Witch

Craigie Woodman's page

318 posts. Alias of TrinketMike.


Full Name

Craigie Woodman

Race

| HP: 40/51 | AC 20 (T14, FF 16) | CMB: +7 CMD: 17 | F:+5 R:+7 W:+6 (endurance) | Init +0 | Perc +7, SM +4, Diplomacy +10 (+3 vs. CN)

Classes/Levels

| Speed 25 ft., Swim 25 ft. | Spells: 3rd: 0/4, 2nd: 0/5, 1st: 0/7 | Bless: 0/1, Sanctuary: 1/1 | Moonbeam: 1/4 | Reach Rod: 0/3 | Active Conditions: None

Gender

Male Shoreborn Half-elf Lunar Oracle

Alignment

CN

Location

River Kingdoms => Shackles

Languages

Common, Aquan, Elven

Strength 16
Dexterity 10
Constitution 14
Intelligence 12
Wisdom 10
Charisma 18

About Craigie Woodman

Statistics:

Craigie Woodman
Male Half-elf (shoreborn) Oracle 6
CN Medium Humanoid (elf, human)
Init +0; Senses Low-light vision, Perception +7

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DEFENSE
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AC 20, touch 14, flat-footed 16 (+5 armour, +4 Cha, +1 natural, +0 shield)
hp 51 (6d8+18)
...aegis of recovery
Fort +5, Ref +7, Will +6
…endurance
...+2 to recover from continuous effects

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OFFENSE
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Speed 25 ft., Swim 25 ft.
Melee +1 dagger +8 (1d4+5/19-20)
…+1 spear +8 (1d8+5/x3) (brace, 20 ft. range)
…quarterstaff +7 (1d6+4)
Ranged +1 dagger +5 (1d4+5/19-20)
…underwater crossbow +4 (1d8/19-20) (80 ft. range, or 20 ft. range underwater)
...moonbeam +4 (1d6+2 plus DC 16 or blind 1 round) (30 ft. range)

Spells Known (CL 5th, Concentration +9)
3rd—4/day—cure serious wounds, rage, prayer
2nd—5/day—aboleth’s lung (DC 16),burst of radiance, cure moderate wounds, dust of twilight
1st—7/day—air bubble, bless, cure light wounds, divine favour, fumbletongue, shield of faith
0—At Will—create water, detect magic, light, mending, purify food and drink, stabilize, virtue

Spell-Like Abilities (CL 1st, Concentration +5, DC 11)
1/day - bless, sanctuary
At Will - guidance

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STATISTICS
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Str 16, Dex 10, Con 14, Int 12, Wis 10, Cha 18
Base Atk +3; CMB +7; CMD 17
Traits beast bond, river rat
Feats aquatic combatant, endurance, extra revelation (moonbeam)
Skills Acrobatics +5 (2R), Bluff +4 (+3 vs. CN, 0R), Climb +8 (2R), Diplomacy +10 (+3 vs. CN, 3R), Handle Animal +11 (+15 w/ Jade; 6R, not a class skill), Intimidate +4 (+3 vs. CN, 0R), Knowledge (history) +5 (1R), Knowledge (nature) +5 (1R), Knowledge (planes) +5 (1R), Knowledge (religion) +5 (1R), Perception +6 (1R), Profession (sailor) +4 (1R), Ride +1 (0R), Sense Motive +4 (1R), Spellcraft +5 (2R), Survival +4 (1R), Swim +23 (6R), UMD +6 (3R)
(5 points; 4 class, 1 INT, 0 race, 0 favoured class)
Abilities elf blood, elven immunities, keen senses, mystery (waves), mystery spells, oracle’s curse (deep one), orisons, revelation (primal companion, prophetic armour), water child
Languages Common, Aquan, Elven

Special Abilities:

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SPECIAL ABILITIES
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Aquatic Combatant You gain a +2 bonus on Swim checks and don’t take the usual penalties on melee attack rolls made underwater. Your slashing melee attacks and unarmed bludgeoning attacks deal full damage underwater.

Beast Bond You share a close bond with animals. You gain a +1 bonus on Handle Animal checks and Ride checks. One of these skills (your choice) is always a class skill for you.

Curse: Deep One: The lure of the ocean tugs at your soul. You reduce your base land speed by 5 feet. You gain a swim speed equal to your land speed, and if you already have a swim speed, you increase it by 10 feet. At 5th level, your natural armor bonus increases by 1 as your skin thickens. At 10th level, you gain a +1 bonus to your caster level when casting spells underwater and when casting spells with the water descriptor. At 15th level, you gain the benefits of freedom of movement while underwater.

Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Endurance You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued.

Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.

Link (Ex): You can handle your animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The oracle gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Revelations
Primal Companion (Ex): You gain the service of a faithful animal of the night. You can select from a bear, boar, crocodile, shark, tiger, or wolf. This animal functions as a druid’s animal companion, using your oracle level as your effective druid level. Crocodile, Jade
Prophetic Armor (Ex): You are so in tune with your primal nature that your instincts often act to save you from danger that your civilized mind isn’t even aware of. You may use your Charisma modifier (instead of your Dexterity modifier) as part of your Armor Class and all Reflex saving throws. Your armor’s maximum Dexterity bonus applies to your Charisma, instead.
...Moonbeam (Su): You can fire a ray of moonlight as a ranged touch attack at any creature within 30 feet. This ray deals 1d6 points of damage + 1 for every 2 oracle levels you possess. In addition, the target must succeed at a Fortitude save or become blinded for 1 round. You can use this ability a number of times per day equal to your Charisma modifier (minimum 1).

River Rat You learned to swim right after you learned to walk. When you were a youth, a gang of river pirates put you to work swimming in nighttime rivers and canals with a dagger between your teeth so you could sever the anchor ropes of merchant vessels. You gain a +1 trait bonus on damage rolls with a dagger and a +1 trait bonus on Swim checks. Swim is always a class skill for you.

Share Spells (Ex): The druid may cast a spell with a target of “You” on her animal companion (as a spell with a range of touch) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Water Child Some half-elves are born of elves adapted to life on or near the water. These half-elves gain a +4 racial bonus on Swim checks, can always take 10 while swimming, and may choose Aquan as a bonus language. This racial trait replaces the adaptability and multitalented racial traits.

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.

Gear/Possessions:

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GEAR/POSSESSIONS
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Combat Gear +1 dagger, dagger (4), +1 spear, quarterstaff, sap, underwater light crossbow, bolts (60), acid (2), holy water, tanglefoot bag, potion of cure light wounds (3), wand of cure light wounds (50 charges), wand of cure light wounds (15 charges), lesser meta magic rod of reach
Possessions +1 mithral shirt, aegis of recovery, cloak of resistance +1, cassock of the clergy, efficient quiver, bag of holding, flint and steel, grappling hook, ioun torch, silk rope (50 ft), sunrods (5 4), traveller's any tool, waterskin, whetstone
Carrying Capacity
Light 0-76 lb. Medium 77-153 lb. Heavy 154-230 lb.
Current Load Carried 36 lbs.
Money 1,162 GP 8 SP 5 CP

Background:

...River pirate
...Drawn to the ocean

Appearance and Personality:

...prophetic, animal senses
...Drawn to depths, dive in and disappear
Spoiler:
Owen Wilson