Sleeping Human

Raphaeleos's page

350 posts. Organized Play character for Frozen Frost.


Race

HP 88/88 w Toughness (+1 HP/min), AC 25 w +1 Studded Leather Armor (26 w Shield raised), Fortitude* +11, Reflex* +12, Will*** +18 w Mysterious Resolve, Perception* +14,

Classes/Levels

Stealth +2 | Speed 25 ft. | Exploration Activity Search | Tracker | ◆◇↺

Gender

[R] Male Tian-Dan Human Oracle of Life 8 / Medic | Once Bitten |

Strength 10
Dexterity 12
Constitution 12
Intelligence 10
Wisdom 16
Charisma 18

About Raphaeleos

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PFS INFORMATION:
PFS #: 2403787-2001
Lore: Pathfinder Society* +10
Faction: Radiant Oath

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)

Level 6
34 Boon: Heroic Intervention (Radiant Oath)
REMASTER REBUILD
35 S05-15 Cleansing the Flame
36 S01-24 Lightning Strikes, Stars Fall
37 S06-04 An Enkindled Carnival (GM)

Level 7
38 Rusthenge (12 XP)

Level 8

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BOTTING INSTRUCTIONS:
Saving throws:
[dice=Fortitude save]1d20+11[/dice]
[dice=Reflex save]1d20+12[/dice]
[dice=Will save w Mysterious Resolve]1d20+18[/dice] (Success becomes Crit Success)

DAILY PREPARATIONS
Current HP: 88/88 (+10 temp HP fr False Vitality) (+1 HP/min)
Current AC: 25
Current Condition(s): Void Resistance 1; Vital Beacon [] 4d10 HP, [] 4d8 HP, [] 4d6 HP, [] 4d4 HP

Cursebound Feats: Nudge the Scales, Oracular Warning, Debilitating Dichotomy

Known Cantrips (Rank 4): Needle Darts, Shield, Protect Companion, Void Warp, Stabilize, Vitality Lash
Known Spells (Rank 1) [][][][]: Heal*, Necromancer’s Generosity, Summon Undead, Harm, Soothe, Summon Undead*
Known Spells (Rank 2) [][][][]: Summon Undead*, Final Sacrifice, Necromancer’s Generosity, Cauterize Wounds, False Vitality, Heal*
Known Spells (Rank 3) [][][][]: Necromancer’s Generosity, Rouse Skeletons, Vampiric Feast*, Infuse Vitality, Heal*, Summon Undead*
Known Spells (Rank 4) [][][][]: Fly, Vital Beacon*, Whispers of the Void, Heal*, Summon Undead*, Vampiric Feast*
Focus Spells (Rank 4) []: Life Link
Staff of Unblinkine Eye (item level 6) [][][][]: Cantrip – Detect Magic; Rank 1 – Sure Strike ; Rank 2 – Darkvision, See the Unseen, Translate

Invested Items (4/10): Radiant Wayfinder (w Light and 10-ft Faerie Fire), Aeon Stone (Pearly White Spindle), Healer’s Gloves, Diplomat's Badge
Worn Items: Staff of Unblinking Eye, +1 Striking Ghost Touch Hand Cannon, Firearm Ammunition (20 rounds), +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
Pathfinder Provision: [][] moderate healing potion

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During Daily Preparations, Raph aligns himself to life or death – 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.
◆◆ False Vitality (Rank 2) – augments himself with +10 HP (good for 8 hours)

He also makes himself a beacon of vitality healing after casting the spell to himself.
Vital Beacon (Rank 4) (cast 1 min) - Once per round, either you or an ally can use an ◆ Interact action to supplicate and lay hands upon you to regain Hit Points. Each time the beacon heals someone, it decreases in strength. It restores 4d10 Hit Points to the first creature, 4d8 Hit Points to the second, 4d6 Hit Points to the third, and 4d4 Hit Points to the fourth, after which the spell ends.

Raph begins encounter with advantage for allies to act.
◇ Oracular Warning (auditory, cursebound, divine, emotion, mental, oracle) – +2 status bonus to initiative roll of allies within 20 ft, and gains temporary Hit Points equal to half your level [4]. Raph becomes Cursebound 1
Cursebound: Magical effects that restore HP to you take a status penalty equal to your level [8] times your cursebound value to the number of HP you recover.

