About Huang YujinOracle 16 (Flames) (Red Mantis Assassin)
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Resistances: 10 Cold, 10 Fire Fort (E) +25 (+16 Level, +4 Expert, +3 Con, +2 Item)
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◆ +2 Greater Striking Keen Cold Iron Sawtooth Saber +26 (3d6+6 S/19-20x2) (Attack +16 Level, +4 Expert, +2 Potency, +4 Str) (Damage +4 Str, +2 Specialization) (Primary) ◆ +2 Greater Striking Silver Sawtooth Saber +22 (3d6+9 S/19-20x2) (Attack +16 Level, +4 Expert, +2 Potency, +4 Str, -4 MAP) (Damage +4 Str, +2 Specialization, +3 Twin) (Secondary) ===============
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Level 7:
Level 6:
Level 5:
Level 4:
Level 3:
Level 2:
Level 1:
Cantrips:
(D) Domain Spells
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◆◆ Incendiary Aura (Focus 1) (Heightened +6) (5d4 persistent fire, 25-ft. emanation)
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◇ Foretell Harm
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Dragonblood (Omen) (Ancestry 1):
You're descended in some way from a dragon. Your physical features might show this outwardly, with a pair of draconic horns, patches of scaly skin, or even a tail, or you might develop an internal reserve of draconic power. You gain the dragonblood trait, in addition to the traits from your ancestry. Add Draconic to your ancestry's list of additional languages (allowing you to choose it as a language if your Intelligence modifier is positive). When you roll a success on a saving throw against a fear effect, you get a critical success instead. You can choose from dragonblood feats and feats from your ancestry whenever you gain an ancestry feat.
Draconic Exemplar
Oracle Spellcasting (Oracle 1):
You have an unfiltered connection to the great powers of the universe and the planes beyond, and you can let this power spill forth in the form of divine magic. You are a spellcaster, and you can cast spells of the divine tradition using the Cast a Spell activity. As an oracle, when you cast spells, your incantations may spill from your lips rapidly as you speak in tongues or intone in a voice not quite your own, and your gestures might be wild and unrestrained as religious ecstasy briefly touches your mind.
Each day, you can cast up to three 1st-rank spells. You must know spells to cast them, and you learn them via the spell repertoire class feature. The number of spells you can cast each day is called your spell slots. As you increase in level as an oracle, your number of spells per day increases, as does the highest rank of spells you can cast, as shown on the Oracle Spells per Day table. Some of your spells require you to attempt a spell attack to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key attribute is Charisma, your spell attack modifiers and spell DCs use your Charisma modifier. Heightening Spells
Cantrips
Spell Repertoire (Oracle 1):
The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-rank divine spells of your choice and five divine cantrips of your choice. You choose these from the common spells on the divine list or from other divine spells to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank.
You add to this spell repertoire as you increase in level. Each time you get a spell slot (see the Oracle Spells per Day table), you add a spell to your spell repertoire of the same rank. At 2nd level, you select another 1st-rank spell; at 3rd level, you select two 2nd-rank spells, and so on. When you add spells, you might add a higher-rank version of a spell you already have, so you can cast a heightened version of that spell. Your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot, and vice versa. Swapping Spells In Your Repertoire
Mystery (Flames) (Oracle 1):
An oracle wields divine power, but not from a single divine being. This power could come from a potent concept or ideal, the attention of multiple divine entities whose areas of concern all touch on that subject, or a direct and dangerous conduit to raw divine power. This is the oracle's mystery, a source of divine magic not beholden to any deity.
