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Mother Maei's page

No posts. Organized Play character for Caro Cogitatus.


Full Name

Mother Maei

Race

Skills:
Bluff +4 Diplomacy +8 Handle Animal +4 Heal +5 Knowledge (Arcana) +2 (Dung'ing) +2 (Eng'ing) +2 (Geog) +2 (History) +2 (Local) +6 (Nature) +6 (Nobility) +2 (Planes) +2 (Religion) +2 Perc +8 SM +5 Stealth +6

Gender

Female Taldoran Halfling Oracle/1 (HP 9/9 | AC:15 | T:13 FF:15 | CMB:-2 | CMD:10 | Fort:+1 | Ref:+3 | Will:+4 | Init:+2 | Perc:+8 | Speed:30 ft | Conc:+5)

About Mother Maei

Small Female Humanoid (Halfling):

A tiny, wizened halfling woman with wrinkled white skin and long gray hair wrapped in a bun, she is surprisingly spry for her age. 80 years old, 2'8", 27 lb.

Backstory:

Myrraela Groomspade had a few wild years in her youth as part of The Watch (a local militia) before meeting the love of her life, Muggo Maei, and settling down for many years of quiet home life. When Muggo passed away, she grieved and expected to live out her remaining years in the house they shared for so long. But Muggo had other ideas. He contacted her from beyond the grave with an important mission, one which will end in her death. "Mother" Maei said goodbye to her family and set off under Muggo's intermittent direction. Her gaggleberry pies are to die for.

HP/Init/Move/Vision/BAB:

Max HP 9 ((1d8)+1) Initiative +2 Darkvision (only) 30 ft Move 30 ft BAB +0
Init=(Dex +2, Misc +0)

Classes/Alignment/Deity/XP/Prestige/Point Buy:

Classes Oracle1 (Favored Oracle) Alignment Lawful Good Deity Folgrit XP 0 PP 0 Point Buy 20

AC 15 (Touch 13, Flat Footed 15):

(Base +10, Armor +1, Shield +1, Ability +2, Size +1, Natural Armor +0, Dodge +0, Deflection +0)
Max Dex +8 Armor Check +0 Spell Failure 0% SR 0

Fort +1 Refl +3 Will +4 (+1 vs Fear):

Fortitude Base +0 Con +0 Racial +1 Magic +0
Reflex Base +0 Dex +2 Racial +1 Magic +0
Will Base +2 Wis +1 Racial +1 Magic +0

Skills/Languages:

+ Acrobatics +2 (DEX +2, Ranks +0, Armor +0, Encumbrance +0)
+ Appraise +2 (INT +2, Ranks +0)
+ Bluff +4 (CHA +4, Ranks +0) Feint DC=10+(Target BAB)+(Target WisMod) or 10+(Target Sense Motive), Target loses Dex AC
+ Climb -1 (STR -1, Ranks +0, Armor +0, Encumbrance +0)
* Craft (Untrained) +2 (INT +2, Ranks +0)
* Diplomacy +8 (CHA +4, Ranks +1, Favored +3)
Disable Device +2 (DEX +2, Ranks +0, Armor +0, Encumbrance +0)
+ Disguise +4 (CHA +4, Ranks +0)
+ Escape Artist +2 (DEX +2, Ranks +0, Armor +0, Encumbrance +0)
+ Fly +2 (DEX +2, Ranks +0, Armor +0, Encumbrance +0)
Handle Animal +4 (CHA +4, Ranks +0)
* Heal +5 (WIS +1, Ranks +1, Favored +3)
+ Intimidate +4 (CHA +4, Ranks +0) DC=10+(Target HD)+(Target WisMod), Shaken (–2 attacks, saving throws, skill/ability checks) 1 rd
* Knowledge (Arcana) +2 (INT +2, Ranks +0)
* Knowledge (Dungeoneering) +2 (INT +2, Ranks +0)
* Knowledge (Engineering) +2 (INT +2, Ranks +0)
* Knowledge (Geography) +2 (INT +2, Ranks +0)
* Knowledge (History) +2 (INT +2, Ranks +0)
* Knowledge (Local) +6 (INT +2, Ranks +1, Favored +3)
* Knowledge (Nature) +6 (INT +2, Ranks +1, Favored +3)
* Knowledge (Nobility) +2 (INT +2, Ranks +0)
* Knowledge (Planes) +2 (INT +2, Ranks +0)
* Knowledge (Religion) +2 (INT +2, Ranks +0)
* Linguistics +2 (INT +2, Ranks +0)
* Perception +8 (WIS +1, Ranks +1, Favored +3, Racial +2, Trait +1)
+ Perform (Untrained) +4 (CHA +4, Ranks +0)
* Profession (cook) +1 (WIS +1, Ranks +0)
+ Ride +2 (DEX +2, Ranks +0, Armor +0, Encumbrance +0)
* Sense Motive +5 (WIS +1, Ranks +1, Favored +3)
Sleight of Hand +2 (DEX +2, Ranks +0, Armor +0, Encumbrance +0)
* Spellcraft +2 (INT +2, Ranks +0)
+ Stealth +6 (DEX +2, Ranks +0, Size +4, Armor +0, Encumbrance +0)
+ Survival +1 (WIS +1, Ranks +0)
+ Swim -1 (STR -1, Ranks +0, Armor +0, Encumbrance +0)
Use Magic Device +4 (CHA +4, Ranks +0)
(* = Class Skill, + = Useable Untrained)
Concentration (Oracle) +5 (CL (+1) + Ability (+4))