While wielding Staff of Unblinking Eye, he gains +1 status bonus to Perception for initiative.

ATTACK
He attacks enemies with these cantrips.
◆ Reach Spell - increase spell’s range by 30 feet
◆◆ Needle Darts (60 ft)
[dice=Needle Darts Spell Attack]1d20+16[/dice]
[dice=Spell Damage]6d4[/dice] P damage, plus weakness to cold iron or silver
Crit Hit: double damage and 4 persistent bleed damage

◆ Reach Spell - increase spell’s range by 30 feet
◆◆ Vitality Lash (30 ft) vs undead or has void healing, [dice]5d6[/dice] vitality damage vs DC 26 basic Fortitude save (and Enfeebled 1 on Crit Fail for 1 rd)

◆ Reach Spell - increase spell’s range by 30 feet
◆◆ Void Warp (30 ft) vs living creature, [dice]5d4[/dice] void damage vs DC 26 basic Fortitude save (and Enfeebled 1 on a Crit Fail for 1 rd)

Spell Slots per Rank
Rank 4: [][][][] / Rank 3: [][][][] / Rank 2: [][][][] / Rank 1: [][][][]
◆◆◆ Summon Undead (Rank 1) – Level -1 Undead: Crawling Hand, Predatory Rabbit, Severed Head, Skeleton Guard, Zombie Shambler
◆◆◆ Summon Undead (Rank 2) – Level 1 Undead: Festering Gnasher, Festrog, Ghoul, Plague Zombie, Scorned Hound, Skeletal Soldier
◆◆◆ Summon Undead (Rank 3) – Level 2 Undead: Decrepit Mummy, Draugr, Flaming Skull, Ghast, Husk Zombie, Lacedon, Shredskin, Skeletal Champion, Skeletal Horse, Zombie Brute
◆◆◆ Summon Undead (Rank 4) – Level 3 Undead: Combusted, Deathless Acolyte of Urgathoa, Fiddling Bones, Skeletal Giant, Trailgaunt, Wight, Zombie Owlbear

◆ Reach Spell - increase spell’s range by 30 feet
◆◆ Necromancer’s Generosity (Rank 1) (30 ft) - The target regains [dice]1d8+4[/dice] HP, and it gains a +2 status bonus to saves against vitality effects for 1 min
◆◆ Necromancer’s Generosity (Rank 2) - The target regains [dice]2d8+4[/dice] HP, and it gains a +2 status bonus to saves against vitality effects for 1 min
◆◆ Necromancer’s Generosity (Rank 3) - The target regains [dice]3d8+4[/dice] HP, and it gains a +2 status bonus to saves against vitality effects for 1 min

◆ Reach Spell - increase spell’s range by 30 feet
◆ Protect Companion (30 ft) - +1 circumstance bonus to AC
↺ Life Block - Trigger The spell's target would take damage; Effect Reduce the triggering damage by 10 (or 20), but you lose 5 (or 10) Hit Points. Even if this reduces the damage to 0, the target still takes any effects that would come with the damage, such as the poison on a viper's fangs Strike

◆◆ Final Sacrifice (Rank 2) - The target is immediately slain, and the explosion deals [dice]6d6[/dice] fire damage to creatures within 20 feet of it with a DC 26 basic Reflex save. If the target has the cold or water trait, the spell deals cold damage and has the cold trait instead of the fire trait.

◆◆ Rouse Skeletons (Rank 3) (60 ft) – DC 26 basic Reflex save vs [dice]2d6[/dice] slashing damage to creatures on the ground in the area when the skeletons first appear in 10-ft burst within 60-ft range.
◆ Sustain Rousing Skeleton (Rank 3) (60 ft) – move 10-ft burst of skeletons up to 20 ft within 60-ft range to creatures, DC 26 basic Reflex save vs [dice]2d6[/dice] slashing damage

◆ Reach Spell - increase spell’s range by 30 feet
◆◆ Vampiric Feast (Rank 3) (touch) – [ooc]DC 26 basic Fortitude save vs [dice]6d6[/dice] void damage to the target. Raph gains temporary HP equal to half the void damage the target takes (after applying resistances and the like). He loses any remaining temporary HP after 1 minute.
◆◆ Vampiric Feast (Rank 4) (touch) – [ooc]DC 26 basic Fortitude save vs [dice]8d6[/dice] void damage to the target. Raph gains temporary HP equal to half the void damage the target takes (after applying resistances and the like). He loses any remaining temporary HP after 1 minute.

