Gnome

Navasi's page

90 posts. Alias of PJP.


Full Name

Navasi

Classes/Levels

Gnome Oracle(Bones) 9| HP: 83/83 | AC: 12 (11 Tch, 12 Fl) | CMD: 14 | F: +6, R: +4, W: +8| Init: +1 | Perc: +8, SM: +6 | Active conditions: none

Gender

Female

Size

Small

Strength 8
Dexterity 12
Constitution 16
Intelligence 13
Wisdom 14
Charisma 18

About Navasi

Navasi
NE Gnome Oracle 9 (Bones mystery)
Init +1
Languages: Common, Gnome, Sylvan, Draconic, +2 languages

HP 83 (8 +3 Con / 5+3 / 5+3 / 5+3 / 5+3 / 5+3 / 5+3 / 5+3 / 5+3 )

DEFENSE
AC 12, touch 12, flat-footed 11 (+1 Dex +1 Size)
CMD 15 (10 +6 BAB -1 Str +1 Dex -1 Size)[smaller]
Fort +6 [smaller](+3 Oracle +3 Con)

Ref +4 (+3 Oracle +1 Dex)
Will +8 (+6 Oracle +2 Wis)

Defensive Abilities
+2 racial saving throw bonus against illusion spells or effects.

OFFENSE
Speed 20 ft
Base Attack +6/+1; Melee Touch +6; Ranged Touch +8 (+1 size)
CMB +4 (+6 BAB -1 Str -1 size)
+1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes

Melee
Dagger +6/+1 att; 1d3-1 dmg

Ranged
+1 human bane heavy crossbow +9 att; 1d10+1 dmg

1/day—bleed, chill touch, detect poison, and touch of fatigue (DC 12)

Concentration Check: 1d20+12 (+8 CL +4 Chr)
+1 to the DC of any saving throws against necromancy spells

Spells remaining:
1st: 7 of 7 (DC 15)
2nd: 7 of 7 (DC 16)
3rd: 7 of 7 (DC 17)
4th: 5 of 5 (DC 18)

Known Spells:

0: (8) DC 14
Bleed
Detect Magic
Detect Poison
Guidance
Mending
Read magic
Stabilize
Spark

1: (5) DC 15
Command
Forbid Action (ench compulsion)
Obscuring Mist (conj)
Ray of Sickening DC 16 (necro)
Shadow Trap (ill)
Cause Fear DC 16 (mystery bonus, necro)
Cure light wounds (free)

2: (4) DC 16
Communal Protection From Evil
Silence
Restoration, lesser
Undetectable alignment
False life (mystery bonus)
Cure Moderate Wounds (free)

3: (3) DC 17
Blindness DC 18 (necro)
Resist Energy, Communal
Dispel magic
Animate dead DC 18 (mystery bonus)
Cure Serious Wounds (free)

4: (2) DC 18
Wall of Bone
Blessing of Fervor
Fear (free)

STATISTICS
Abilities Str 8 (-1), Dex 12 (+1), Con 16 (+3), Int 13 (+1), Wis 13 (+1), Cha 18 (+4)

SKILLS 45 (4 +1 Int / 4 + 1 Int / 4 + 1 Int / 4 + 1 Int / 4 + 1 Int / 4 + 1 Int / 4 + 1 Int / 4 + 1 Int / 4 + 1 Int )
Acrobatics +2 (1 rank +1 Dex)
Appraise +1 (+1 Int)
Bluff* +10 (2 rank +4 Chr +3 class +1 race)
Climb -1 (-1 Str)
Craft (Alchemy)* +7 (1 rank +1 Int +3 class +2 race)
Diplomacy* +10 (2 ranks +4 Chr +3 class +1 race)
Disguise* +8 (1 rank +4 Chr +3 class)
Escape Artist +1 (+1 Dex)
Fly +1 (+1 Dex)
Heal* +6 (1 rank +2 Wis +3 class)
Intimidate** +16 (9 rank +4 Chr +3 class)
Knowledge (arcana) +2 (1 rank +1 In)
Knowledge (geography)* +3 (1 rank +1 Int +1 trait)
Knowledge (history)* +5 (1 rank +1 Int +3 class)
Knowledge (nature)* +3 (1 rank +1 Int +1 trait)
Knowledge (planes)* +6 (2 rank +1 Int +3 class)
Knowledge (religion)* +6 (2 rank +1 Int +3 class)
Linguistics +2 (1 rank +1 Int)
Perception +8 (4 rank +2 Wis +2 race)
Profession (+6)* (1 rank +2 Wis +3 class)
Ride +1 (+1 Dex)
Sense Motive* +6 (1 rank +2 Wis +3 class)
Spellcraft* +8 (4 rank +1 Int +3 class)
Stealth* +9 (1 rank +1 Dex +3 class +4 size )
Survival +6 (1 rank +2 Wis +3 class skill)
Swim +5 (2 ranks -1 Str +3 class +1 trait)
Use Magic Device* +12 (5 rank +4 Chr +3 class)

** 5 Ranks: If you exceed the DC to demoralize a target by at least 10, it is frightened for 1 round and shaken thereafter.* A Will save (DC = 10 + your number of ranks in Intimidate) negates the frightened condition, but the target is still shaken, even if it has the stalwart ability.
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). An oracle with a bones mystery adds Bluff, Disguise, Intimidate, and Stealth to her list of class skills.
Skill Ranks per Level: 4 + Int modifier.