Choose the mystery that empowers your magic. Your mystery grants you additional spells, and special focus spells called revelation spells. Your mystery also gives you a unique cursebound ability that lets you draw upon the divine, as well as dictating the effects of the oracular curse that falls upon you when you touch too much of this power. Revelation Spells
Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don't require spell slots, and you can't cast them using spell slots. Certain feats give you more focus spells. The maximum Focus Points your focus pool can hold is equal to the number of focus spells you have, but it can never be more than 3 points. You learn a revelation spell at 1st level and start with a focus pool of 1 Focus Point. This spell is an initial revelation spell determined by your mystery. You can learn additional revelation spells through oracle feats. Oracular Curse
Your oracular curse is expressed using the cursebound condition, a unique condition that affects only oracles. Immediately after the first time you use a cursebound ability, you become cursebound 1, and if you use a cursebound ability while you are already cursebound, you increase the value of your cursebound condition by 1 after the ability resolves. At lower levels, you can tolerate only a modest amount of divine power, and your cursebound condition can't increase beyond cursebound 2; as you grow in levels, you can open yourself to even more power and your cursebound condition can progress to 3 and finally 4. Once saturated in divine power, your soul can't absorb any more, and so you can't use a cursebound ability if you are already at your maximum cursebound condition. Your oracular curse lists the specific effects of being cursebound, which are cumulative as your curse progresses. You remain cursebound until you Refocus, which reduces your cursebound condition by 1 in addition to restoring a Focus Point. As your curse is a direct result of divine power, you cannot mitigate, reduce, or remove the effects of your curse or any ability with the cursebound trait by any means other than Refocusing. For example, if a cursebound effect makes creatures concealed from you, you can't negate that concealed condition through a magic item or spell, such as sure strike (though you would still benefit from the other effects of that item or spell). Likewise, cleanse affliction and similar abilities don't affect your curse at all. At 1st level, you gain a cursebound oracle feat determined by your mystery, and you can learn additional cursebound abilities through oracle feats. Signature Spells (Oracle 3):
Experience enables you to cast some spells more flexibly. For each spell rank you have access to, choose one spell of that rank to be a signature spell. You don’t need to learn heightened versions of signature spells separately; instead, you can heighten these spells freely. If you’ve learned a signature spell at a higher rank than its minimum, you can also cast all its lower-rank versions without learning those separately. If you swap out a signature spell, you can replace it with any spell you could have chosen when you first selected it (i.e., of the same spell rank or lower). You can also retrain specifically to change a signature spell to a different spell of that rank without swapping any spells; this takes as much time as retraining a spell normally does.
1st: Heal, 2nd: Dispel Magic, 3rd: Impending Doom, 4th: Sound Body (4th), 5th: Divine Immolation, 6th: Sanguine Mist (+2), 7th: Sunburst, 8th: Raise Dead (+2) Expert Spellcaster (Oracle 7):
The intricacy of your divine power has grown clearer over time. Your proficiency ranks for spell attack modifier and spell DC increase to expert. Mysterious Resolve (Oracle 7):
The power of your mystery blazing in your soul makes it harder for other powers to grip your mind. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead. Magical Fortitude (Oracle 9):
Magical power has improved your body’s resiliency. Your proficiency rank for Fortitude saves increases to expert. Divine Access (Desna) (Oracle 11):
Your mystery offers you strange access to spells typically reserved for more conventional worshippers. Choose one deity who grants one of your mystery’s granted domains. Add up to three cleric spells of your choice granted by that deity to your spell list, and to your spell repertoire as soon as you can cast spells of the appropriate rank. Major Curse (Oracle 11):
You’ve learned to better tolerate the conflicting powers wreaking havoc on your body. The maximum cursebound value you can have increases from cursebound 2 to cursebound 3. Oracular Senses (Oracle 11):
You have always been able to sense a bit more than others. Your proficiency rank for Perception increases to expert. Weapon Expertise (Oracle 11):
You’ve dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple weapons and unarmed attacks increase to expert. Light Armor Expertise (Oracle 13):
You’ve learned how to dodge while wearing light or no armor. Your proficiency rank for light armor and unarmored defense increases to expert. Premonition’s Reflexes (Oracle 13):
A chill runs through your spine as danger strikes, giving you a hair’s more time to dodge or cover yourself. Your proficiency rank for Reflex saves increases to expert. Weapon Specialization (Oracle 13):
You’ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master and 4 if you’re legendary. Achaekek’s Minor Boon (Campaign 14):
Once, when you would fail a Stealth check, you critically succeed instead. Achaekek typically grants this boon for an extremely consequential Stealth check that could lead to an assassination, such as one that could get you into position to kill an important target, but rarely on a Stealth check to help you escape.
