Hirabashi Jiro

Gansu Kaichuta's page

496 posts. Alias of Peet.


Full Name

Gansu Kaichuta

Race

| Melee: +8 (1d10+6, 18-20), CMB: +7

resources:
Spells: 1st 7/7 2nd 2/4, SLA 1/1, Healer's Way 4/5, Channel 5/5, Wand (DF) 47/50

Classes/Levels

| Active Conditions: 1 CON damage.. | Current Buffs: none.

Gender

LG Angelkin Oracle 4 | HP: 41/44 Resist Neg. Energy 5 | Init: +1 | Perc: +4 (DV 60'), SM: +4 | AC: 17, Tch: 11, FF: 16, CMD: 18 AC: 16, Tch: 10, FF: 15, CMD: 17 | F: +5, R: +3, W: +5 | Move: 20'

Alignment

LG

Deity

Tsukiyo & Imbrex

Languages

Common, Tien

Occupation

Herbalist

Strength 18
Dexterity 13
Constitution 17
Intelligence 13
Wisdom 10
Charisma 18

About Gansu Kaichuta

original rolls:
Original post

Stat 1: 2d6 + 6 ⇒ (6, 3) + 6 = 15 CHA +2 race +1 level = 18
Stat 2: 2d6 + 6 ⇒ (3, 6) + 6 = 15 CON +2 belt = 17
Stat 3: 2d6 + 6 ⇒ (4, 3) + 6 = 13 DEX
Stat 4: 2d6 + 6 ⇒ (6, 4) + 6 = 16 STR +2 race = 18
Stat 5: 2d6 + 6 ⇒ (3, 1) + 6 = 10 WIS
Stat 6: 2d6 + 6 ⇒ (1, 6) + 6 = 13 INT
2nd hit die: 1d8 ⇒ 8
3rd hit die: 1d8 ⇒ 8
4th hit die: 1d8 ⇒ 5

The Story of Gansu:
The Story of Gansu Kaichuta

Gansu was born the son of an samurai in the Empire of Minkai, who was the lord of a small district facing the sea. From an early age he was bigger and stronger than his brothers, but he was also charming and handsome, and much admired by the people in the local village. He trained with the local warriors and everyone assumed he would become a samurai like his father. But his mother was a renowned herbalist and insisted that if he was to train in the arts of taking life, he must also train in the arts of saving lives, through the use of medicines and herbs. Gansu showed a natural talent for this.

His father used to tell stories about foul creatures from the sea that would menace the villages along the coast. His ancestors were chosen to stand guard against these creatures and protect the empire from them. He bore a huge sword called a nodachi, given to his anmcestors by the emperor himself. This sword was made of a strange, dark metal, and Gansu's father explained that this metal had the power to pierce the flesh of these creatures when ordinary steel could not.

When Gansu was thirteen, his father's boat sank during a sudden storm, and his father along with all the crew were presumed lost. Gansu clained his ancestor's sword from his father's chamber and swore to carry it always, in memory of his father. He began to train with it and learned how to use it. He wore it around the village and told everyone it was now his duty to protect the village from the creatures of the deep as his father had done. The village elders smiled, knowing he was too young for such a task, and his brothers and sisters thought him pompous. But when he was seventeen his gallantry attracted the attention of the young girls of the village, to whom Gansu seemed a likely catch. Gansu could not settle upon a girl to be his bride, though, until he found Ran.

He found Ran swimming near an isolated beach. He was immediately stricken by her beauty and her strange, green-blue hair. He watched for a time, fascinated, and then came out to introduce himself. Ran explained that she was the niece of a fisherman who lived on a nearby island, and she was swimming while her uncle traded his catch for goods the island needed.