EQUIPMENT
Shoulders: Cloak of Resistance +2 (4000)
Neck: Amulet of Natural Armor +1 (2000)
Headband: of alluring charisma +2 (4000)
Eyes: Pirate's Eye Patch = +2 Swim and Climb, touch of the sea or expeditious retreat on command (2600)

Ring of Protection +1 (2000)
+1 human bane heavy crossbow (3000 back into pot)

COINS
PP – 0
GP – 4900
SP – 0
CP – 0

FEATS
Spell focus (necromancy) (1st)
Combat Casting (3rd)
Signature Skill (General)(5th)
Undead Master (7th)
Command Undead (7th Bonus Feat)
(9th)

TRAITS
Dangerously Curious You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent’s laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result.
Benefits: You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.

Seafarer You’re familiar with treacherous coastlines, currents, and tides and can use that knowledge anywhere.
Benefit: You gain a +1 trait bonus on Knowledge (nature) and Knowledge (geography) checks while on the ocean. You also gain a +1 trait bonus on Swim checks, and Swim is always a class skill for you.

SPECIAL ABILITIES
+2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable.

Small: Gnomes are Small creatures and 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.

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

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

Fell Magic: Gnomes add +1 to the DC of any saving throws against necromancy spells that they cast. Gnomes with Wisdom scores of 11 or higher also gain the following spell-like abilities: 1/day—bleed, chill touch, detect poison, and touch of fatigue. 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 Wisdom modifier. This racial trait replaces gnome magic.

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.

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

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

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

Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.

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.

FC for Oracle: Add +1/2 to the oracle's level for the purpose of determining the effects of the oracle's curse ability.

The following are the class features of the oracle.

Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies.

Spells: 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 2–5. In addition, she receives bonus spells per day if she has a high Charisma score (see Table 1–3 of the Pathfinder RPG Core Rulebook).

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 2–6. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score; the numbers on Table 2–6 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.

Bones
Class Skills: An oracle with a bones mystery adds Bluff, Disguise, Intimidate, and Stealth to her list of class skills.

Bonus Spells: 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 2–6. They cannot be exchanged for different spells at higher levels.

Spells: cause fear (2nd), false life (4th), animate dead (6th), fear (8th), slay living (10th), circle of death (12th), control undead (14th), horrid wilting (16th), wail of the banshee (18th).

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. 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.

1st: Armor of Bones (Su): You can conjure armor made of bones that grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this armor grants you DR 5/bludgeoning. You can use this armor for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.

3rd: Raise the Dead (Su): As a standard action, you can summon a single skeleton or zombie to serve you. The undead creature has a number of Hit Dice equal to your oracle level. It remains for a number of rounds equal to your Charisma modifier. At 7th level, you can summon a bloody skeleton or fast zombie. At 15th level, you can summon an advanced skeleton or zombie. You can use this ability once per day plus one additional time per day at 10th level.

7th: Undead Servitude (Su): You gain Command Undead as a bonus feat. You can channel negative energy a number of times per day equal to 3 + your Charisma modifier, but only to use Command Undead. You can take other feats to add to this ability, such as Improved Channeling, but not feats that alter this ability, such as Alignment Channel.

Deity
The melancholic Lost Prince is the Eldest of forgotten things, sadness, and solitude. Dark and brooding just like the lonely, crumbling tower he inhabits, the Lost Prince has a surprisingly large court of devoted followers who share his grim outlook on life, suffer from depression, or spend most of their time alone by choice or circumstance. The Melancholy Lord also serves as a patron for historians and scholars who share his fascination with the forgotten history of the multiverse. A distant figure, the Lost Prince only occasionally interacts with his followers directly.
Although devotees are not unwelcome as visitors, he expects them to function principally on their own. He engages with other creatures only rarely, usually in a fruitless attempt to shed some of the loneliness that constantly haunts him. Those that choose to follow the frowning prince despite his stubborn reclusiveness may learn that there is great strength in solitude and that isolation is a terrifying weapon.

Oracle's Curse (Ex): 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.

Reclusive Source PZO9480
You are reclusive and paranoid to the point that your allies cannot easily help you in times of stress or unease. Whenever you are in combat, your allies must succeed at a melee touch attack to affect you with touch spells, and you must attempt saving throws to resist all spells cast by anyone other than yourself, even those cast by allies. Instantaneous spells you cast only on yourself affect you as though your caster level were 1 higher.
At 5th level, any spells you cast only on yourself affect you as if they were modified by the Extend Spell feat. This does not increase their level or casting time.
At 10th level, you are immune to charm spells and spell-like abilities.
At 15th level, you gain spell resistance equal to 10 + your oracle level.

Orisons: Oracles learn a number of orisons, or 0-level spells, as noted on Table 2–6 under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Build History:

S 0 10 -2 8 -1
D 2 12 12 +1
C 5 14 +2 16 +3
I 3 13 13 +1
W 3 13 13 +1
Ch 7 15 +2 17+1 +4
Racial alternates: Fell Magic
4th level - Add +1 Cha
8th level - Add +1 Wis