Mystic Theurge

Radu Teskarova's page

38 posts. Organized Play character for Siriak.


Full Name

Radu Teskarova

Race

Human (Varisian)

Classes/Levels

Oracle of Life 1 | AC 12 (t 12) (ff 10) | F+2, R+2, W+2 | CMB +0 CMD 12 | Init +4, Per +1, SM +4 | speed 30 ft. | HP 13/13 |Channel Positive Energy 5/5 | Spells: 1st 4/4

Gender

Male

Size

M

Age

45

Special Abilities

Channeling positive energy

Alignment

CG

Deity

Desna, Shelyn, Erastil

Location

Absalom

Languages

Common (Taldane), Varisian

Occupation

Wandering healer and herbalist

Strength 10
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 10
Charisma 18

About Radu Teskarova

Radu Teskarova
PFS #: 12943-7
Faction: Grand Lodge
Fame: 2
PP: 0
XP: 1

PFS Journal:

Chronicle #1: 7-10 The Consortium Compact; 1 xp, 2pp, 430gp

Boons:

Inside Knowledge (c1): As a former member of the Aspis Consortium, Magali Delroya is well informed about the organization's activities, and she shares some of her information with you. You gain a +2 bonus on Knowledge (Local) checks about the Aspis Consortium and can roll such checks untrained. You can cross this boon off the Chronicle sheet to take 20 on a single Knowledge (Local) check about the Aspis Consortium.

Lord Avid's Recommendation (c1): Lord Avid is impressed that you managed to complete your mission without using his writ, and he speaks highly of your discretion. You gain a +2 circumstance bonus on all Charisma-based skill checks against nobility while on the Isle of Kortos. You can cross this boon off the Chronicle sheet to lean heavily upon your connection to Lord Avid. If you do so, the circumstance bonus on one such Charisma-based skill check increases to +4, and you can apply it while interacting with anyone on the Isle of Kortos.

Human (Varisian) Oracle of Life 1
CG Medium humanoid (human)
Init +4; Senses: Normal vision 30', Darkvision 30', Perception +1, Sense Motive +4

Defense
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 13 (1d18+2+3) (+2 Con) (+3 Toughness)
Fort +2, Ref +2, Will +2

Offense
Speed 30 ft.
Melee: Dagger +0 (1d4/19-20/x2)
Special Attacks: Channel Positive Energy 5/day (DC 14, 1d6)
Oracle Spells Known (CL 1st; concentration +5)
1st (4/day) - Cure Light Wounds, Bless, Remove Fear
0 (at will) - Detect Magic, Stabilize, Create Water, Purify Food and Drink

Statistics
Str 10, Dex 14, Con 14, Int 10, Wis 10, Cha 18
Base Atk +0; CMB +0; CMD 12

Feats
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).
Selective Channeling: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier (4). These targets are not affected by your channeled energy.

Traits
Reactionary (Basic-Combat): You gain a +2 trait bonus on Initiative checks.
Observant (Faction-Grand Lodge): Choose either Perception or Sense Motive (choice=Perception). You gain a +1 trait bonus on all checks for the chosen skill, and the chosen skill becomes a class skill for you.

Skills
Diplomacy +8, Heal +4, Knowledge (Nature) +4, Knowledge (Religion) +4, Perception +1, Sense Motive +4, Survival +4

Languages Common (Taldane), Varisian

SQ Oracle's Curse (Cloudy Vision), Mystery (Life), Orisons

Combat Gear Dagger

Magical Gear Wand of Cure Light Wounds (50 charges), Potion of Cure Light Wounds, Scroll of Command, Scroll of Comprehend Languages, Scroll of Detect Evil, Scroll of Endure Elements, Scroll of Magic Weapon, Scroll of Protection from Evil, Scroll of Remove Fear, Scroll of Shield of Faith

Other Gear Traveler's Outfit, scarf (kapenia), bedroll, backpack, healer's kit, iron pot, mess kit, soap, trail rations (5), belt pouch, flint/steel, chalk, waterskin, 2x scroll cases, 266gp, 8 sp, 8 cp

Class Features:

Oracle's Curse (Ex): 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.

Clouded Vision: Your eyes are obscured, making it difficult for you to see. 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.

Mystery (Life)

Class Skills: An oracle with the life mystery adds Handle Animal, Knowledge (nature), and Survival to her list of class skills.

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:
(1st level)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.

Orisons: Oracles learn a number of orisons, or 0-level spells, as noted on Table 2–6 under "Spells Known." These spells are cast like any other spell, but they do not consume any slots and may be used again.

Racial Traits:

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.