Kassata

Milena Doman's page

No posts. Alias of Pygon.


Full Name

Milena Doman

Race

Human

Classes/Levels

Life Oracle 10/Harrower 4

Gender

Female

Size

Medium -

Age

?

Special Abilities

Life Oracle

Alignment

NG

Deity

Pharasma

Location

Ustalav

Languages

Common, ?

Occupation

Healer

Strength 16
Dexterity 10
Constitution 12
Intelligence 10
Wisdom 14
Charisma 23

About Milena Doman

Base stats (20 point buy):
Str 13 Dex 10 Con 12 Int 10 Wis 14 Cha 16, and +2 Cha for being human

Campaign trait (from Player's Guide): Inspired by Greatness (+1 caster level for a single spell, shield of faith)

Additional trait: Birthmark (+2 saves against charm and compulsion)

Spells:
0 - detect magic, light, stabilize, create water
1st (4/day) - bless, shield of faith (+1 caster level), cure light wounds, mage hand, ghost sound

Curse: Haunted (dropped objects land 10 feet away in tha random direction, stowed items require a standard action to retrieve - can a haversack counter this?). Breezes blow items, etc. Add mage hand, ghost sound to initial list of spells known. At 5th level, add levitate and minor image. At 10th level, add telekinesis. At 15th level add reverse gravity.

Starting feats:
- Combat Casting, Scribe Scroll

Skills (4+1 per level): Knowledge (religion), Spellcraft, Heal, Knowledge (Planes), Sense Motive

Proficiencies: Simple weapons, light armor, medium armor, shields
(start with chain shirt and light shield to allow casting with a free hand while holding something in the shield hand)
- chain shirt, light shield, mace, light crossbow. hold off on medium armor to reduce movement limitation. holy water. alchemist fire. Some extra cure scrolls, or others, etc.

Revelation:
Channel Energy as cleric 1 + ChaMod times per day.

Questions
- can haversack counter the standard action retrieval curse? (for now, no)
- how much money do we start with? (A: average, or first roll)
- what are the hp roll rules? are we stuck with 1s if we roll that? (will need discussion - optional house rule may be brought over that forces hps toward average)
- are there favored class rules? (whatever you like from the books as applicable)
- if I take Scribe Scroll as a 1st level feat, can my initial equipment include half-price scrolls? (yes, you may craft scrolls before starting the campaign using starting money)

- question: When I start putting levels into Harrower, will that keep my Channel from increasing in power? Looks that way. After 6th level, can start taking levels in Harrower. Channel won't go above 3d6 after that. Hmm.

============

Milena is a Varisian whose family travelled to Ustalav several generations ago. Her parents were killed in an undead attack when she was younger. She bears a particular hatred towards their kind, and suspects the lingering spirits around her are there to only taunt her for her loss. A visiting scholar by the name of Professor Petros Lorrimor helped her discover her own potential as an oracle, so she has learned to channel her anger towards helping those less fortunate. Unfortunately, this pursuit has made her more acutely aware of the spirits lingering around her, and manifested them more fully as well.

She serves as the healer for a local village.
(see Player's Guide for more details)

