Paracount Julistar

Oliver Corsican's page

49 posts. Alias of inxpitter.


Full Name

Oliver Corsican

Race

Human

Classes/Levels

Oracle / 1

Gender

HP:6/11 | AC: 18 T: 11 FF: 17 | (Saves (F:+3 R:+1 W:+1)

Size

Medium Humanoid

Age

22

Languages

Common

Strength 16
Dexterity 12
Constitution 16
Intelligence 10
Wisdom 8
Charisma 14

About Oliver Corsican

Oliver Corsican

Statistics:
Male Human Oracle
NG Medium Humanoid (Human)
Init +4; Senses Perception +1, Darkvision 60 ft
Curse: Lame
Revelations: Channel, Life Link

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DEFENSE
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AC 18, touch 11, flat-footed 17 (+5 armor, +1 dex, +2 shield)
hp 11 d8 + 3 (toughness)
Fort +3 (+0 base, +3 Con), Ref +1 (+0 base, +1 Dex), Will +1 (+2 base, -1 Wis)

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OFFENSE
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Speed 20 ft.

Melee
Heavy Mace +3 (1d8+3,x2)

Ranged

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STATISTICS
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Str 14, Dex 12, Con 16, Int 10, Wis 8, Cha 14
Base Atk +0; CMB +0; CMD 10

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Feats
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Extra Revelation: You gain one additional revelation. You must meet all of the prerequisites for this revelation.

Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

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Traits
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Against the Technic League: Although the Black Sovereign rules Numeria in name, it’s the spellcasters of the Technic League who hold the real power. While their influence is certainly strongest in the capital of Starfall, their touch can be felt even here in Torch—the League takes a significant cut of the town’s income as tithes every month. For some reason, you have a grudge against the Technic League. Perhaps your parents lost their jobs as the result of an act they took that displeased the League—you might even suspect the League was responsible for their deaths. Alternatively, you could just rankle at the League’s open acceptance of slavery, their reputation for sadism and cruelty, or their penchant for hoarding and controlling technological wonders. Talk to your GM to refine the reasons why you hate the Technic League, but you’re convinced that they are somehow responsible for putting out the town’s torch and that evidence of their tampering can be found in the caverns below—if you can find evidence of the Technic League working against Torch’s better interests, that could well be a step toward the town’s independence from the League. Choose either weapons or spells. If you choose weapons, you gain a +2 trait bonus on all damage rolls made against targets you know are associated with the Technic League. If you choose spells, increase the save DC of your spells by 1 when you target such a foe.

Reactionary: +2 initiative.

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Skills (8 points; 6 class, 3 INT)
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Diplomacy +6 (rank 1, +2 CHA)
Heal +2 (rank 1, -1 WIS)
Sense Motive + (rank 1, -1 WIS)
Spellcraft +4 (rank 1, +0 INT)

ACP -6

*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Common

Special Abilities:

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SPECIAL ABILITIES
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Human
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Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

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Oracle
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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. 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.

Mystery - Life
Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed.

At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table: Oracle Spells Known. They cannot be exchanged for different spells at higher levels.
Oracle’s Curse (Ex) – Lame

Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle’s curse cannot be removed or dispelled without the aid of a deity. An oracle’s curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. Each oracle must choose one of the following curses.

Orisons
Oracles learn a number of orisons, or 0-level spells, as noted on Table: Oracle Spells Known under “Spells Known.” 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. The oracle must select a revelation from the list of revelations available to her mystery (see FAQ at right). If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action.

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.

Spells:

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Spells
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Level 0 - 4 known
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Light
Ghost Sound
Detect Magic
Create Water

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Level 1 -2 known
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Cure Light Wounds
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw Will half (harmless); see text; Spell Resistance yes (harmless); see text

When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage.

Celestial Healing
Casting Time 1 round
Components V, S, M (1 drop of blood from a good outsider or 1 dose of holy water)
Range touch
Target creature touched
Duration 1 round/2 levels
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

You anoint a wounded creature with the blood of an outsider with the good subtype (such as an angel) or holy water, giving it fast healing 1. The target radiates the aura of a good creature for the duration of the spell and can sense the righteousness of the magic, though this has no long-term effect on the target’s alignment. If the target has its own evil aura, this is not suppressed by celestial healing, and can also be detected normally.

Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 19 lb.

Worn
Scale Mail (50 gp, 30 lbs)
Heavy Steel Shield (20 gp, 15 ls)
Heavy Mace ( 12 gp, 8lbs)

Backpack (9 gp, 9lbs)
-bedroll
-belt pouch
-candles (10)
-flint and steel
-an iron pot
-mess kit
-rope
-soap
-torches (10)
-trail rations (5 days)
-waterskin.

Money 14 GP 0 SP 0 CP

Background:

Oliver was raised there was merit in every life. His parents were kind folk, but he didn’t know them well as he was born into slavery and quickly sold off as a promising worker. For a slave, he was passed and traded on the whims of his owners. He worked as a soldier, a terrible chef, a field hand, a steward. When his talent for healing magic was discovered he was sold to a military force as a combat medic where he learned to fight and heal.

One night his battalion was ambushed and he was brought to the brink of death amidst the corpses of his owners. that was when a force burst from inside him, sapping what life remind in his right leg and using that to heal his wounds and bring him back to consciousness. He awoke, his leg a withered remnant of what it once was, but he was alive. With no more masters to serve and power surging through him, he had never felt so alive.

And now he would give this gift to others, and free them from the shackles of slavery.

Appearance and Personality:

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Appearance
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Oliver has very tan skin, his hair is short and choppy. His limp is somewhat obvious when he struggles to keep a decent pace, though while standing it is hard to tell. His clothing is simple, but he looks haggard most days as a remnant of his days worked as a slave.

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Personality
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Oliver has a generous spirit, believing that fate has given him the ability to give others a second chance. This has led him to torture himself emotionally when someone under his care still passes. To increase his ire, all one has to do is disregard the importance of life which does include Androids now. However, if he had a fatal flaw it would be his forgiving nature, willing to heal an enemy who had just stabbed him. He knows this will probably be his undoing, but he can't bear to turn a blind eye to pain.