Chronicles & Boons Level 1 1 B15 Treasure Off the Coast
2 B10 Hillcross Roundup
3 Boon - Wayfinder
4 B13 The Blackwood Abundance
5 B09 Fishing in Anthusis (GM)
6 S03-01 Intro: Year of Shattered Sanctuaries (GM)
7 S01-14 Lions of Katapesh (GM)
8 Boon - [][][] Big Game Hunter: limited-use boon to help Track animals.
Level 2 9 S02-01 Citadel of Corruption
10 S02-03 Catastrophe's Spark
11 Boon: Fluent in Cyclops
12 S03-02 The East Hill Haunting (GM)
Level 3 13 Q07 A Curious Claim
14 Boon - [][][] Amateur Adjuster: limited-use bonus to checks relating to Druman business or bureaucracy.
15 Boon: Protective Mentor (Radiant Oath)
16 S02-06 The Crashing Wave
17 B20 Burden in Bloodcove (GM)
18 B18 From Family Lost
19 B19 Grim Tidings
20 S03-03 Echoes of Desperation (GM)
Level 4 21 S02-18 The Fanciful March of Urwal
22 Boon: Practiced Medic []
23 Boon: Radiant Wayfinder
24 Q09 Wayfinder Origins
25 S01-19 Iolite Squad Alpha
26 Boon: Iolite Trainee Hobgoblin
27 Q14 The Swordlord's Challenge
28 Q04 Port Peril Pub Crawl (GM)
29 Boon: Fane's Friend
Level 5 30 S04-07 A Most Wondrous Exchange!
31 S05-08 Protecting the Firelight
32 Boon: The Mayor's Luck
33 S03-13 Guardian's Covenant (GM)
Raph usually visits allies to treat their wounds or their poison during encounter. He can also visit an ally to treat their condition, or provide first aid.
[dice=DC 20 Battle Medicine]1d20+15[/dice]
[dice=Healing]2d8+10+5[/dice] HP for ally
◆ Doctor’s Visitation (to Battle Medicine)
Once per day as Medic, he can perform another Battle Medicine to target that is already immune to it.
[dice=Medicine to Treat Poison]1d20+15[/dice] to counteract poison
◆ Doctor’s Visitation (to Treat Poison)
[dice=Medicine to Treat Condition w Holistic Care]1d20+15[/dice] to counteract Clumsy, Enfeebled, Sickened, Frightened, Stupefied, or Stunned
◆ Doctor’s Visitation (to Treat Condition w Holistic Care)
[dice=Medicine to Stabilize]1d20+15[/dice] vs DC 5 + target’s recovery roll DC
[dice=Medicine to Stop Bleeding]1d20+15[/dice] vs DC of the effect that caused the bleed
◆ Doctor’s Visitation (to Administer First Aid)
He can link his vitality to two creatures in single casting of the spell, initially providing them with [dice]3d4[/dice] HP of healing, and then the first time each round that the target takes damage, reduce the damage it takes by 5 (to a minimum of 0 damage). He loses 5 Hit Points each time, or the total damage dealt, if less than 5; this damage ignores any immunities or resistances he has and can't otherwise be mitigated in any way.
◆ Life Link (focus spell)
He raises his magic shield for added protection.
◆ Shield (+1 to AC)
↺ Shield Block, Hardness 10
He can provide magical healing as last resort.
[dice=Heal, 3rd Rank]3d8+24[/dice] HP to target
[dice=Heal, 2nd Rank]2d8+16[/dice] HP to target
[dice=Heal, 1st Rank]1d8+8[/dice] HP to target
[dice=Soothe, 1st Rank]1d10+4[/dice] HP to target and 2 status bonus to saves vs mental effects
◆◆ Heal or ◆◆ Soothe
He attacks enemies with these cantrips.
