About Oracle black blooded wavesunmodified:
3x7 = 21 skill points Curse of Black Blood (Su) All black-blooded oracles effectively share the same curse—the curse of black blood. The material affects these oracles physically and mentally, altering both physiology and mystic powers. The blood of a black-blooded oracle actually runs black, and wounds she suffers are infected by her own power and are difficult to heal. She is immune to the effects (both beneficial and destructive) of black blood. Positive and negative energy affect a black-blooded oracle as if she were undead—positive energy harms her, while negative energy heals her (this aspect of the curse has no effect if the oracle is undead). The curse also dulls the oracle’s coordination somewhat, imparting a –4 penalty on all Dexterity-based skill checks. At 5th level, she gains cold resistance 5. This increases to cold resistance 10 at 10th level, and immunity to cold at 15th level. This ability replaces the oracle’s curse. 7Acrobatics10, 7escape artist10, 1knowledge nature9, 1Diplomacy8,1Knowledge (history)4, 1Knowledge (planes)4, 1Knowledge (religion)4,7Spellcraft10 spd'30
Club +7: 1d6+2
1stFeats: Point blank shot
AC: 21 (+1nat, +1luck, +5armor, +3 dex +1 dodge) Class Skills: An oracle with the waves mystery adds Acrobatics, Escape Artist, Knowledge (nature), and Swim to her list of class skills. Bonus Spells: touch of the sea (2nd), slipstream (4th), water breathing (6th), wall of ice (8th), geyser (10th), fluid form (12th), vortex (14th), seamantle (16th), tsunami (18th). +2 init, replaces elven weapon prof and keen sense
club
Armor: Soothsayer Raiment Mithril Chainmail +1
Jingasa of the Fortunate Soldier
Reactionary +2 init
spells/day
Spells Known:
Spell list:
spells/day@lvl7
lvl2 = 3 known
lvl3 = 2 known
lvl0
1st lvl Revelation: Dark Resilience (Su) The black blood flowing through a black-blooded oracle’s veins gives her resistance to many effects to which undead are immune. Once per day, as an immediate action, whenever she fails a saving throw against an ability drain, a death effect, disease, energy drain, paralysis, or poison, she may attempt that saving throw again with a +4 circumstance bonus. She must take the second result, even if it is worse. At 7th level, she can use this ability twice per day. At 15th level, she can use the ability 3 times per day. 3rd lvl Revelation: Fluid Travel (Su): You can walk on liquid as if it were a solid surface. Walking on the liquid does not harm you; you can walk on acid or even lava (as if walking on a solid temporary crust), though you would still take fire damage from being near the lava. You can move across this surface at your normal land speed. At 7th level, while this ability is in effect, you can instead go underwater, gaining a swim speed of 60 feet and the ability to breathe water. You can use this ability 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. 7th lvl Revelation: Punitive Transformation (Su): You can transform an opponent into a harmless animal as if using baleful polymorph. This transformation lasts 1 round per oracle level. Transforming another creature causes the first to immediately revert to normal. You may use this ability a number of times per day equal to your Charisma modifier. You must be at least 7th level before selecting this revelation. Soothsayer Armor Revelation: Fluid Nature (Ex): You receive a +4 bonus to your Combat Maneuver Defense against bull rush, drag, grapple, reposition, and trip attempts. A creature trying to confirm a critical hit against you has a –4 penalty on its confirmation roll. At 5th level, you gain Dodge as a bonus feat. You do not need to meet the prerequisite to gain this feat. Spells Known Level
Elven Chain +1 Soothsayer Raiment:
Wishlist: Burglar Boots, Minor Aura faint divination; CL 1st
These form-fitting, calfskin boots are dyed black and lightly decorated with raven feathers. They grant their wearer a +5 competence bonus on Perception checks to spot or locate traps and devices on the floor with 10 feet. This includes pits, pressure plates, and other mechanical and magical devices located on or attached to the floor. This bonus also applies to AC and on any Reflex saving throws against such traps.
Craft Wondrous Item, creator must have 4 ranks in Perception; Cost 2,000 gp. Belt, Earth Elemental Aura moderate transmutation; CL 11th
This belt is constructed of flat pieces of slate connected with strong leather straps. This belt grants its wearer a +4 enhancement bonus to Constitution, and the wearer is immune to effects that would push, pull, or forcefully move the wearer. This offers no protection from teleportation effects. Furthermore, once per day on command, the wearer can take the form of a Large earth elemental, as though subject to the elemental body III spell. Treat the enhancement bonus to Constitution as a temporary ability bonus for the first 24 hours the belt is worn.
Craft Wondrous Item, bear’s endurance, elemental body III; Cost 12,000 gp. Belt of Tumbling Aura faint transmutation; CL 1st
This thin and flexible cotton cord is meant to be wrapped several times around wearer’s waist. The belt’s wearer gains a +4 competence bonus on Acrobatics checks made to move through a threatened square or through an enemy’s space.
Craft Wondrous Item, cat’s grace; Cost 400 gp. Salve of the Second Chance Source Guide to the River Kingdoms Aura moderate transmutation; CL 7th
Under tutelage from Embeth Forest sprites, Mother Nightmoss developed this potent salve from the distillation of nightmoss. When smeared on a body or body part from a recently deceased creature, the salve mimics the effects of a reincarnate spell. If this salve is used on a creature during the night of a new moon, roll twice on the reincarnate table and have the recipient player or NPC choose his preferred result.
