Female Human Oracle (Spirit Guide) 4
NG Medium Humanoid
Init +5; Senses Perception +2
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DEFENSE
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AC 20, touch 14, flat-footed 17 (+6 Armor, +3 Dex, +1 magic)
hp 22
Fort +4, Ref +5, Will +6
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OFFENSE
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Speed 30 ft.
Melee +6
Ranged +6
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STATISTICS
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Str 13, Dex 16, Con 14, Int 12, Wis 8, Cha 18
Base Atk +3; CMB 4; CMD +17
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Traits
Chance Savior (Campaign):
Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar’s life and did so. His gratitude was effusive, and he promised that he would never forget you. You are unsure of the nature of the summons in his will, but believe he may have listed you as a possible heir in thanks for saving him from an untimely demise.
Your ability to think quickly on your feet has stayed with you, and you quite often feel that you’re in the right place at the right time. You gain a +2 trait bonus on Initiative checks.
Sacred Conduit (Faith):
Your birth was particularly painful and difficult for your mother, who needed potent divine magic to ensure that you survived (your mother may or may not have survived). In any event, that magic infused you from an early age, and you now channel divine energy with greater ease than most.
Benefit: Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.
Feats
Selective Channeling:
You can choose whom to affect when you channel energy.
Prerequisite: Cha 13, channel energy class feature.
Benefit: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.
Normal: All targets in a 30-foot burst are affected when you channel energy. You can only choose whether or not you are affected.
Extra Revelation (Energy Body):
You have discovered a new aspect of your mystery.
Prerequisite: Revelation class feature.
Benefit: You gain one additional revelation. You must meet all of the prerequisites for this revelation.
Special: You can gain Extra Revelation multiple times.
Iron Will (Shadowhunter):
You are more resistant to mental effects.
Benefit: You get a +2 bonus on all Will saving throws.
Deific Obedience (Pharasma):
Your reverence for a deity is so great that daily prayer and minor sacrifices grant you special boons.
Prerequisites: Knowledge (religion) 3 ranks, must worship a deity.
Benefit: Each deity requires a different daily obedience, but all obediences take no more than 1 hour per day to perform. Once you’ve performed the obedience, you gain the benefit of a special ability or resistance as indicated in the Obedience entry for the god to whom you performed the obedience.
If you have at least 12 Hit Dice, you also gain the first boon granted by your deity upon undertaking your obedience. If you have at least 16 Hit Dice, you also gain the second boon. If you have 20 Hit Dice or more, you also gain the third boon. Unless a specific duration or number of uses per day is listed, a boon’s effects are constant.
If you have levels in the evangelist, exalted, or sentinel prestige classes, you gain access to these boons at lower levels as a benefit of your prestige class. If you have no levels in one of these prestige classes, you gain the boons marked as exalted boons. If you later take levels in sentinel or evangelist, you lose access to the exalted boons and gain access to the new boons appropriate to your class.
If you ever fail to perform a daily obedience, you lose all access to the benefits and boons granted by this feat until you next perform the obedience.
Pharasma Obedience:
Collect small bones whenever it is convenient and respectful to do so. When it comes time to perform your obedience, lay out the bones in a spiral. At one end of the spiral lay a slip of parchment on which you have written the name of someone newly born. At the other end of the spiral, lay a slip of parchment on which you have written the name of someone newly deceased. Chant hymns from The Bones Land in a Spiral while proceeding solemnly around the spiral, trailing a black scarf on the ground behind you. Gain a +2 profane or sacred bonus on attack rolls made with daggers. The type of bonus depends on your alignment—if you’re neither good nor evil, you must choose either sacred or profane the first time you perform your obedience, and this choice can’t be changed.
Extra Revelation (Life Link) 5th Level
Benefit: You gain one additional revelation. You must meet all of the prerequisites for this revelation.
Special: You can gain Extra Revelation multiple times.
Skills
(32 points; 16 class, 4 INT, 4 Skilled, 8 Background)
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Acrobatics* +4 = DEX 3+1+0
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Appraise +1 = INT 1+0+0
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Bluff +6 = CHA 4+2+0
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Climb* +1 = STR 1+0+0
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Craft +1 = INT 1+0+0
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Diplomacy +11 = CHA 4+4+3
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Disable Device*† +3 = DEX 3+0+0
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Disguise +4 = CHA 4+0+0
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Escape Artist* +3 = DEX 3+0+0
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Fly* +3 = DEX 3+0+0
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Handle Animal† +4 = CHA 4+1+0 (+1 Background)
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Heal -1 = WIS -1+0+0
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Intimidate +4 = CHA 4+0+0
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K (Arcana)† +5 = INT 1+1+3
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K (Dungeoneering)† +1 = INT 1+0+0
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K (Engineering)† +1 = INT 1+1+3 (+1 Background)
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K (Geography)† +5 = INT 1+1+3 (+2 Background)
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K (History)† +6 = INT 1+2+3 (+2 Background)
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K (Local)† +6 = INT 1+2+3
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K (Nature)† +1 = INT 1+0+0
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K (Nobility)† +1 = INT 1+0+0
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K (Planes)† +5 = INT 1+1+3
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K (Religion)† +8 = INT 1+4+3
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Linguistics† +3 = INT 1+2+0 (+2 Background)
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Perception +2 = WIS -1+3+0
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Perform +4 = CHA 4+0+0
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Profession† -1 = WIS -1+0+0
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Ride +3 = DEX 3+0+0
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Sense Motive +1 = WIS -1+2+0
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Sleight of Hand*† +3 = DEX 3+0+0
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Spellcraft† +6 = INT 1+2+3
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Stealth* +4 = DEX 3+1+0
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Survival -1 = WIS -1+0+0
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Swim* +1 = STR 1+0+0
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Use Magic Device† +5 = CHA 4+1+0
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ACP -0
*ACP applies to these skills
Non-Standard Skill Bonuses
Languages Taldane, Varisian, Hallit, Celestial