Gansu and Ran felt an immediate bond, and began to spend time alone together. Ran had no interest in visiting Gansu's village, and so Gansu would sneak off to be with Ran on their lonely stretch of beach. Ran seemed to love everything about Gansu, except for his ancestors' Nodachi. "How can you think of war when you are with me?" she chided. "What does such a cold metal thing have to do with love? Put it away so we need not be distracted by it." Gansu would always explain that no matter how much he loved Ran, he must always honor the duty of his ancestors. She would pout for a while, and then would pretend to forget that Gansu had ever said no to her.

Eventually Gansu proposed marriage to Ran. Ran was joyful and excited, but explained to Gansu that it was the custom of her village that young girls must obtain the permission of their grandmother in order to marry, but if Gansu wanted they could leave right away. Gansu enthusiastically agreed, and soon a small strange boat appeared, crewed by only a single odd-looking man, hunched over and with a wide, froglike mouth. Ran introduced him as her uncle. This 'uncle' only nodded and then once they were aboard, steered the boat on its way. Ran explained to Gansu that the trip to her homw would take almost a day, and that Gansu may as well rest. Gansu lied down and found that sleep came very easily. When he awoke, he saw the strangest thing... fish flying overhead!

He jolted awake, but Ran came to his side. "Don't worry!" she said, seeing his alarm. "My homeland is under the sea, in the kingdom of Lord Ragadahn. Do not be afraid."

"But what about the evil creatures of the deep? Those I am pledged to guard against? We are in great danger!" Gansu exclaimed.

"No, my love, we are safe," said Ran soothingly. "Look around! All is peaceful here. Is it not both tranquil and beautiful?" Gansu looked around. Schools of brightly colored tropical fish swam by, as the boat passed colorful corals and water plants. Though it was strange, the 'land' was indeed beautiful, breathtakingly so.

Soon the boat arrived at its destination. Ran's 'village was a marvellous city, carved from towers of coral, amidst broad gardens of kelp and other sea flora. Gansu had never seen a more beautiful place. And the inhabitants greeted Gansu joyfully, making him feel truly welcome. Some of the people had green hair like Ran. Others had the scales of fish. Others had fins instead of legs. And there were even stranger residents, too many to name. But they all greeted Gansu warmly and wanted him to be welcome.

The only things that made Gansu nervous were the various water-snakes that seemed to take an interest in him. "Those snakes are tame; they are our protectors and guardians. They are drawn to you because of your sword; this tells them you are an outsider, but you are with me and they will not harm you. You are safe here now... will you not throw that ugly thing away?"

Gansu shook his head, smiling. "You know that I cannot," he said. "It is the pledge of my family, my honor. You say you would love me without it, but without it I would be half a man, without honor." Once again Ran pouted, but dropped the subject and pretended all was well.

In a large ceremony Gansu was presented to Ran's grandmother, and elderly but kindly crone with green and blue hair like her granddaughter. After he had a chance to examine him and he professed his undying love for Ran, she announced her approval of the match, and there was a great cheer. Then began a great celebration.

For days on end, Gansu was the guest of honor at feasts, balls, concerts, and athletic events. Day after day and night after night Gansu was praised and honored, and one joyous gala followed the next, each one more magnificent than the last. The town under the sea seemed a paradise of leisure and delight, like a marvellous dream from which he never had to wake.

Only one resident of the undersea city refused to participate in the festivals, a grumpy odd-looking old man, covered in barnacles. "Who is that?" Gansu asked.

"Oh, don't worry about them," answered Ran.

"Them?" asked Gansu.

"There are two of them," said Ran. "They are twins, from another... town. They were invited out of courtesy, but their ways are different than ours. Pay them no mind."

Gansu tried to forget about the old man, or rather men (though he never saw more than one of them at once), but every now and then he would see one of them staring at him disapprovingly. He would turn for a moment to mention it to Ran, only to find him gone the next time he looked.

Finally it was time for the wedding. Gansu was dressed like a knight of the sea, with armor made of shining seashells and mother-of-pearl. Ran approached dressed in a luminous gown that looked like it was made from the flesh of jellyfish; translucent and glowing, white but shot with streaks of pink and blue. They stood together before Ran's grandmother, and pledged their vows.

