Lem

Jaghal's page

238 posts. Alias of Walter das Sombras.


Classes/Levels

Godling 6 | AC 21 T 12 FF 20 | HP 56/63 | F +6 R +4 W +6 | Init +1, Perc +8, 1st 2/7, 2nd 1/6, 3rd 1/4, Cha 0/5, LL Gz/Sa/Co/Ga/Sz

Strength 12
Dexterity 13
Constitution 16
Intelligence 12
Wisdom 10
Charisma 19

About Jaghal

- 1 CLW potion
- 1 CMW potion

Stats Block:
Jaghal
Male Gnome Oracle 6 - CG Small Humanoid (gnome)
Init: +1 Senses: Low-light vision Perception: +8 Languages: Common, Dwarven, Gnome, Sylvan, Orcish.
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DEFENSE
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AC 21, Touch 12, Flat-footed 20, CMD 16 (+6 armor, +1 dex, +1 size)(+4 dodge vs giants; +1 dodge vs dragons)
HP 63 (6d8+18con+6fc+6tough)
Fort: +6, Ref: +4, Will: +6 (+2 illusions)(+2 Ref vs Breath Weapons)
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OFFENSE
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Speed: 20 ft. (4 Squares)
Melee Longspear (2H) +6 (1d6+1/x2)
Ranged Crossbow +6 (1d6/19-20/x2)
Face: 5 ft. Reach: 5 ft.
Base Atk: +4, CMB: +4
Spell-like abilities - Gnome:
1/day - Dancing lights, Ghost sound, Prestidigitation, and Speak with animals;
Spells - Oracle 6:
Orisons: Create Water; Detect Magic; Ghost Sound; Guidance; Light; Mage Hand; Stabilize; Purify food and Drink; Read Magic.
1st (7/day): Cause Fear; Protection from Evil; Remove Fear; Cure Light Wounds (1d8+4); Detect Undead; Liberating Command
2nd (6/day): Lesser Restoration; Cure Moderate Wounds; Hold Person (DC 16 Will); Spiritual Weapon; Levitate; Minor Image.
3rd (4/day): Cure Serious Wounds; Bestow Curse; Neutralize Poison.
Supernatural: Channel energy (5x3d6+1 Selective [4] DC 15)
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STATISTICS
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Abilities: Str 12, Dex 13, Con 16, Int 12, Wis 10, Cha 19
Feats: Light/Medium Armor Proficiency, Simple Weapon Proficiency, Shield Proficiency, Fleet [bonus];Selective Channeling [1st], Heavy Armor Profiency [3rd]; Toughness [5th]
Traits: Dragonfoe; Blessed Touch.
Skill Points: (4 class + 1 int)x6=30
Skills: (Attribute+ranks+misc+acp or other)
Armor Check Penalty (Full Plate): -5
-4 Acrobatics DEX (1+0+0-5)
+1 Appraise INT (1+0+0)
+12 Bluff CHA (4+5+3) CS
-4 Climb STR (1+0+0-5)
+1 Craft INT (1+0+0) CS
+9 Diplomacy CHA (4+2+3) CS
+4 Disguise CHA (4+0+0)
-4 Disable Device DEX (1+0+0-5)
-4 Escape Artist DEX (1+0+0-5)
+8 Handle Animal CHA (4+1+3) CS
+4 Heal WIS (0+1+3) CS
+4 Intimidate CHA (4+0+0)
+5 Knowledge (Arcana) INT (1+1+3) CS
+2 Knowledge (Geography) INT (1+1+0)
+5 Knowledge (History) INT (1+1+3) CS
+5 Knowledge (Nature) INT (1+1+3) CS
+1 Knowledge (Nobility) INT (1+0+0)
+5 Knowledge (Planes) INT (1+1+3) CS
+8 Knowledge (Religion) INT (1+2+3+2) CS
+2 Linguistics INT (1+1+0) +Orc
+8 Perception WIS (0+6+0+2)
+0 Profession WIS (0+0+0) CS
-4 Ride DEX (1+0+0-5)
+5 Sense Motive WIS (0+2+3) CS
-4 Sleight of Hand DEX (1+0+0-5)
+5 Spellcraft INT (1+1+3) CS
+4 Stealth DEX (1+1+3+4-5) CS
+5 Survival WIS (0+2+3) CS
-4 Swim STR (1+0+0-5)
Possessions: MW Full Plate (1650gp)[25lbs]; Vest of Resistance (1000gp); Longspear (5gp); Light Crossbow (35gp); Crossbow Bolts (10)(1gp); Waterskin (1gp); Flint and steel (1gp); Bedroll (0.1gp); 4 Rations (day) (2gp); Sunrod (2gp); 2 Torches (0.02gp); Traveler's Outfit (0gp); MW Backpack (50gp);
Carrying Capacity: 33 lbs. or less (Light); 34-66 lbs. (medium); 67–113 lbs (heavy)

