Blackfire Adept

Katie 'The Sage' Dogrider's page

79 posts. Alias of Chainmail.


Full Name

Katie "The Sage" Dogrider

Race

Shadowborn Perception +X/Init +X F+X/R+X/W+X

Classes/Levels

Alchemist (Mindchemist)

Gender

Female

About Katie 'The Sage' Dogrider

Name: Katie "The Sage" Dogrider
Race: Ratfolk
Class: Alchemist (Mindchemist) Perception +X: Initiative +X
Level 1

Gender: Female
Age: 40
Alignment: CG
Deity: Cayden
Languages: Common

25 point buy for stats:

Stats*: final = base + race + age (cost)
STR: 10 = 13 - 2 - 1 (3)
DEX: 14 = 15 + 2 - 1 (7)
CON: 10 = 13 - 2 - 1 (3)
INT: 20 = 17 + 2 + 1 (13)
WIS: 14 = 13 + 0 + 1 (3)
CHA: 08 = 07 + 0 + 1 (-4)

DEFENSE:

AC 20 (+4 chain shirt, +1 underarmor, +2 heavy shield, +2 DEX, +1 size), Touch 13, Flat-footed 18, CMD 12
Fort: +2, Ref: +2, Will: +3
Hit Points: 11/11 (8+2CON+1FC)

Init: +4

Skills:

Oracle 4+INT+FC = 6/lvl
ACP = 2 (chain shirt)
Acrobatics: 3 = 0 + DEX Mod;
*Appraise: 9 = 1 + INT Mod + 3;
*Bluff: +9 = 1 + 5 + 3;
Climb: +0 = 0 + STR Mod + 0 -ACP;
*Diplomacy: +9 = 1 + 5 + 3;
Disable Device: NA = NA + DEX Mod + 0 -ACP;
Disguise: 2 = 0 + CHA Mod + 0;
Escape Artist: 3 = 0 + DEX Mod + 0 -ACP;
Fly: N =
*Handle Animal: +6 = 1 + CHA Mod +3;
Heal: -1 = 0 + WIS Mod;
Intimidate: +2 = 0 + CHA Mod;
*Know(Planes): +6 = 1 + 2 + 3;
*Know(Hist): +2 = 1 + 2 + 3;
*Know(Religion): +2 = 1 + 2 + 3;
Linguistics: +2 = 0 + 2;
*Perception: +5 = 1 + 1 + 3;
Ride: 0 = 0 + 2 -ACP;
*Sense Motive: +5 = 1 + 1 +3;
Sleight of Hand: NA = NA + DEX Mod + 0 -ACP;
*Spell Craft: 9 = 1 + 2 + 3;
*Stealth: +8 = 1 + 2 + 4(size) +3CS -ACP;
Survival: +1 = 0 + 1 + 0;
Swim: +0 = 0 + STR Mod + 0 -ACP;
Use Magical Device: +8 = 1 + CHA Mod + 3 + 2(race);

Class features, Feats, Traits and Racial Traits:

Class features-Oracle:

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.

FAQ

Can I use my Charisma modifier for cleric spells and effects that use Wisdom, such as spiritual weapon?

As written, those effects say "Wisdom" (because they were written before the idea of the oracle class as a Charisma-based caster), so an oracle has to use her Wisdom modifier.

However, it is a perfectly reasonable house rule to allow an oracle to use her Charisma modifier (or bonus) for cleric spells that refer to the caster's Wisdom modifier (or bonus).

[Source]

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 (see FAQ at right).

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 (see Table: Ability Modifiers and Bonus Spells).

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.

Feats+traits:

Fey foundling
Reactionary
Accelerated drinker

Gear:

Small longsword (15/4)
5 sheets of parchment(.1/-)
inkpen(.1/-)
.5 oz vial of ink (4/-)
Total carried (559.2/49)
Carried on dog:
Scholar's outfit (-/6)
Riding dog (150/-)
Riding kit (16/13.5)
This kit includes a bit and bridle, a saddle, a saddle blanket, saddlebags, and 2 days' worth of feed for a mount. The weight can be lightened 10 pounds by discarding the feed.
Alchemists kit (40/24)
2 torches (.02/2)
Chalk * 10 (.1/-)
Blue book (5/1)
Flint and Steel(1/-)
Sack (1/2)
Sewing Needle *4 (2/-)
50' twine (.01/.5)
Water skin (1/4)
mess kit (.2/1)
10 iron vials (1/10)
100' rope hemp (2/20)
grappling hook (1/4)
4 pitons (.4/2)
pathfinder's kit(12/7.5)
This kit consists of a backpack, a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week's worth of trail rations, and a whetstone. For Small creatures, the weight of a Pathfinder's kit is 7-1/2 pounds. Leaving the bedroll and rations at camp or on a mount reduces the weight by 12 pounds for Medium creatures and by 3 pounds for Small creatures.
Total gear packed on dog (230.55/98.5)

Mount Dog, Riding:

100=light/200=med/300=hvy
This burly dog is fitted with a small saddle. A low, menacing growl rumbles up from its chest.
Riding Dog
CR 1

XP 400
N Medium animal
Init +2; Senses low-light vision, scent; Perception +8

DEFENSE

AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1

OFFENSE

Speed 40 ft.
Melee bite +3 (1d6+3 plus trip)
STATISTICS

Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +3; CMD 15 (19 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +6 (+14 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent

ECOLOGY

Environment any
Organization solitary, pair, or pack (3–12)
Treasure none

Larger dogs (known to Small races like halflings and gnomes as riding dogs) include hardier breeds such as huskies, mastiffs, and wolfhounds. A riding dog can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a DC 10 Ride check.

Description:

Physical Description:
You see a female creature of exotic beauty with a wispy hair that stands about 3 foot 8 and weighs around 55 pounds. She has gray, translucent skin reminding you of porcelain or fine ivory. The light never seems to reflect or illuminate her correctly. Like an optical illusion, she always appears smaller and darker than her surroundings.

Background:

Katie was born of rich, privileged elvish parents.