[dice=Needle Darts Spell Attack]1d20+12[/dice]
[dice=Spell Damage]3d4[/dice] P damage, plus weakness to cold iron or silver (double damage on Crit Hit and 3 persistent bleed damage)
◆◆ Needle Darts
◆◆ Vitality Lash vs undead or has void healing, [dice]4d6[/dice] vitality damage vs DC 22 basic Fortitude save (and Enfeebled 1 on Crit Fail for 1 rd)
◆◆ Void Warp vs living creature, [dice]4d4[/dice] void damage vs DC 22 basic Fortitude save (and Enfeebled 1 on a Crit Fail for 1 rd)
Out of combat, he performs Risky Surgery.
[dice=Risky Surgery]1d8[/dice] S damage
[dice=DC 20 Medicine to Treat Wounds]1d20+15+2[/dice] (Success becomes Crit Success)
[dice=Healing, Medic]4d8+10+5[/dice] HP
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CHARACTER INFORMATION Name: Raphaeleos
Ethnicity, Heritage & Ancestry: Tian-Dan Human
Background: Once Bitten Home Region: Tian Xia Nation: --- Languages: Common, Tien
Sub-Class & Class: Oracle of Life Level: 6
Gender: Male Size & Reach: Medium (5 ft) Speed: 25 ft
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STATS & SKILLS(* indicates Proficiency Level) STR +1, DEX +2, CON +1, INT +0, WIS +4, CHA +4^
HP 68/68 w Toughness (restoring 1 HP/min), AC 23 w +1 Studded Leather Armor (24 w Shield raised), Fortitude* +9, Reflex* +10, Will** +14, Perception* +12
Acrobatics* +10
Arcana +0
Athletics +1
Crafting +0
Deception +4
Diplomacy* +13 w Diplomat's Badge Intimidation +4
Lore: Pathfinder Society* +8
Lore: Undead** +10
Medicine** +15 w Healer’s Gloves – ◆ Battle Medicine, Continual Recovery, Risky Surgery, ◆ Doctor's Visitation, Holistic Care, Medic, ◆◆ Treat Condition, Robust Health
Nature +4
Occultism +0
Performance** +14 - Earn Income for Downtime
Religion* +12
Society +0
Stealth +2
Survival* +12
Thievery +2
GEARS & ITEMS Invested Items (3/10):Radiant Wayfinder (w Light and 10-ft Faerie Fire), Aeon Stone (Pearly White Spindle), Healer’s Gloves, Diplomat's Badge Worn Items:+1 Striking Ghost Touch Hand Cannon, +1 Studded Leather Armor, Cold Iron Chunk, Silver Chunk, Healer's Toolkit, Backpack
Stowed Items (in Backpack): Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap
Current Bulk: 3.0 (Encumbered 6.0, Maximum 11.0)
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FEATS Level 1 Skill Feat (from background) ◆ Battle Medicine – Prerequisites trained in Medicine. Requirements You're holding or wearing a healer's toolkit. You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn’t remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds. General Feat (from Heritage) Versatile Heritage > Risky Surgery – Prerequisites trained in Medicine. Your surgery can bring a patient back from the brink of death, but might push them over the edge. When you Treat Wounds, you can deal 1d8 slashing damage to your patient just before applying the effects of Treat Wounds. If you do, you gain a +2 circumstance bonus to your Medicine check to Treat Wounds, and if you roll a success, you get a critical success instead. Class Feat ---
Ancestry Feat General Training > Toughness – Your body can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. You reduce the DC of recovery checks by 1 (page 411). Class Feature Mystery – An oracle wields divine power, but not from a single divine being. This power could come from a potent concept or ideal, the attention of multiple divine entities whose areas of concern all touch on that subject, or a direct and dangerous conduit to raw divine power. This is the oracle’s mystery, a source of divine magic not beholden to any deity. Choose the mystery that empowers your magic. Your mystery grants you additional spells, and special focus spells called revelation spells. Your mystery also gives you a unique cursebound ability that lets you draw upon the divine, as well as dictating the effects of the oracular curse that falls upon you when you touch too much of this power.[ooc] > Life – [ooc]The never-ending flow of life force within living beings is palpable to you. You might uphold the sanctity of life, or perhaps you seek to undermine it. You might draw power from the collective vitality of the world’s living creatures, hold some connection to Creation’s Forge, or revere a collection of deities including Irori, Pharasma, Sarenrae, and the god of medicine Qi Zhong.