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CLASS ABILITIES
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Oracle Curse - Haunted: 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.
Class Skills: An oracle with the life mystery adds Handle Animal, Knowledge (nature), and Survival to her list of class skills.
Revelations: 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.
Life Link (Su): 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).
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SPECIAL ABILITIES
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Trait - Blessed Touch: You may have been raised in a devout family, studied the divine in a formal church environment, or even learned how to combine traditional healing techniques with those of divine casters. In so doing, you have focused yourself into being the perfect vessel for your deity. Divine power flows through you like a mountain stream, making your healing touch more potent than that of others. You heal 1 additional point of damage when using lay on hands, channeling energy, or casting a cure spell.
Trait - Dragonfoe: You’ve always hated dragons. Perhaps one of your ancestors was a well-known dragonslayer, or a rampaging dragon killed your family or friends. Maybe the stories you grew up hearing about knights rescuing captive princes and princesses from the clutches of evil dragons inspired you to slay dragons. Whatever the reason for your obsession, it has driven you to study how to fight dragons and defend yourself against their fearsome attacks. You gain a +1 dodge bonus to AC against creatures with the dragon type and a +2 trait bonus on Reflex saves against breath weapon attacks.
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RACIAL ABILITIES
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Type: Gnomes are Humanoid creatures with the gnome subtype.
Ability Score Racial Traits: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable. They gain +2 Constitution, +2 Charisma, and –2 Strength.
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. See the Linguistics skill page for more information about these languages.
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.
Defensive Training: Gnomes gain a +4 dodge bonus to AC against monsters of the giant subtype.
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.
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.
Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes because of their special training against these hated foes.
Fey Thoughts: Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This trait replaces racial weapon familiarity.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
Academician: Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any single Knowledge skill. This racial trait replaces the obsessive racial trait.


Background:
Have you ever imagined yourself having the blood of a dragon in your veins? Having magic coming forth from inside you, bending it to your will? Wouldn’t it be awesome to fly like a dragon, even if you didn’t have wings? Believe me, that happened. To Jaghal’s brother, Jacken. Jaghal still remembers that gnome family get together when his brother announced to their parents and other siblings he found out there was dragon blood in his veins, and he was destined to become a powerful magic user. Their parents were all around Jacken, treating him like a god! I’m so proud of you said one, you will certainly take our family name farther than anyone ever did said the other. ”B%&&%$#~!” called out Jaghal. ”How can you have the blood of a dragon if we’re all the same, children of the same father and mother?” To make things worse, their parents told them a story about ancestors possessing magic stronger than most, and that he could really be chosen for that destiny. Of course, parents will say anything to encourage their children to greatness, specially gnomes who always try to avoid the bleaching effects by trying on new and different things. Obviously Jaghal was too young and unwise to realize they were just supporting an idea, and that it probably wasn’t true. In his mind they were giving undue credit to the fake dragon-blooded, and although he wasn’t much powerful at the time, one day he was sure they would call him the greatest in the family, maybe even in the world!

Of course, he had no idea how to do that, and his doubts grew worse when he saw Jacken unleashing a gust of fire from his hands, very similar to a dragon’s breath! ”He’s not truly destined, he definitely made it up! The fake found out a way to improve his magic faster, and is mimicking a dragon! If that’s how it is, I call dibs on the god’s blood!” Thus he went away from his family, to develop this self-claimed heritage to its maximum, and one day come back to show everyone what he’s capable of. Impressively enough, it worked, and aside from developing some godly powers he also grew weird and weird. He was confused, at first, but then he started to believe in his own story. A lie told often enough becomes the truth. Instead of questioning what happened, he decided do go with it, whatever it took. He found some adventures in the last years, trying each time something different. The last fad was to join a dwarven guild who was moving around a lot and adventuring for some time. Dwarves could be impressively sarcastic at times, and Jaghal loved that.


Wish List:
- Philactery of positive channeling
- Something to give me extra hit points;
- Something that can make me fly when needed;

Future Development:
Feat Reactive Healing.