Craft Wondrous Item, reincarnate; Cost 800 gp Shawl of Life-Keeping Aura faint conjuration; CL 3rd
This magical shawl is woven from silken, diaphanous material. Once per day, the wearer can speak a command word to transfer some of her life energy into the shawl (up to 10 hit points). If she is wearing the shawl and is reduced to –1 hit points or below, the shawl immediately heals her an amount equal to the number of hit points stored in the shawl. This healing cannot prevent the wearer from being killed. The life energy stored in the shawl lasts for 24 hours or until it heals the wearer, whichever comes first. If the shawl is destroyed, the stored life energy is lost. While the shawl is storing a creature's life energy, it retains a connection to that creature. If another creature holds the shawl in hand, the creature whose life energy is stored in the shawl takes a –2 penalty on Fortitude and Reflex saving throws against all effects from the current bearer of the shawl.
Craft Wondrous Item, cure light wounds, stabilize; Cost 500 gp Gauntlets of the Skilled Maneuver Aura faint transmutation; CL 3rd
The wearer of these gauntlets gains a +2 bonus on one type of combat maneuver check (such as bull rush, disarm, or steal) chosen by the creator when the item is created.
Craft Wondrous Item, creator must have the appropriate Improved combat maneuver feat (Improved Bull Rush, Improved Dirty Trick, Improved Disarm, Improved Drag, Improved Grapple, Improved Overrun, Improved Reposition, Improved Steal, Improved Sunder, or Improved Trip); Cost 2,000 gp. Gauntlets, Bonebreaker Aura faint necromancy; CL 5th
These thick brass and leather gauntlets allow the wearer to tear through bone and muscle like paper. Once per day, as part of a melee attack, the wearer can activate the gauntlets to inflict a horrific injury on an opponent. If the attack hits, the target must make a DC 14 Will save. If the save fails, the gauntlets reduce the target's Strength, Dexterity, or Constitution (wearer’s choice) by –6. This penalty cannot reduce the target's ability score below 1. The injury heals over time, reducing the penalty by 1 for each day that passes since the time of the injury, and is immediately removed by heal, regenerate, restoration, or any magic that can break a curse.
Craft Wondrous Item, bestow curse; Cost 3,000 gp Mask, Grappler’s Aura faint transmutation; CL 1st
This mask is fashioned from dark leather decorated with geometrical patterns that emphasize the wearer’s fearsomeness. It covers the wearer’s face, but leaves his mouth and eyes uncovered. The wearer may attempt to bull rush and grapple without provoking attacks of opportunity.
Craft Wondrous Item, bull’s strength, cat’s grace, expeditious retreat; Cost 2,500 gp. Pendant, Knowledge Aura moderate divination; CL 5th
Description This heavy necklace is usually made of gold and looks like a large winged eye. This item is associated with a specific god. You gain a +5 competence bonus on one type of Knowledge checks (each pendant has a different specialty). If you are a worshiper of the associated god, the pendant also counts as a holy symbol. In addition, once per day as a free action, you may add a +10 insight bonus on a single skill check you are about to roll. Construction Requirements Craft Wondrous Item, moment of prescience, creator must have 5 ranks in appropriate Knowledge skill; Cost 1,550 gp Pendant of the Blood Scarab Aura faint divination; CL 3rd
A carved ruby in the shape of a scarab set in gold, this magic amulet grants its wearer insight on where to strike a creature so as to maximize pain and distress. This pendant must be worn against bare flesh in order to function. Once per day, as an immediate action, when the wearer of a pendant of the blood scarab threatens a critical hit with any attack, he may automatically confirm the critical hit. When the user activates this ability, the pendant’s spiky little legs momentarily animate and clutch against the wearer’s skin, dealing 1d6 points of damage as the amulet burrows and digs into the wearer’s body in apparent delight at the devastating blow inflicted on the enemy.
Craft Wondrous Item, true strike; Cost 500 gp Shirt, Unfettered Aura moderate abjuration and transmutation; CL 7th
This loose, often ruffled, shirt is cut in a style designed to avoid hindering its wearer’s movement. Once per day on command, the wearer can gain the benefits of freedom of movement for 10 minutes.
Craft Wondrous Item, cat’s grace, freedom of movement; Cost 5,000 gp. Shirt, Quick Runner's Aura faint transmutation; CL 5th
This shirt is made of light, gossamer-thin fabric embroidered with arrangements of winged feet. Once per day as a swift action, the wearer can take an additional move action to move on his turn.
Craft Wondrous Item, haste; Cost 500 gp. Shirt of Immolation Aura moderate evocation; CL 10th
Whenever the wearer is grappling (whether on the offense or defense), this shirt automatically bursts into flame, dealing 1d6+10 points of fire damage every round to anyone grappling the wearer. The flames do not harm the wearer and last one round (though it continues to burn if the wearer is still grappling after one round). The shirt burns for a maximum of 10 rounds per day. These rounds do not need to be consecutive.
Craft Wondrous Item, fire shield; Cost 4,000 gp. Slippers, Feather Step Aura faint transmutation; CL 3rd
These fine silken slippers allow their wearer to ignore the adverse movement effects of difficult terrain as if subject to the feather step spell, including granting the ability to take 5-foot steps in difficult terrain.
Craft Wondrous Item, feather step; Cost 1,000 gp. Snapleaf Aura faint transmutation; CL 5th; Weight —
This crystalline carving looks like a hand-sized tree leaf. It is usually worn around the neck on a strap so it is within easy reach, but can be affixed to a belt or clothing just like a badge. Activating a snapleaf is an immediate action and gives the bearer the benefits of feather fall and invisibility. The duration of the two effects work independently; ending one early does not affect the other. The item cannot be activated to provide just one of these two effects; they are always activated simultaneously.
Craft Wondrous Item, feather fall, invisibility; Cost 375 gp |