"Now is the time to show a symbol of your pledge. Here in the realm of Lord Ragadahn we do not exchange rings as a symbol; instead we mark ourselves with Lord Ragadahn's mark to show that he is witness to your oaths and that you subject yourselves to his law. There will be pain, but only for a moment."

Ran smiled at Gansu. She offered the palm of her right hand to her grandmother. Grandmother produced a knife made from a large shark tooth, and carved the symbol of a spiral into her palm. Ran winced from the pain, and closed her fist.

"Now you, Gansu," said Ran. Gansu opened his palm, and grandmother cut the symbol into his palm as well. Gansu gritted his teeth through the pain.

"Now place your palms together," said Grandmother to Ran and Gansu, "and your blood will mingle, binding you together forever." Ran and Gansu gripped hands, and Gansu felt a strange heat coming from his hand. when their hands parted, he looked at his hand. The wound was gone! All that remained was a scar in the shape of a spiral.

"Now only one thing remains," said Grandmother. "It is time for you to throw away that horrible metal thing strapped to your back. It has no place in this world."

"I cannot! I am a warrior and this is my weapon!" cried Gansu.

"If you require a weapon we can provide one, one more marvellous and powerful than that thing could ever be," answered Grandmother. "A weapon made from coral and mother-of-pearl. Of seashells and crystal. Or of living water itself! One so miraculous that no enemy could stand before you! This we would freely give you, if you throw that thing away."

Gansu shook his head. "No, you don't understand! This is a symbol of my family's pledge to protect the shore against the creatures of the deep." Gansu looked around. Not only were Ran and Grandmother displeased; it seemed everyone was frowning... except for the old man and his twin. Among those seated the twins had stood up, and looked at Gansu with a puzzled expression.

"What do you care about that silly pledge?" asked Grandmother. "If you cared about that you would be there, guarding the shore, instead of feasting and dancing with us. You abandoned your duty long ago! So it is time to throw away the symbol of the duty you have abandoned."

Gansu looked around in horror. His mind seemed to clear. "I must go back! I have been away for too long! What must my mother, or my bothers and sisters think? I should have had family here to witness this. Ran, you must come back with me! We will live in my father's mansion. It will be a good life for us."

"Leave this beautiful place, to live among the farmers who root around in the dirt like pigs?" Ran exclaimed. "This place is paradise! How could you give it up for that? I will not go back there. You could have everything you want here!"

Gandmother nodded. "Do you realize how long you have been with us, Gansu? By now, not only does your family think you dead, they have long since finished mourning you. If they are even still alive. There is nothing left for you there. Throw the sword away."

Gansu reached back, thinking to draw the sword. But when his hand closed on the hilt of the sword, his hand burned! He snatched his hand back, and saw that the scar on his hand was now red and inflamed.

"See! The sword itself rejects you," cackled Grandmother. "That mark makes you one of us. You belong here now."

Gansu shook in rage and shame. He had been tricked! Tricked into giving up his honor and his pledge! His hand went towards the sword again.

"No Gansu!" cried Ran. "I love you! Do not throw me aside! Stay and your happiness will last forever!"

Gansu looked upon Ran with new eyes. How could he have been so blind? She never cared for his honor. Did she not understand that his honor made him a man?

"Now it is time to choose!" shouted Grandmother. "Throw away the sword! Choose the sea and your new life may begin!"

Gansu shook. His hand reached for the sword once more.

"Wait! You must say it," shouted the two old twins in unison. "Do you choose the water? Or the metal?"

"Stay out of this, you old fools," shouted Grandmother. "This is not your affair."

"We think it is," said the twins. "Which is it boy? Water or metal?"

Grandmother looked back at Gansu. "Last chance," she said. "Water or metal?"

Gansu looked at Ran, and Grandmother, and then the twins. He shook his head. "Metal," he said. He drew the nodachi, though it burned his hands.

For a moment, everything was silent.

