Classes/Levels |
Oracle/7 | HP 64 | AC 15 Tch 10 FF 15 CMD 13 | F +5 R +3 W +9 | Init +2 | Perc +1 |
About Gregory C. Hatfield
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Human (Varisian)
Oracle (pei zin practitioner) 7
NG Medium humanoid (human)
Init +2; Senses Perception +1
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Defense
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• AC 15, touch 10, flat-footed 15
• hp 64
• Fort +5, Ref +3, Will +9
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Offense
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• Speed 30 ft.
• Melee club +3 (1d6)
• Ranged club +3 (1d6)
• Oracle (Pei Zin Practitioner) Spells Known (CL 7th; concentration +11)
• 3rd (5/day)—cure serious wounds, remove curse, remove disease
• 2nd (7/day)—cure moderate wounds, grace, ironskin, lesser restoration, status (DC 16)
• 1st (7/day)—comprehend languages, cure light wounds, detect undead, endure elements, protection from evil, remove sickness[UM] (DC 15), unbreakable heart[ISWG]
• 0 (at will)—create water, detect poison, guidance, light, mending, scrivener's chant, stabilize
• Mystery Life
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Statistics
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• Str 10, Dex 10, Con 14, Int 12, Wis 13, Cha 19
• Base Atk +5; CMB +5; CMD 15
• Feats Reward Of Life[UM], Skill Focus (Heal), Skill Focus (Profession [herbalist]), Toughness
• Traits blessed touch, time lost
• Skills Climb +1, Craft (alchemy) +8, Diplomacy +14, Heal +14, Knowledge (history) +5, Knowledge (nature) +2, Knowledge (religion) +11, Profession (herbalist) +19, Sense Motive +6, Stealth +1, Swim +1
• Languages Common, Varisian
• SQ healer's way (3d6+1), master healing technique, master herbalist, oracle's curse (legalistic), revelation (life link), vow to self
• Gear bargain hunt bloodblock, healer's kit, club, cloak of resistance +1, 4pp, 3278gp, 7sp & 9cp
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Tracked Resources
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• Bloodblock - 0/1
• Club - 0/1
• Healer's kit - 10/10
• Healer's Way (3d6+1 hit points, 5/day) (Su) - 0/5
• Metamagic Rod - 0/3
• Spells, First Level - 0/7
• Spells, Second Level - 1/7
• Spells, Third Level - 0/5
• Time Lost (1/adventure) - 1/1 used for book 2
• Vow to Self (1/day) - 0/1
• Potion of CLW - 0/2
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Purchases in Magnimar
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• +1, mitral chain shirt: 2100 GP
• Wand of CLW: 750 GP
• new Healer's Kit: 50 GP
• Surgeon's Tools: 20 GP
• Alchemist's Kindness: 1 GP
• Antiplague: 50 GP
• Antitoxin: 50 GP
• Antivenom: 50 GP
• Smelling Salts: 25 GP
• Soothe Syrup: 25 GP
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Special Abilities
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• Healer's Way (3d6+1 hit points, 5/day) (Su) As a standard action (swift on self), touch channels positive energy to heal.
• 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.
• Life Link (5 max bonds) (Su) As a standard action, establish bond that drains your HP to heal others who have taken 5 dam.
• 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. 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.
•• Minor Conditions (DC 20): Fatigued, shaken, and sickened.
•• Major Conditions (DC 25): Dazed and staggered.
•• Severe Conditions (DC 30): Confused, exhausted, frightened, and nauseated.
•• Dire Conditions (DC 35): Blinded, deafened, paralyzed, and stunned.
• Master Herbalist (Su) Can ID potions using Profession (herbalist) and in 1 rd.
• Reward of Life (4 HP) With each use of lay on hands, gain hit points equal to your Charisma
• Vow to Self (1/day) +4 morale bonus to one roll to keep a promise.
• A Blessing from Ashava (Once) The next time the PC fails a saving throw against any spell or effect created by an incorporeal undead creature, the character momentarily glows with silver light and is treated as if she had succeeded at that saving throw instead. In addition, that character gains the benefit of a sanctuary spell (CL 20th) against the attacking undead creature.
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BACKGROUND
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From his point of view, Gregory C. Hatfield has enjoyed a simple life. His parents lived in Sandpoint and had the good fortune to move when he was 15--right before the cathedral burned down. A few years later, he heard from some old neighbors that adventurers came to town and discovered rune wells and odd things about the old lighthouse. He was glad to have missed all that nonsense.
He moved (with his parents) to Roderic's Cove roughly 15 years ago, and they were all quickly accepted. Gregory apprenticed with some other healers, midwives, and herbalists nearby. He also learned about Tien healing arts--acupuncture and acupressure.
Around this time, he started to have "minor visions" of the past and future. He never discussed them; they weren't important. All that mattered to him was contributing to the town and helping his fellow Covers because they had been so kind to him and his family. Subconsciously, he began to use these visions to understand and anticipate the maladies and injuries facing his patients. Though he was only a mediocre student of the healing arts, he became quite good at helping others and resolving common problems--thanks to this ability.
Whenever his fellow Covers tell him what a fine herbalist he is, he always protests and insists that he is simply "an ol' country healer" and that he's "lucky more often than good."
The Hatfields are Sarenites. Gregory is no different and has an abiding, sincere love for the Healing Flame. But he also has a certain respect for Nocticula. He sees her transformation as a clear example of the power of redemption.
He is loyal, generous, and kind. He feels like he "ain't got no time for no nonsense," and he tries to be pragmatic.
If the other PCs are residents of Roderic's Cove, it makes sense that Hatfield may have treated them (or someone they know) at one point or another.
(end)