> Granted Spells cantrip: vitality lash; 1st: soothe; 2nd: false vitality; 5th: grisly growths
> Revelation Spells initial: life link; advanced: delay affliction; greater: life-giving form
> Related Domains death, healing, pain, soul*
> Mystery Skill Medicine
> Oracle Feat Nudge the Scales
Class Feature Revelation Spells – The powers of your mystery manifest in the form of revelation spells. Revelation spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to search for omens in a way befitting your mystery, like gazing into a fire, throwing bones and seeing how they fall, or meditating to hear the voices of those who came before you. Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don’t require spell slots, and you can’t cast them using spell slots. Certain feats give you more focus spells. The maximum Focus Points your focus pool can hold is equal to the number of focus spells you have, but it can never be more than 3 points. The full rules for focus spells appear in chapter 7 of Player Core. You learn a revelation spell at 1st level and start with a focus pool of 1 Focus Point. This spell is an initial revelation spell determined by your mystery. You can learn additional revelation spells through oracle feats. Class Feature Curse of Outpouring Life – Life energy flows outward from you and connects you to all living things, but you expend your vital essence to do so. Your presence comforts the ill and injured, causes scars to fade slightly, spurs new growth in plants, and otherwise infuses your surroundings with vitality. As your life force seeps outward, it becomes more difficult to keep your body functioning. Magical effects that restore Hit Points to you take a status penalty equal to your level (minimum 1) times your cursebound value to the number of HP you recover. Class Feature Oracular Curse – As an oracle, you can tap into the pure and unmitigated divine power of creation to supplement your spellcasting via cursebound abilities. These abilities grant you special benefits, but the backlash of letting this power into your mortal body manifests as an oracular curse. The more cursebound abilities you use, the more your curse worsens, but you might gain divine benefits even as it tightens its grip on your soul. Your oracular curse is expressed using the cursebound condition, a unique condition that affects only oracles. Immediately after the first time you use a cursebound ability, you become cursebound 1, and if you use a cursebound ability while you are already cursebound, you increase the value of your cursebound condition by 1 after the ability resolves. At lower levels, you can tolerate only a modest amount of divine power, and your cursebound condition can’t increase beyond cursebound 2; as you grow in levels, you can open yourself to even more power and your cursebound condition can progress to 3 and finally 4. Once saturated in divine power, your soul can’t absorb any more, and so you can’t use a cursebound ability if you are already at your maximum cursebound condition. Your oracular curse lists the specific effects of being cursebound, which are cumulative as your curse progresses. You remain cursebound until you Refocus, which reduces your cursebound condition by 1 in addition to restoring a Focus Point. As your curse is a direct result of divine power, you cannot mitigate, reduce, or remove the effects of your curse or any ability with the cursebound trait by any means other than Refocusing. For example, if a cursebound effect makes creatures concealed from you, you can’t negate that concealed condition through a magic item or spell, such as sure strike (though you would still benefit from the other effects of that item or spell). Likewise, cleanse affliction and similar abilities don’t affect your curse at all. At 1st level, you gain a cursebound oracle feat determined by your mystery, and you can learn additional cursebound abilities through oracle feats. Class Feature ◆ Nudge the Scales (cursebound, divine, healing, oracle, spirit) – You lay a finger on the scales of life and death to heal a creature, regardless of whether it’s living or undead. You restore Hit Points equal to 2 + double your level to one creature within 30 feet. In addition, you can mediate during your daily preparations to place yourself on one side of the scales. Choose life or death. If you align yourself with life, you are healed by vitality healing effects, as normal for most living creatures; if you align yourself with death, you gain the void healing ability, causing you to be healed by void effects that restore Hit Points and any other effects that restore Hit Points to undead creatures.