Languages: Common, Halfling, Dwarf, Goblin

=== Special Attacks ===

=== Weapons === BAB +0 Size +1 Str -1 Dex +2
Sling (1d3-1/20x2) B 50ft +3
Quarterstaff +0 (1d4-1/20x2 B) 2H
Dagger +0 (1d3-1/19-20x2) B (thrown) 10ft +3/20ft +1/30ft -1
Unarmed Strike +0 (1d3-1/20x2) B Nonlethal

1H-P: One handed, primary hand. 1H-O: One handed, off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH: 2 weapons, off hand.

CMB/CMD Bull Rush -2/10 Dirty Trick -2/10 Disarm -2/10 Drag -2/10 Grapple -2/10 Overrun -2/10 Reposition -2/10 Steal -2/10 Sunder -2/10 Trip
CMB = BAB (+0) + STR (-1) + Size (-1), CMD = 10 + BAB (+0) + STR (-1) + DEX (+2) + Size (-1)

Ability Scores: STR 8 (-1) DEX 14 (+2) CON 10 (+0) INT 14 (+2) WIS 12 (+1) CHA 18 (+4)

Prepared Spells:
Oracle Level 0 DC 14, unlimited use
Create Water Creates 2 gallons/level of pure water.
Guidance Touched creature gains +1 on one attack roll, saving throw, or skill check.
Purify Food and Drink Purifies 1 cu. ft./level of food or water.
Spark Ignites flammable objects.

Oracle Level 1 DC 15, 3+1/day
Abundant Ammunition Replaces non-magical ammunition every round.
Cure Light Wounds Cures 1d8 damage + 1/level (max +5).

* = Domain/Specialty Spell, ** = Spontaneous Casting

Equipment:

Lbs GP
10 5 Padded Armor (Light, AC +1, Max DX +8, Armor Check -0, Arcane Failure 5%)
5 5 Buckler (AC +1, Max DX unlimited, Armor Check -1, Arcane Failure 5%)
4 0 Quarterstaff (1d6,1d6/20x2 B) double, monk
1 2 Dagger (1d4/19-20x2 P/S, 10ft)
0 0 Sling (1d4/20x2 B, 50ft)
0.5 .01 x80 Sling Bullet
0.5 6 x2 Masterwork Bullet
0 25 Scroll of Cause Fear
0 25 Scroll of Command
0 25 Scroll of Sanctuary
0 0 Peasant's Outfit
2 1 Grooming Kit
0 0 Blessed Button: This brass button often commemorates tasks requiring the youth to destroy or drive of a threat to the community without directly engaging it in hand-to-hand combat. A halfling who uses it while casting bless weapon on a sling enables the sling to confer the spell’s benefits to the ammunition it fires.
0 4.2 coins
----- -----
26 105 (totals)
Weight Allowance: 26/53/80

=== Feats ===
Point Blank Shot You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

=== Class Features ===
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.
Oracle’s Curse: Clouded Vision (Ex) You cannot see anything beyond 30 feet, but you can see as if you had darkvision. At 5th level, this distance increases to 60 feet. At 10th level, you gain blindsense out to a range of 30 feet. At 15th level, you gain blindsight out to a range of 15 feet.
Orisons Oracles learn a number of orisons, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again.
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. Unless otherwise noted, the DC to save against these revelations is equal to 10 + 1/2 the oracle’s level + the oracle’s Charisma modifier.
Final Revelation At 20th level, an oracle learns the final revelation about her mystery, granting her amazing powers and abilities.

=== Ancestor Mysteries ===
Bonus Spells unseen servant (2nd), spiritual weapon (4th), heroism (6th), spiritual ally (8th), telekinesis (10th), greater heroism (12th), ethereal jaunt (14th), vision (16th), astral projection (18th)
Spirit Shield (Su) You can call upon the spirits of your ancestors to form a shield around you that blocks incoming attacks and grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this shield causes arrows, rays, and other ranged attacks requiring an attack roll against you to have a 50% miss chance. You can use this shield 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.

=== Racial Qualities ===
Size Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Fearless Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck Halflings receive a +1 racial bonus on all saving throws.
Fleet of Foot Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.
Weapon Familiarity Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Keen Senses Halflings receive a +2 racial bonus on Perception checks.

=== Traits ===
Seeker (Social) You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Helpful (Halfling) Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2.