11th level life oracle/4th level harrower
Dedicated to Pharasma
NG medium female humanoid (human)
Init +0; Senses Perception +3
Languages Common, ??
---
Spd 30 (6 squares), levitate 20/round
AC 24 (+2 elven chain mail +8, +2 light steel shield +3, ring of protection +2, +1 amulet of natural armor), touch 12, ff 24
hp 95 (8(oracle 1) + 5/oracle level beyond 1st + 4/harrower level + 1/level Con + 1/oracle level favored class oracle) - at 12th level took Searing Light (3rd level) instead of the +1 hp, 13th level took Remove Fear, 15th level death ward
Fort +9, Ref +8, Will +15 (+2 vs charm/compulsion, +1 vs enchantments) (cloak +4)
---
Melee +3 heavy mace (Raven's Head) +16/+11 (1d8+6)
Melee +3 heavy mace (Raven's Head) +18/+13 (1d8+8+2d6) against undead
Ranged Light Crossbow +10 (1d8/19-20)
Base Atk +10 (+8o+2h); CMB +13 (+10bab+3s); CMD 25 (10+10bab+3s+0d+2def)
Special qualities - haunted
Special attacks - Channel Energy (oracle level+1/2 + 2)d6 8d6 points 1+ChaMod times per day (8/day), DC 10+oracle level/2+ChaMod (DC 22)
Revelations - channel energy, life link, combat healer, safe curing
---
Spells Known - (CL 14th, Concentration check d20+21, +4 casting defensively)
0 (at will) - detect magic, light, stabilize, create water, disrupt undead, guidance, resistance, purify food and water, stunning barrier (DC 17)
1st (8/day) - bless, shield of faith +4(cast at +1 level), cure light woundsB, mage handB, ghost soundB, detect undeadB, magic weapon, sanctuary (DC 18), minor imageB, liberating command, remove fear
2nd (8/day) - cure moderate woundsB, lesser restorationB, spiritual weapon, protection from evil communal, levitateB, align weapon, sound burst (DC 19)
3rd (8/day) - cure serious woundsB, neutralize poisonB, prayer, harrowingB (p. 295 Inner Sea World Guide), dispel magic, cure disease, resist energy communal, searing light
4th (7/day) - cure critical woundsB, holy smite (DC 21), restoration, freedom of movement, dismissal (DC 21), death wardB
5th (7/day) - mass cure light woundsB (d8+10) (DC 22), life bubble, breath of life (DC 22), flame strike (DC 22), telekinesisB (DC 22), cleanse
6th (7/day) - blade barrier (DC 23), mass cure moderate woundsB (DC 23), heal (DC 23), mass bear's endurance
7th (5/day) - mass cure serious wounds (DC 24), destruction (DC 24), resurrection
---
Str 16 (+2 belt), Dex 10, Con 12, Int 10, Wis 14, Cha 25 (+1 inherent bonus from Desna, +4 charisma headband)
(+1 Str at 4th level, +1 Cha at 8th level, +1 Cha at 12th level)
Feats - Combat Casting, Scribe Scroll, Selective Channeling, Harrowed, Empower Spell, Heighten Spell, Merciful Spell, Reach Spell, Quicken Spell
Skills (4+1 per oracle level, 2+1 per harrower level) - Bluff +1r+3c+4ch, Knowledge (religion) +11r+3c, Spellcraft +14r+3c, Heal +8r+3c+2w, Knowledge (Planes) +7r+3c, Sense Motive +9r+3c+2w, Diplomacy +10r+3c+4ch, Perception +1r+2w, Perform (dance) +5r+3c+4ch, Linguistics +1r
Traits Inspired by Greatness (Carrion Crown campaign trait - +1 caster level to a single spell (shield of faith)), Birthmark (+2 saves against charm and compulsion)
---
Equipment (started with 105gp average): +2 elven chain (20 lb) (10150gp, light armor, arcane fail 20%, max Dex +4, armor check -2), +2 light steel shield (10??gp, 6 lb), +1 heavy mace (8 lb), light crossbow (35gp, 4lb), 20 bolts (2gp, 2lb), 2 cure light wounds scrolls (12.5gp each, 2 lb), wand of lesser restoration (6 charges), ring of protection +2, cloak of resistance +4, amulet of natural armor +1, ioun stone of charisma +2, scarab of protection (12 charges), 77 gp, 100pp, 2522gp (+763gp from 2/2 session?), +6656.6gp from book 3, -3gp, -920gp, -4000gp (+1 armor), -2500gp (atonement), +134gp, Raven's Head - heavy undeadbane mace +3 of Pharasma (8 lbs) (allows use of Channel Smite), belt of giant strength +2, phylactery of channeling (11000gp - cannot be sold or lost), headband of charisma +4 with positive channeling, boots of levitation, lesser rod of extend, 2 scrolls of protection from evil, +24000gp, -16900gp put positive channeling on headband, 0 diamond dusts 100gp each, -3000gp shield upgrade, 10 more 100gp diamond piles, wand ccw (12), flanchette, +40000gp, -38000gp for scarab, -2100gp for 3 scrolls of death ward

Extra: mwk studded leather, mwk heavy mace (were these moved into the party loot pile?)

