Wasum wrote:
Are you sure you want to play a deidcated healer?
Personally no, I prefer being a quick paced DPS but this isn't my only character that I use for Organized play, just a side character for this particular trio we made. Any other time I'm a Rogue or a Fighter, plus it's outside my comfort zone so it's a new experience I'd like to try out before tossing aside.
Also since posting this thread I read more into oracles as well as into more threads here and there on Life Mystery builds.
Neuter Human oracle 1
CG medium humanoid (human)
Init +1; Senses Perception +0,
Languages Common, Goblin
AC 11, Touch 11, Flat-Footed 10
Health 10 (1HD)
Fort +2, Ref +1, Will +2
Speed 30 ft. (6 squares)
Face 5 ft. Reach 5 ft.
Base Atk +0; CMB +1; CMD 12
Special Actions Channel (1d6, DC 14, 4/day),
Oracle: Spells per Day: (0/4/0/0/0/0/0/0/0/ DC:14+spell level)
Spells Known: 0th - Bleed, Create Water, Detect Magic, Read Magic, Stabilize, Mage Hand, Ghost Sound 1st - Protection from Evil, Shield of Faith, Cure Light Wounds
Abilities Str 13, Dex 12, Con 15, Int 11, Wis 10, Cha 17
Special Qualities Bonus Feat, Bonus Oracle Spell, Haunted, Life Link, Life Mysteries, Orisons, Skilled,
Feats Armor Proficiency, Light, Armor Proficiency, Medium, Extra Revelation, Selective Channeling, Shield Proficiency, Simple Weapon Proficiency
Skills Acrobatics +1, Bluff +3, Climb +1, Diplomacy +3, Disguise +3, Escape Artist +1, Fly +1, Heal +4, Intimidate +3, Knowledge (History) +4, Knowledge (Religion) +4, Linguistics(Goblin) +1, Perform (Untrained) +3, Ride +1, Spellcraft +4, Stealth +1, Swim +1,
Bonus Feat Humans select one extra feat at 1st level.
Bonus Oracle Spell Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.
Channel (Su) You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 14 Will save to halve the damage. You can use this abilty 4 times per day.
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).
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 1 bond(s) active at a time. 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).
Life Mysteries You draw upon the divine mystery of Life to grant your spells and powers.
*Magical Talent (Open/Close) Either from inborn talent, whimsy of the gods, or obsessive study of strange tomes, you have mastered the use of a cantrip. You may cast Open/Close once per day as a spell-like ability. This spell-like ability is cast at your highest caster level gainst; if you have no caster level, it functions at CL 1st. The spell-like ability's save DC is Charisma-based.
Oracle Spell Level 0
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Sacred Conduit Your birth was particularly painful and difficult for your mother, who needed potent divine magic to ensure you survived; your mother may or may not have survived. In any event, the magic infused you from an early age, and you now channel divine energy with greater ease than most. Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
*Willing to change/fillers.
I have a feat that also allows me to choose another revelation, I'm willing to change that if there's something better.