=== Special Qualities ===

=== Meta ===

Levelup History:

1 Oracle (old: -2 ST/DX/CN, +1 IN/WS/CH) HP d8+0+1=9 ST 12-2-2 (2 pts) DX 14+2-2 (5 pts) CN 12-2 (2 pts) IN 13+1 (3 pts) WS 11+1 (1 pts) CH 15+2+1 (7 pts)
Skills 4+2: Diplomacy, Heal, Knowledge (Local), Knowledge (Nature), Perception, Sense Motive
Feats: Point Blank Shot

Chronicle History:

PFS #106336-2
Start: 105gp

Levelup Path:

1 Feat: Point-Blank Shot* — +1 attack and damage on targets within 30 feet
1 Mystery: Ancestors
1 Curse: Clouded Vision
1 Revelation: Spirit Shield
2 Mystery Spell: Unseen Servant
3 Feat: Precise Shot* Point-Blank Shot No penalty for shooting into melee
3 Revelation: Blood of Heroes
4 Attrib:
4 Mystery Spell: Spiritual Weapon
5 Feat: Rapid Shot* Dex 13, Point-Blank Shot Make one extra ranged attack
5 Curse: Darkvision 60 ft
6 Mystery Spell: Heroism
7 Feat: Weapon Focus* Proficiency with weapon, base attack bonus +1 +1 bonus on attack rolls with one weapon
7 Revelation: Storm of Souls
8 Attrib:
8 Mystery Spell: Spiritual Ally
9 Feat: Clustered Shots* Point-Blank Shot, Precise Shot, base attack bonus +6 Total damage from full-round ranged attacks before applying DR
10 Mystery Spell: Telekinesis
10 Curse: Blindsense 30 ft
11 Feat:
11 Revelation: Spirit Walk
12 Attrib:
12 Mystery Spell: Greater Heroism
13 Feat:
14 Mystery Spell: Ethereal Jaunt
15 Feat:
15 Revelation: Spirit of the Warrior
15 Curse: Blindsight 15 ft
16 Attrib:
16 Mystery Spell: Vision
17 Feat:
18 Mystery Spell: Astral Projection
19 Feat:
19 Revelation: Wisdom of the Ancestors
20 Attrib:
20 Final Revelation: You become one with the spirits of your ancestors.

Bullseye Shot* Point-Blank Shot, Precise Shot, base attack bonus +5 Spend a move action to gain a +4 bonus to next ranged attack before end of your turn.

Sling Flail Combat Weapon Focus (sling), BAB +1 Make melee attacks with a sling

Abundant Revelations Mystery class feature Use a single revelation more times each day
Agile Maneuvers* — Use your Dex bonus when calculating your CMB
Blind-Fight* — Reroll miss chances for concealment
Catch Off-Guard* — No penalties for improvised melee weapons
Combat Casting — +4 bonus on concentration checks for defensive casting
Combat Expertise* Int 13 Trade attack bonus for AC bonus
Extra Cantrips or Orisons Ability to cast cantrips or orisons Gain 2 additional cantrips or orisons known
Extra Revelation Revelation class feature Gain one additional revelation
Go Unnoticed Dex 13, Small size or smaller Make Stealth check against flat-footed opponents during first round of combat
Lucky Halfling Halfling You may roll saving throw for an ally once per day
Martial Weapon Proficiency — No penalty on attacks made with one martial weapon
Oracular Intuition Mystery class feature Gain bonuses to Sense Motive and Spellcraft to identify magic item properties
Persuasive — +2 bonus on Diplomacy and Intimidate checks

Improved Precise Shot* Dex 19, Precise Shot, base attack bonus +11 No cover or concealment chance on ranged attacks
Snap Shot* Dex 13, Point-Blank Shot, Rapid Shot, Weapon Focus, base attack bonus +6 Threaten squares within 5 feet of you when wielding a ranged weapon
Improved Snap Shot* Dex 15, Snap Shot, BAB +9 You threaten an additional 10 feet with Snap Shot
Greater Snap Shot* Dex 17, Improved Snap Shot, BAB +12 Gain bonus on damage and critical confirmation when using ranged weapons
Shot on the Run* Dex 13, Mobility, Point-Blank Shot, base attack bonus +4 Make ranged attack at any point during movement
Parting Shot* Shot on the Run, base attack bonus +6 Make a ranged attack when withdrawing
Sharp Senses Keen senses racial trait +4 racial bonus on Perception checks
Spell Focus — +1 bonus on save DCs for one school
Greater Spell Focus Spell Focus +1 bonus on save DCs for one school
Spell Specialization Int 13, Spell Focus Pick one spell and cast it as if you were higher level
Greater Spell Specialization Int 13, Spell Focus, Spell Specialization, ability to cast 5th-level spells Sacrifice a spell to cast your specialized spell
Spell Penetration — +2 bonus on level checks to beat spell resistance
Greater Spell Penetration Spell Penetration +2 bonus on level checks to beat spell resistance
Spontaneous Metafocus Cha 13, one metamagic feat, ability to spontaneously cast spells Apply metamagic to one spell and keep the standard Casting Time
Well-Prepared Halfling Retrieve a specific mundane item from your person