| Full Name |
Friar Robun |
| Race |
| Fort +6 | Ref +4 | Will +8 | Init. +1 | Perc:+2 | Speed 20ft |
| Classes/Levels |
| Channels: 4/5 | Spells: 1st 6/7, 2nd 4/5 | Status: Link (Walla,Fox), Shield of Faith (12 min) |
| Gender |
Male Human Oracle of Sarenrae 5 (HP 31/49) | AC:17(20) | T:11(14) | FF:16(19) | cmd:15 |
| Deity |
Sarenrae |
| Location |
Katapesh |
| Occupation |
Priest |
About Friar Robun
Friar Robun - PFS #177216-3
XP 14 | PP 25 | Fame 28
Faction: Grand Lodge
Male Human (Keleshite) Oracle 5
NG Medium Humanoid (Human) 32 years old, 5’10”
Init +1; Senses Perception +2
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DEFENSE
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AC 17, touch 11, flat-footed 16 (+1 Dex, +4 Armor, +2 Shield)
hp 49 (5d8+5*(3 Con)+Toughness)
Fort +6, Ref +4, Will +8 (+4 vs disease, Immune Sickened)
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OFFENSE
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Speed 20 ft.
Melee
Club +4 (1d6+1; x2)
Shield Bash +4 (1d3+1; x2)
Ranged
MW Light Crossbow +5 (1d6; 19-20/x2)
Thrown/Ray +4
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STATISTICS
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Str 12, Dex 12, Con 16, Int 13, Wis 14, Cha 18
Base Atk +3; CMB +4; CMD 15
Traits Gifted Adept (Shield of Faith), Sacred Conduit
Feats Extra Revelation (Spirit Boost), Selective Channeling, Toughness, Extend Spell
Skills (30 skill points total) Diplomacy +4, Handle Animal +8, Heal +8, Knowledge (History) +5, Knowledge (Nature) +5, Knowledge (Planes) +6, Knowledge (Religion) +7, Linguistics +2, Profession (Scribe) +9, Sense Motive +7, Spellcraft +6, Survival +6, Use Magic Device +5
ACP -1
Languages Common, Celestial, Keleshite, Auran
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SPELLS
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0-level (DC 14, 6 known): Detect Magic, Guidance, Light, Stabilize, Resistance, Read Magic, Create Water
1-level (DC 15, 4 known, 7/day): Bless, Shield of Faith, Ray of Sickening, Remove Fear, Remove Sickness, Murderous Command (PoSK), Cure Light Wounds
2-level (DC 16, 2 known, 5/day): Burst of Radiance, Instant Armor, Cure Moderate Wounds
Mystery Spells: Detect Undead, Lesser Restoration
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SPECIAL ABILITIES
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Mystery - LifeEach 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.
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: Heal 3d6, DC 17, 5/day; 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.
Spirit Boost: Whenever your healing spells heal a target up to its maximum hit points, any excess points persist for 1 round per level as temporary hit points (up to a maximum number of temporary hit points equal to your oracle level).
Life Link: As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).
Oracle's Curse - Wasting: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.
Wasting: Your body is slowly rotting away. You take a –4 penalty on Charisma-based skill checks, except for Intimidate. You gain a +4 competence bonus on saves made against disease. At 5th level, you are immune to the sickened condition (but not nauseated). At 10th level, you gain immunity to disease. At 15th level, you are immune to the nauseated condition.
Racial Traits
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Character Traits
Gifted Adept (Shield of Faith): Your interest in magic was inspired by witnessing a spell being cast in a particularly dramatic method, perhaps even one that affected you physically or spiritually. This early exposure to magic has made it easier for you to work similar magic on your own. Pick one spell when you choose this trait—from this point on, whenever you cast that spell, its effects manifest at +1 caster level.
Sacred Conduit: Your birth was particularly painful and difficult for your mother, who needed potent divine magic to ensure that you survived (your mother may or may not have survived). In any event, that magic infused you from an early age, and you now channel divine energy with greater ease than most. Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.
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GEAR/POSSESSIONS
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MW Chain Shirt
+1 Darkwood Light Wooden Shield
Scholar's Outfit
Masterwork Backpack
Spell Component Pouch
Waterskin
Cologne
Holy Water (2)
Sling
Club
Dagger
Masterwork Light Crossbow
Bolts (10)
Cold Iron Bolts (10)
Wrist Sheath (2)
- Wand, Cure Light Wounds (30/31 charges)
- Wand, Cure Moderate Wounds (5 charges)
Wand, Endure Elements
Page of Spell Knowledge (Murderous Command)
Scroll Case
- Comprehend Languages
Headband of Alluring Charisma +2
Belt of Mighty Constitution +2
Cloak of Resistance +1
Metamagic Rod of Reach
Carrying Capacity
Light 0-33 lb. Medium 34-66 lb. Heavy 67-100 lb.
Current Load Carried lbs.
Money 3570 GP 8 SP 3 CP