5 bonus on Acrobatics checks to move through the spaces of larger foes. This racial trait replaces fearless and weapon familiarity.), Driven Worker (Inner Sea Races pg. 213 : Many halfling families have developed techniques to accomplish work faster and more efficiently, whether to contribute to the community or to please overbearing masters. These halflings gain a +4 racial bonus on checks with one Craft, Perform, or Profession skill. [Profession – Herbalist]. This racial trait replaces sure-footed.) CLAs Curse (Legalistic), Mystery (Life), Master Herbalist (see below), Healer’s Way (5x/day, _I__, 1d6+1 hp healed, [1d6+3 if self-healing]), Revelations (Life Link [3 targets, _Naevys, Kenza, and Stuinvolk_], Channel Positive Energy [2d6 {+1 if used for healing}, 30 ft burst, DC 15 Will, 5x/day __I_I____]) Traits Helpful (Race, aid another grants +4 bonus instead of +2 bonus, HoG), Blessed Touch (Faith: you heal 1 additional point of damage with healing spells, channels, etc., CoPur) Feats Extra Revelation, Fey Foundling (gain +2 hp/die from magical healing, takes +1 damage from cold iron weapons) Skills (12 pts) Climb-1+0 (0r), Diplomacy+10 (3r), Heal+4 (1r), Knowledge (Planes & Religion)+4 (1r ea), Linguistics+1 (1r), Profession (Herbalist)-4 +17 (3r) Perception-2+2 (0r), Sense Motive+4 (1r), Spellcraft+4 (1r), Stealth-1,-3 +6 (0r), Swim-1+0 (0r) ; 1 – armor check penalty of -3 (mw agile breastplate) not yet applied, 2 – +2 racial bonus applied, 3 – +4 size bonus applied, 4 – Pei Zin modifiers,+2 mw tool bonus applied, & +4 racial bonus applied Languages Common (Taldane), Halfling, Infernal Spells Per Day (CL 3, Concentration +7, DC 14+ Spell Level ; 1st L – 5+CHA Mod [6]) Spells Known (M=bonus mystery spell gained, C=Cure Spell Automatically gained)
Equipment mw small agile breastplate ; mw small darkwood longspear, sling, small cold iron spiked gauntlet ; anti-plague, anti-toxin, Scroll of Magic Weapon (CL 1), Oil of Bless Weapon (CL1), Oil of Sanctify Corpse (CL1), Wand of Cure Light Wounds (40 charges, _II_____), lynx eye charm Mule (CS - “Cabbage-seeker”) with bit, bridle, pack saddle, saddle bags, 10 days feed, 3 days trail rations, bedroll, 50’ silk rope, grappling hook, Other Wealth 335 gp, 15 sp, 50 cp ; 500gp banked ; 6 pairs of rings (10 gp / pair - focus components for Watchful Eye) Appearance
Background
From what he has been able to piece together, he was at one point the property of a Chelish diabolist who had travelled to Irrisen and fell to ill fortune there. As property of that diabolist, he was owned for a short time by a jadwiga youth, who in turn lost him (amongst other things) to a frost fey. He abided in Feyfrost as the property of that fey until his teens, mostly running errands for the fey between Chillblight and Whitethrone while trying not to be eaten by the shapechanging wolves of the Howlings. When he was 16 a chance encounter with a group of Tien traders forever changed his life. He was able to assist them in navigating the difficulties of Whitethrone and they gave him the encouragement and inspiration to finagle his freedom. With that chance encounter and his "taking a chance" (on a rigged game of chance), he chose "Chance" as his freed-one's name. He traveled for several years with the traders where he learned about healing, his curse, and Pei Zin. He grew to love travel (and several hard-to-find tien teas), but eventually made his way to Absalom, where he finally found a place that felt like "home". There he found new purpose in the faith of Abadar (to which he had been a follower for some time when amongst the traveling traders). He also discovered Pathfinder Society and was inspired to join them by a drunken conversation with a halfling woman who would rarely stop talking about its history long enough for him to tell her he wasn't interested in her romantically, but would like to know what he needed to join. Despite her discussions about a 3-year training program, he discovered that his mentor in Pei Zin had an influential niece named Amara Li, whom he had met a few times and once assisted as a Pei Zin practitioner who was happy to pen him a letter of introduction. He has discovered that his philosophy of "healer for profit" works well, especially amongst the members of the Exchange and he is happy that he may finally be able to put down roots in a properly civilized place. Notes Favored Class Bonus – Hitpoints
Chance Oracle Notes:
Legalistic Curse Source Pathfinder Player Companion: Blood of Fiends Effect Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual. At 5th level, you gain a +3 competence bonus on Diplomacy, Intimidate, and Sense Motive checks while talking to an individual one-on-one. At 10th level, you can make a new saving throw each minute to resist mind-affecting effects as your subconscious searches for loopholes. At 15th level, any creature that violates its freely given word to you takes a penalty to AC, to spell resistance, and on saving throws against your attacks and abilities equal to your Charisma modifier (minimum 1) for 24 hours. Oracle Archtype - Pei Zin Practitioner Source Healer's Handbook pg. 20
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.
This ability replaces the revelation gained at 7th level.
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