Encumberance ~52 lb, 76 lb light load, 77-153 medium load
XP ~9000
---
Favored class - Oracle
Oracle's 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.
Mystery - Life
Bonus Spells: detect undead (2nd), lesser restoration (4th), neutralize poison (6th), restoration (8th), breath of life (10th), heal (12th), greater restoration (14th), mass heal (16th), true resurrection (18th).
Revelations:
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).
Combat Healer (Su): - cure spells can be cast as swift actions (as Quicken Spell) by expending two spell slots. 1/day at 7th level, 2/day at 11th (oracle level)
Safe Curing - No attack of opportunity when casting a cure spell

Harrower:
Blessing of the Harrow - 1/day perform harrowing for self and allies with 20 feet. Takes 10 minutes. Most suits showing for 9 cards drawn (choose in case of a tie) provides a bonus for 24 hours:
Strength - +1 to attack rolls
Dexterity - +1 to AC
Constitution - +1 to damage rolls
Intelligence - +1 to skill checks
Wisdom - +1 to saving throws
Charisma - +1 on caster level and concentration checks

Selective Channeling - exclude up to ChaMod creatures in channel area of effect
Harrowed - +1 to Will saves against enchantments. 1/day, draw from Harrow deck, then one time only, can apply a +2 bonus on any d20 roll modified by the card's suit. Example: If draw Dexterity, +2 to Init checks, Reflex saves, Dex-based skill, or ranged attack roll. Bonus can be applied before or after roll but before result is known.

Magic Weapon - 1 min/level, single weapon or single group of ammunition. +1 enhancement bonus, does not stack with masterwork weapon's +1 bonus.

Prayer - 1 round/level, 40' burst centered on caster, allies gain +1 luck bonus to attack, damage, saves and skill checks, -1 for enemies

Spiritual Weapon - range 100ft + 10 ft/level, 1 round/level(D), attack d20+BAB+ChaMod, damage d8+1/3 caster levels (max +5). Is a force effect, so full damages incorporeal creatures. First cast only attacks once, also only attacks once if redirected to different target (move action). Otherwise, attacks as many times as dictated by BAB. If weapon moves out of sight, or has no targets, returns and hovers.

Sound Burst - range 25 ft + 5 ft/2 levels, 10 ft radius spread, sonic, save vs. Fortitude to avoid being stunned for 1 round. Deaf creatures still take damage but are not stunned.

Blade Barrier - 100ft + 10ft/level, wall up 20ft long/level or ring up to 5ft per 2 levels, both 20 ft high, those stepping through can make a Reflex save for half damage. If cast upon creatures, they can make a Reflex save to take no damage and choose which side they are on afterwards. Provides cover (+4 bonus to AC, +2 bonus Reflex saves) against attacks made through it.

Favored Class bonus - For humans, instead of adding 1 more hit point or skill point, you can add 1 more known spell. This spell must be at least 1 level lower than the highest level spell you can cast.

Harrower
Tower of Intelligence - When use Harrower casting ability, each Int card drawn increase spell resistance caster level check by +1
Tower of Strength - Each Strength card drawn increases hit point damaging spells by +1 per die.
Tower of Charisma - Each Charisma card drawn adds +1 to save DC

Note: With Harrower levels, Milena gains spells and the bonus cure spells but does NOT gain the bonus spells for the mystery.

Harrow cards:

- Campaign Start: The Fiend (LE Strength)
Card 1 (use ONE power between the following, both powers are lost after the use)
Hammers (Str): If used before a roll is made, a hammers card grants you a +8 luck bonus on any one d20 roll. If used after a roll is made, this bonus is reduced to +4. You can also use this card to grant a bonus to another character, as long as you are in the same location and your character can reasonably affect the outcome of the roll (such as by distracting a monster, shouting words of encouragement, or otherwise aiding another with the check). Cards of the suit of hammers spent to aid another character grant only half the listed bonus (+4 before the roll, +2 after the roll).