Ran screamed. "You would spurn me?" she cried. "You will never find happiness with another!" As he watched her face urned hideous, her teeth sharp as a shark's, her hair a tangle of weeds, and her skin pale and scaly.

Grandmother also changed before him, into a hideous monster. "Your family did witness your wedding," said Grandmother. "For here is your father!" She waved a hand, and one of the guests in thr front row transformed. Now Gansu could see the man clearly; it was a corpse! Bolated and rotten from a long time in the deep, Gansu saw his father's ring on the corpse's finger. "Now you may join your father in his grave!" The corpse's eyes lit up with unearthly green light, and began to come towards him.

All along, thought Gansu, the monsters of the deep were all around me! How could I not have seen?

As his father's corpse approached, Gansu could see the sea snakes from all around closing in as well. But the twins appeared beside him.

"Looks like you are going to have to fight your way out of here... if you can," they said.

Gansu gripped the nodachi, though his hands burned with pain. It hurts to wield it... but I can bear it, because it is my duty, he thought.

He struck with the sword. Soon the waters around him were full of enemies and he struck with his sword, this way and that. The water became clouded with blood. But soon it seemed like he would be overcome; he was surrounded by enemies.

"Perhaps you can use a little help," he heard the twins say. Suddenly, beside him, he saw duplicates of himself, mimicking his every move. The snakes and other creatures became confused; they could not tell which one was the real Gansu! Gansu became emboldened, and fought harder.

"You can't take them all on," said the voice of the twins. "Use this momentary advantage to fight your way free."

Gansu realized the twins were right. Soon he broke free of the cloud of snakes and began swimming for his life, only turning to fight when one caught up with him.

"This way," said the voice of the twins. "You better hurry, it won't be long before you need air to breathe again."

Gansu followed the voice. It led to a cave on the ocean floor. The cave went in... and then up. Soon he reached the surface, a pocket of air in an underwater grotto. There on a gravelly shelf stood the twins.

"You made it!" they chimed. "We could tell you had the mark of good fortune on you. Now to get back to the surface, you must climb through these caverns, always going up. It won't take you long to get back home. You will find yourself with magical abilities you did not have before; these will help you in your voyage."

Gansu didn't think he was especially fortunate. "Why did you help us?" asked Gansu.

"You chose metal over water. Water is the domain of Lord Ragadahn, whose mark is now on your palm. But metal is the domain of Imbrex. Imbrex is who we serve," said the twins.

"I don't know whose names," said Gansu.

"They are gods of a place you would call the First World," said the twins. "It is a different world than the one you come from, but in some places there are points where a person may pass from one to the other. Mortals such as yourself are rare here, and those like Imbrex rarely take an interest in mortals. But you gave them the chance to throw a wrench in Lord Ragadahn's plans, which amuses Imbrex. They and Ragadahn are not enemies."

"Wait... they?" asked Gansu.

"Imbrex is also known as 'The Twins.' They are one and yet two at the same time. You aren't a twin, are you? Most of those who serve Imbrex are. But no matter. It is time for you to be off."

Gansu bade the twins farewell and made his way through the caverns. With no sun in the sky he could not say for sure how long he was there, but eventually he discovered the surface, and leapt for joy when he saw the sky again. He began to search for his home village. But when he came to the place he thought his village should be, there was only pasture for goats. On the hill where his house once stood were only a few stones. He found a goatherd nearby and asked about the village and his people, and what was known about Gansu Kaichuta.

"I recall those names," said the goatherd. "Long ago there was a village here, and there was a young lordling of the name you mention. But that lordling went missing when he was seventeen and was never seen again. The rest of his family were killed when the village was attacked, though no-one knows who the attackers were. That was a hundred years ago," the goatherd explained.

Gansu crumpled to the ground. A hundred years! Gansu thought. A hundred years went by while I reveled in the land under the sea! My pledge was broken, and I have failed! My family died because of my weakness!