A PC who dares to use this boon to escape in a cowardly way rather than to bolster their chances to do violence may become affected by Achaekek’s minor curse. Achaekek’s Minor Curse
Achaekek’s Moderate Boon (Campaign 14):
You can cast blood vendetta once per day as an innate divine spell; this spell automatically heightens to a rank equal to your half your level. Master Spellcaster (Oracle 15):
You truly understand the deep and complex divine power within your mystery. Your proficiency ranks for spell attack modifiers and spell DCs increase to master. ===============
Class DC (Cha) (T) 33 (10 +16 Level, +2 Trained, +5 Cha)
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Armor
Magic Items
Consumables
Other
(I) Invested Gold
Bulk (Encumbered 12+, Limit 17) (5, +5 Str, +2 Backpack)
Invested Items (5/10) ===============
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Despite her draconic blood, Yujin outwardly appears as a tall, muscular Tian woman. Her jet black hair is cut at her shoulders. Her viridian eyes are ice-cold and she holds herself in a haughty stance. She looks down upon and deems others as less-talented and unworthy of her notice unless proven otherwise. She single-mindedly focuses on her task at hand and is able to ward off unwanted distractions like love or fun. Her failure rate is near-zero and she privately chastises herself for public mistakes. She prides herself in earning the favor of the Blood Mistress at a young age but even that is just a stepping stone for her own ambitions. ===============
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DRAGON FORM:
Huge Sovereign Dragon (Humanoid [Dragon][Dragonblood][Human]) Senses: Perception (Wis) (E) +24 (+16 Level, +4 Expert, +2 Wis, +2 Item); Darkvsion 60 ft., Imprecise Scent 60 ft. Speed 45 ft. (Base 40 ft. +5 Fleet); Fly 120 ft. ===============
Immune: Paralysis, Sleep
Fort (E) +25 (+16 Level, +4 Expert, +3 Con, +2 Item)
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◆◆ Dragon Breath (14d6 mental) (Will DC 37) ===============
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KINDLED TOME (BLAZE):
Perception +17; precise vision 30 feet, imprecise hearing 30 feet, imprecise sense of heat 30 feet Communication telepathy (Common, Pyric, and two other common languages) Skills Arcana +21, Fire Lore +23, Nature +17 Int +4, Wis +0, Cha +5 Will +17 A kindled tome is a book of lingering blazes awakened to sapience and imbued with an enthusiasm for fire. It encourages you to learn new fire spells to inscribe within its pages. When you attempt a skill check to Learn a Spell to add a spell with the fire trait to the kindled tome, you treat your result as one step better than you rolled. The tome can be disparaging about other spells as “a waste of good page space,” especially if those spells have the cold or water traits. In addition to the activation of a book of lingering blazes, a kindled tome has the following activations. ↻ Activate (concentrate); Frequency once per hour; Trigger You Cast a Spell with the fire trait; Effect The tome makes the flames linger, dealing 2d6 persistent fire damage to all you hit with or who fail the saving throw against the effect (doubling on a critical success on a spell attack and on a critical failure on a saving throw). ◆◆ Activate (concentrate, manipulate); Frequency once per day; Effect The tome casts fireball at 5th level to your specifications. ===============
UPDATES:
Start: 0 pp, 34 gp, 4 sp, 0 cp (34.4 gp) 7/21/25: +461 pp, 4 gp, 2 sp, 4 cp = 461 pp, 38 gp, 6 sp, 4 cp (4,648.64 gp) 7/23/25: Tax -20 gp = 461 pp, 18 gp, 6 sp, 4 cp (4,628.64 gp) 10/8/25: +156 gp, 2 sp, 5 cp = 461 pp, 174 gp, 8 sp, 9 cp (4,784.89 gp) |