Lawful Evil: You can give another creature a command as per the spell command. This command can affect undead that are normally immune to mind-affecting effects, but not other creatures that are immune to mindaffecting effects. The DC of this command is equal to 10 + your character level.

Book 2 card:
The Midwife

NG Wisdom

Stars (Wis): If you feel stuck at some point in the adventure, you can spend a card of this suit and petition the GM for a hint about what to do next. If the GM feels that there is no information to be gained, the stars card is not spent.
Neutral Good: You channel positive energy that cures a creature touched of an amount of damage equal to 1d6 × your character level. This effect damages undead creatures as spells like cure light wounds.

Feats for later: Eldritch Heritage - sorcerer bloodline power available (undead as example), Selective Channel, Merciful Spell
Items for later: Channeling headband, because channeling will max out once harrower is taken
Spells: read magic, disrupt undead, comprehend languages

prep for Harrower:
- 5th level, feat Harrowed
- 5th level, Knowledge Religion total 5 ranks.
- 6th level, perform (dance) 5 ranks
can become Harrower at 7th level.

Mods for level 5:
hp +7
+1 2nd level spell per day
+1 1st level spell known (sanctuary), +1 2nd level spell known (spiritual weapon if Cha used, or prot evil communal or bull's strength), also bonus levitate and minor image to spells known
Channel 3d6
Also, Cure mod and Light wounds are FREE, so more spells possible. Yay. (1st - liberating command, 2nd - prot evil communal)
Skills: Know Religion 5r, Heal 5r, Sense Motive 4r, SC 5r, Dip 4r
CL 5th, Concentration d20+9
Harrowed - +1 to Will saves against enchantments. 1/day, draw from Harrow deck, then one time only, can apply a +2 bonus on any d20 roll modified by the card's suit. Example: If draw Dexterity, +2 to Init checks, Reflex saves, Dex-based skill, or ranged attack roll. Bonus can be applied before or after roll but before result is known.

Mods for Level 6:
BAB +1
Spells known: 0 -, 3 - CSWB, Neutralize PoisonB, Prayer
Spells per day: +1 2nd, +4 3rd
Channel DC +1 (17)
hp +7
All saves +1
Skills (5 ranks) - all to Perform(oratory)

Mods for level 7: (+1 harrower)
Gain harrowing spell at 3rd level (p/ 295 Inner Sea world Guide)
Class skills now include Bluff, Craft, Diplomacy, Knowledge (arcana), Knowledge (local), Knowledge (planes), Knowledge (religion), Perform, Profession, Spellcraft, Use Magic Device
gain Blessing of the Harrow
+1 life oracle spells (+1 2nd, +1 3rd per day, +1 1st,2nd,3rd spells known)
d6 (+4 hp)
changes: hp 50
Bluff +8, Dip +1, Spellcraft +1

next level:
- freedom of movement (4th). breath of life? searing light benefits from empower spell now.
- channeling phylactery

Upgrade notes:
Mithral breastplate +1 (5200), phylactery of channeling (11000), ioun stone of charisma… +2 (8000), give up headband of charisma, +134gp yay. Also Belt of strength +2 from loot. And atonement to dedicate self to Pharasma to gain full benefit of Raven’s Head.

Upgrades:
Death Ward against energy drain
Disrupting Weapon for killing vampires
Some sort of fly for getting around faster (Air Walk?)
Flame Strike
Extend Spell
Magic weapon upgrade spell to help weapons get past DR (no, that doesn't work)
Combine headband cha +4 with phylactery of channeling for 11000gp x 1.5?
Heal
Remove fear (1st level)

Extra loot:
- cloak +1
- ring +1

Spells: RAISE DEAD... true seeing? Death Ward Silence Remove Curse (mummy rot)