Gansu wandered off, broken. As he traveled he found himself tormented by the spirits of his father and his other ancestors. They were angry that he had abandoned his trust. But gradually he came to believe that if some sort of magic could bring him forward in time, some other magic might be able to send him back, and he could right the wrong he had done. He searched far and wide for such an answer, but every sage and wise man he visited said what he desired was impossible. Until he found a strange witch, living in a hut in a swamp.

"It will not be easy, but you can find what you seek," said the witch. "In the lands of the west there is a mighty column of jade pointing to the heavens. In the caverns deep below, you will find what you seek."

Gansu travelled the world, eventually making his way to Avistan. He continued to search... until he heard tales of the Emerald Spire. He felt sure that the Emerald Spire had to be the 'column of jade' the witch had told him about. So he went there to find his destiny in the bowels of the dungeon beneath the Emerald Spire.

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TL;DR (short version):
* His father was a samurai in Minkai and his mother was a Pei Zin herbalist. His father died when he was 13.
* His father's bloodline was pledged to defending the local seacoast from the "monsters of the deep," mainly evil fey and sea hags. His ancestors had been given a cold iron nodachi by the emperor to fulfill this duty.
* Once Gansu's father was dead, he took up the pledge and began carrying the nodachi.
* He fell in love with a beautiful girl named Ran. She was mysterious and had blue-green hair.
* When Gansu proposed to Ran, she insisted they visit her home to gain permission from her grandmother. They took a boat, and Gansu fell asleep.
* When he awoke, they were under the sea, though somehow he could breathe. She took him to a beautiful city under the sea, where they celebrated and feasted for many days. Gansu was entranced my the marvelous kingdom under the waves.
* When it came time to marry, Gansu and Ran received a mark in their palms in the shape of a spiral to bind them together. This was a symbol of Ragadahn.
* To complete the ceremony, Ran's grandmother told Gansu to throw away the sword, but he refused.
* When he refused for the final time, they revealed themselves as sea hags and attacked. Gansu fought and managed to escape with the help of a messenger of Imbrex.
* When Gansu returned to the surface, he discovered that 100 years had passed, his family were all dead, and the lands thereabout had been destroyed by the creatures he was meant to protect them from.
* In anguish, Gansu sought for a way to return to is own time and right the wrong caused by him being lured away.
* He eventually found a witch who claimed to have this knowledge. "In the west there is a mighty column of jade pointing to the heavens. In the caverns underneath you will find what you seek."
* Gansu traveled the world looking for signs of this "column of jade." When he heard of the Emerald Spire he knew that was what he sought. So he arrived at the spire and began to explore it, no matter what the cost.

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Appearance:
Gansu looks like a grim warrior of Tian-Min descent. Though most of his gear is from Avistan, he wields a large dark-metaled sword (a nodachi) from his homeland. His hair is pulled back in a topknot and a long pony tail; the rest of his head is shaved. He is handsome, but has a dour demeanor that makes others keep their distance. Nevertheless, he has the magnetic personality of a man driven to impossible goals.

Gansu is an Aasimar, but looks very human, and in fact doesn't know that he is an Aasimar. He just knows he has certain 'gifts' that other humans don't have.

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Personality:
Gansu is determined to return to his own time and redeem his oath, and will do whatever he must to do so. But he knows also that he cannot turn his back to evil or commit evil to achieve his own ends; these things would also be against his oath. He is scrupulously honest but does not volunteer information about his past or things he does not wish to discuss. He is also somewhat distant, particularly around women; he believes that if he gets close to a woman that woman may receive some kind of vengeance from Ran, his sea hag bride.

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Race: Angelkin Aasimar (Scion of Humanity)

Angelkin Aasimar race details:
Angelkin Aasimar Racial Traits
+2 Strength, +2 Charisma: Angelkin are mortal paragons of exceptional beauty, and they serve as exemplars of good and light regardless of the myriad forms they may take.

Native Outsider:
Scion of Humanity: Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.