Level 2 Class Feat Medic Dedication – Prerequisites trained in Medicine, Battle Medicine. You become an expert in Medicine. When you succeed with Battle Medicine or Treat Wounds, the target gains a circumstance bonus to the number of Hit Points they regain equal to 5 HP at DC 20, 10 HP at DC 30, or 15 HP at DC 40. Once per day, you can use Battle Medicine on a creature that’s temporarily immune due to having already been treated with Battle Medicine. If you’re a master in Medicine, you can do so once per hour. Skill Feat Continual Recovery – Prerequisites expert in Medicine. You zealously monitor a patient’s progress to administer treatment faster. When you Treat Wounds, your patient becomes immune for only 10 minutes instead of 1 hour. This applies only to your Treat Wounds activities, not any other the patient receives.
Level 3 General Feat Robust Health – Your physiology responds well to first aid. You gain a circumstance bonus to the number of Hit Points you regain equal to your level from a successful attempt to Treat your Wounds or use Battle Medicine on you. After you or an ally use Battle Medicine on you, you become temporarily immune to that Battle Medicine for only 1 hour, instead of 1 day. Class Feature Signature Spells – Experience enables you to cast some spells more flexibly. For each spell rank you have access to, choose one spell of that rank to be a signature spell. You don’t need to learn heightened versions of signature spells separately; instead, you can heighten these spells freely. If you’ve learned a signature spell at a higher rank than its minimum, you can also cast all its lower-rank versions without learning those separately. If you swap out a signature spell, you can replace it with any spell you could have chosen when you first selected it (i.e., of the same spell rank or lower). You can also retrain specifically to change a signature spell to a different spell of that rank without swapping any spells; this takes as much time as retraining a spell normally does.
Level 4 Class Feat ◆ Doctor's Visitation – Prerequisites Medic Dedication. You move to provide immediate care to those who need it. You Stride, then use Battle Medicine or Treat Poison. You can spend 2 actions for Doctor’s Visitation to instead Stride and then use either Administer First Aid or Treat Condition (if you have that feat). Skill Feat ◆◆ Treat Condition – Prerequisites Medic Dedication. Requirements You are holding healer’s tools, or you are wearing them and have a hand free. You treat an adjacent creature in an attempt to reduce the clumsy, enfeebled, or sickened condition. If a creature has multiple conditions from this list, choose one. Attempt a counteract check against the condition using your Medicine modifier as your counteract modifier and the condition’s source to determine the DC. You can’t treat a condition that came from an artifact or effect above 20th level unless you have Legendary Medic; even if you do, the counteract DC increases by 10. Treating a Condition that is continually applied under certain circumstances (for instance, the enfeebled condition a holy character gains from carrying a weapon with the unholy rune) has no effect as long as the circumstances continue. Critical Success Reduce the condition value by 2. Success Reduce the condition value by 1. Critical Failure Increase the condition value by 1.
Level 5 Ancestry Feat Natural Ambition – ◆ Reach Spell (concentrate, oracle, spellshape) – You can extend your spells’ ranges. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.
Level 6 Class Feat ◇ Oracular Warning (auditory, cursebound, divine, emotion, mental, oracle) – Trigger You are about to roll initiative. You have a premonition about impending danger that you use to warn your allies. Each ally within 20 feet gains a +2 status bonus to their initiative roll and gains temporary Hit Points equal to half your level, which last for 1 minute. If you are cursebound 2 when you use Oracular Warning, the bonus increases to +3, and if you are cursebound 3, the bonus increases to +4. Skill Feat Holistic Care – Prerequisites trained in Diplomacy, Treat Condition. You provide emotional and spiritual care. Add frightened, stupefied, and stunned to the list of conditions you can reduce with Treat Condition. If the stunned condition has a duration instead of a value, you can’t use Treat Condition to reduce it.
Level 7 General Feat Advanced First Aid
Class Feature Expert Spellcaster
Class Feature Mysterious Resolve