Svirfneblin

Holy Silver's page

34 posts. Organized Play character for Daveak Bringer of Destruction.


Race

12/12 HP, AC: 20, T: 12, FF: 19, CMD: 9, F: +3, R: +1, W: 3,

Classes/Levels

Init +1, Pereption +3, LG Male Gnome Oracle 1, +0 (1d4-1, 20x2)

Strength 8
Dexterity 12
Constitution 16
Intelligence 10
Wisdom 13
Charisma 18

About Holy Silver

Basic Stats:

Silver
Gnome Oracle 1
LG Small

Init +1; , Speed: 15ft, Perception: +3

Defense:

AC: 20, T: 12, FF:19 CMD:9
(+1 Dex, +6 Armor, +2 Shield, +1 Size)

HP: 12

Fort: +3, Ref: +1, Will: +3

Offense:

Speed 20 ft.

Melee:
Lite Mace +0(1d4-1, 20x2) [-1 Str, +0 Bab, +1 Size]

Statistics:

Str 8, Dex 12, Con 16, Int 10, Wis 13, Cha 18

BaB: +0, CMB: -2, CMD: 9

Special Abilities:

Spell Casting
An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle’s spell is 10 + the spell’s level + the oracle’s Charisma modifier. Like other spellcasters, an oracle can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given on Table: Oracle. In addition, she receives bonus spells per day if she has a high Charisma score. Unlike other divine spellcasters, an oracle’s selection of spells is extremely limited. An oracle begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new oracle level, she gains one or more new spells, as indicated on Table: Oracle Spells Known. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score; the numbers on Table: Oracle Spells Known are fixed.
In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with “cure” in the name, inflict spells include all spells with “inflict” in the name). These spells are added as soon as the oracle is capable of casting them. This choice is made when the oracle gains her first level and cannot be changed. Upon reaching 4th level, and at every even-numbered oracle level after that (6th, 8th, and so on), an oracle can choose to learn a new spell in place of one she already knows. In effect, the oracle loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. An oracle may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any cure or inflict spells, nor can she swap any spells gained from her mystery. Unlike a cleric, an oracle need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components.

Mystery
Each 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.

At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table: Oracle Spells Known. They cannot be exchanged for different spells at higher levels.

Life

Oracle's Curse
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.

Clouded Vision

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 (see FAQ at right). 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. Unless otherwise noted, the DC to save against these revelations is equal to 10 + 1/2 the oracle’s level + the oracle’s Charisma modifier.

Channel (Su): 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.

DC 15

Spells:

Super Natural Ability:DC15
Channel Energy 5/5

Spell Like Ability:DC14
Arcane Mark 1/1
Comprehend languages 1/1
Message 1/1
Read Magic 1/1

Level 0:DC14
Detect Magic
Guidance
Resistance
Stabilize

Level 1:DC15 (4/4)
Infernal Healing
Summon Monster 1
Cure Light Wounds

Feats/Traits:

Feats:
1.)Armor Prof Light
1.)Armor Prof Med
1.)Shield Prof
1.)Weapon Pro Simple
1.)Selective Channeling

Traits:

Ability Score Modifiers:
Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable. They gain +2 Constitution, +2 Charisma, and –2 Strength.

Type: Gnomes are Humanoid creatures with the gnome subtype.

Size: Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Base Speed: (Slow Speed) Gnomes have a base speed of 20 feet.

Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.

Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.

Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.

Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.

Magical Linguist: ​Gnomes study languages in both their mundane and supernatural manifestations. Gnomes with this racial trait add +1 to the DC of spells they cast with the language-dependent descriptor or those that create glyphs, symbols, or other magical writings. They gain a +2 racial bonus on saving throws against such spells. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—arcane mark, comprehend languages, message, read magic. The caster level for these effects is equal to the gnome’s level. This racial trait replaces gnome magic and illusion resistance.

Gift of Tongues: Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces defensive training and hatred.

Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.

Beneficent Touch: Once per day, when you cast a spell or use a class ability that heals hit point damage, reroll any 1s that appear on the dice and take the new roll (even if it is another 1).

Blessed Touch: You heal 1 additional point of damage when using lay on hands, channeling energy, or casting a cure spell.

Skills::
(-7 ACP Included)
Acrobatics -6
Climb -7
Diplomacy +9<1 Rank>
Heal +5<1 Rank>
Know Religion +4<1 Rank>
Perception +3
Profession(Healer) +7<1 Rank>
Stealth-2
Swim -7
Racial Modifiers:+2 Profession, +4 Stealth

Languages:Common,

Gear::

4 Mirror Armor
Heavy Shield
Light Mace
0 GP, 0 SP, 0 CP

Notes::