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

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

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

Skilled: Angel-Kin Aasimars have a +2 racial bonus on Heal and Knowledge (planes) checks.

Spell-Like Ability: Angel-Kin Aasimars can use alter self once per day as a spell-like ability (caster level equal to the aasimar's class level).

Celestial Resistance:
Deathless Spirit: Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. This racial trait replaces celestial resistance.

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.

Class: Oracle (Dual Cursed, Pei Zin Practitioner) 2 (combo of archetypes approved by GM)
Mystery: Life
Curse: Haunted, Legalistic

Haunted Curse:
Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known. At 5th level, add levitate and minor image to your list of spells known. At 10th level, add telekinesis to your list of spells known. At 15th level, add reverse gravity to your list of spells known.

Legalistic Curse:
Legalistic: The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. 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.

HP: 44 (4d8 + 12 CON + 3 FCB)
AC: 17 (10 + 6 Armor + 1 DEX)
Saves:
Fort: +5, Reflex +3, Will +5 (includes cloak of resistance +1)
(Race: +2 to resist energy drain, negative levels, negative energy, and necromancy spells and spell-like abilities. Race + Feat: +4 to resist death effects)
BAB: +3, CMB: +7, CMD: 18
Initiative: +1
Speed: 20'

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Melee: (+4 STR, +3 BAB)
Masterwork Consecrated Cold Iron Nodachi +8, 1d10+6, crit 18-20, x2
Club +7, 1d6+6
Spiked Gauntlet +7, 1d4+4

Ranged: (+1 DEX, +3 BAB)
Javelin +4, 1d6+4
Sling +4, 1d4+4

Combat Gear: (start with 1000 gp, 200 lbs. capacity medium)
Masterwork Consecrated Cold Iron Nodachi 570 gp, 8 lbs
Masterwork Breastplate 350 gp, 30 lbs
Sling (free)
3 x Cold Iron Javelin 6 gp, 6 lbs.
20 sling bullets 0.2 gp, 10 lbs
2 x Club (free) 6 lbs
Spiked Gauntlet 5 gp (weight included in armor)

Total: 937.2 gp, 60 lbs.

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Favored Class Bonuses:
* Levels 1-3: HP
* Levels 4+: Extra Spells

Traits:
Heirloom Weapon (equipment) Cold Iron Nodachi
Fate's Favored (faith)

Drawback:
Foul Brand (hand)

Feats:
1st Level: Fey Foundling (+2 healing per die, +1 damage from cold iron weapons)
3rd Level: Power Attack (-1 to hit, +3 damage with 2-handed weapons)

Possible Feat Path:

3rd Level Revelation: Channel Energy
3rd Level: Power Attack
5th Level Revelation: Energy Body
5th Level: Selective Channel
7th Level: Bless Equipment or Extra Lay On Hands or Greater Mercy or Extra Channel or Holy Water Assault
9th Level: Vital Strike
11th Level Revelation: Combat Healing
11th Level: Quicken Spell
13th Level Revelation: Lifesense
13th Level: Devastating Strike
15th Level Revelation: Fortune
15th Level: Improved Vital Strike

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The Oracle's class skills are Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Armor Check Penalty: -3 (-0 for climb and jump checks)

Adventuring Skills:
(4+INT/Level = 20 ranks)

Acrobatics: +1 (3 ranks, +1 DEX, -3 ACP)
Diplomacy: +9 (2 ranks, +4 CHA, +3 Class)
Heal: +6 (1 ranks, +0 WIS, +3 Class, +2 Race)
Knowledge (planes): +9 (3 ranks, +1 INT, +3 Class, +2 Race)
Knowledge (religion): +5 (1 ranks, +1 INT, +3 Class)
Perception: +4 (4 Ranks, +0 WIS)
Sense Motive: +4 (1 Ranks, +0 WIS, +3 Class)
Spellcraft: +5 (1 ranks, +1 INT, +3 Class)
Use Magic Device: +7 (3 Rank, +4 CHA)

Background skills:
(2/Level = 8 ranks)

Knowledge (geography): +2 (1 ranks, +1 INT)
Knowledge (history): +6 (2 ranks, +1 INT, +3 Class)
Knowledge (nobility): +2 (1 ranks, +1 INT)
Profession (herbalist): +13 (4 ranks, +4 CHA, +3 Class, +2 Master Herbalist)

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Magic

Spell-like Ability: alter self 1/day

1st level Revelation: Healer's Way 5/day heal 2d6 (as lay on hands)

Healer's Way:
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.


3rd level Revelation: Channel Energy 2d6 DC 15 5/day
Spells Per Day:
* 1st Level: 7
* 2nd Level: 4

Oracle Spell List

Spells Known:
0th Level (5+2C) DC 14: create water, detect magic, ghost sound (C), guidance, mage hand (C), mending, read magic
1st Level (3+1B+1M+1F) DC 15: barbed chains, bless, cure light wounds (B), ill omen (M), liberating command, murderous command (F)
2nd Level (1+1B+1M) DC 16: burst of radiance, cure moderate wounds (B), lesser restoration (B)

B = Oracle Bonus Spell (cure spells)
C = Oracle Curse (haunted) Spells
M = Mystery Spells
F = Favored Class Bonus Spells

Possible Spell Plan:

1st Level (1,1,0,0,0,0): bless, divine favor, detect magic, guidance, mending, read magic
2nd Level (0): create water
3rd Level (1): barbed chains
4th Level (2,0,1): burst of radiance, stabilize, liberating command
5th Level (2,1,1): bull's strength, hide from undead, murderous command
6th Level (3,0,2): dispel magic, communal protection from evil
7th Level (3,2,1,2): communal resist energy, boneshaker, silence, liberating command
8th Level (4,0,3): blessing of fervor, magic vestment
9th Level (4,3,2,3): greater magic weapon, aura sight, shield of darkness, weapon of awe,
10th Level (5,0,4): greater command, forceful strike
11th Level (5,4,3): righteous might, wall of bone, freedom of movement, prayer, status
12th Level (6,5): greater dispel magic, geniekind
13th Level (6,5,4,5): eaglesoul, plane shift, dispel evil, death ward
14th Level (7,6): archon's trumpet, cold ice strike
15th Level (7,6,5,6): bestow greater curse, banishment, wall of silver, dimensional blade
16th Level (8,7): divine vessel, umbral strike
17th Level (8,7,7): greater spell immunity, bestow grace of the champion, heroes'feast
18th Level (9,8): miracle, holy aura
19th Level (9,8,8): wooden phalanx, harm, ancestral memory
20th Level: 9, 8

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Miscellaneous Gear

4000 gp Belt of mighty constitution +2
1000 gp Cloak of resistance +1

50 gp 2 x scroll of cure light wounds
_4 gp 2 x Scroll Case 4 lb.
_free Cold Weather Clothes
_2 gp Scrivener's Kit 1 lb.
_1 gp Rope (knotted) 50' 10 lbs.
_1 gp Waterskin 4 lbs.
_1 gp Grappling Hook 4 lbs
_1 gp Flint & Steel -

_5 sp Bandolier -
_1 sp Bedroll 5 lbs.
_5 sp Waterproof Bag 0.5 lbs.
_5 sp 1 x Trail Rations 1 lb.

_2 cp 100' Twine 1 lbs.
_3 cp Earplugs -
_2 cp 2 x Chalk -
_3 cp Clay Jug 9 lbs.
_1 cp Soap 0.5 lbs.
_2 cp 2 x Candles -
_2 cp Whetstone 1 lb.
45 cp 9 x Rice Paper Sheet -
10 cp 10 x Wandermeal 5 lbs.

Sub Total: 62.3 gp, 46 lbs.
Plus Combat Gear: 937.2 gp, 60 lbs.

Grand Total: 999.5 gp, 106 lbs.

5 sp remaining.