◆ Reach Spell - increase spell’s range by 30 feet
◆ Harm (Rank 1) (30 ft) or ◆◆ Harm (Rank 1) (30 ft) - [ooc]DC 26 basic Fortitude save vs [dice]1d8[/dice] void damage to target
◆◆◆ Harm (Rank 1) (30-ft emanation) - DC 26 basic Fortitude save vs [dice]1d8[/dice] void damage to target

◆◆ Whisper of the Void (Rank 4) (60 ft) (10-ft burst) – DC 26 Fortitude save
CS: Unaffected
S: [dice]2d8[/dice] persistent void damage
F: [dice]4d8[/dice] persistent void damage and Drained 1
CF: [dice]4d8[/dice] persistent void damage and Drained 2 and Doomed 1

Raph will use his hand cannon that can affect ghosts and other incorporeal creatures.
◆ Load/Reload weapon
◆ Interact to change damage type
◆ Strike
[dice=+1 Striking Ghost Touch Hand Cannon (uncommon, modular (B, P, or S), magical)]1d20+13[/dice]
[dice=Damage]2d6[/dice] B/P/S (modular) damage

◆ Reach Spell - increase spell’s range by 30 feet
◆ to ◆◆◆ Infuse Vitality (Rank 3) (30 ft) – target’s unarmed and weapon Strike deal extra 2d4 vitality damage for 1 min

◆◆ Debilitating Dichotomy, DC 26 basic Will save vs [dice]9d6[/dice] mental damage to Raph and one target within 30 ft
Raph: gets one degree of success better on saving throw
Target: Stunned 1 on Crit Fail
Cursebound: Magical effects that restore HP to you take a status penalty equal to your level [8] times your cursebound value to the number of HP you recover.

DEFENSE
He raises his magic shield for added protection.
◆ Shield (Rank 4) - +1 circumstance bonus to AC
↺ Shield Block, Hardness 10

SUPPORT
He stabilizes dying ally.
◆ Reach Spell - increase spell’s range by 30 feet
◆◆ Stabilize (Rank 4) (30 ft) – target loses Dying condition, remains unconscious at 0 HP

To heal self,
◆ Battle Medicine
[dice=DC 30 Battle Medicine]1d20+19[/dice]
[dice=Master Healing, Medic, Robust Health]2d8+30+10[/dice] HP to self

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.
◆ Doctor’s Visitation (to Battle Medicine)
[dice=DC 30 Battle Medicine]1d20+19[/dice]
[dice=Master Healing, Medic]2d8+30+10[/dice] HP to target
Medic: Once per hour, he can perform another Battle Medicine to target that is already immune to it.

◆ Doctor’s Visitation (to Treat Poison)
[dice=Medicine to Treat Poison, Robust Recovery]1d20+19[/dice] to counteract poison
Robust Recovery: If Success, patient gains +4 circumstance bonus to its next saving throw against the poison, and if the result of the patient’s saving throw is a Success, the patient gets a Critical Success.

◆ Doctor’s Visitation (to Treat Condition w Holistic Care)
[dice=Medicine to Treat Condition w Holistic Care]1d20+19[/dice] to counteract Clumsy, Enfeebled, Sickened, Frightened, Stupefied, or Stunned

◆ Doctor’s Visitation (to Administer Advanced First Aid)
[dice=Medicine to Stabilize]1d20+19[/dice] vs DC 5 + target’s recovery roll DC
[dice=Medicine to Stop Bleeding]1d20+19[/dice] vs DC of the effect that caused the bleed
Advanced First Aid: instead of Stabilize or Stop Bleeding, Raph can reduce ally’s Frightened or Sickened condition by 2 (or remove either entirely on Crit Success) vs DC of effect that caused the condition

◆ Reach Spell - increase spell’s range by 30 feet
◆ Life Link (Rank 4) (30 ft) - 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.

◆ Healing Touch fr Healer’s Gloves (manipulate, once per day) - restore [dice]2d6+7[/dice] HP to willing, living, adjacent creature. This is a healing vitality effect. You can't harm undead with this healing.

◆ Reach Spell - increase spell’s range by 30 feet
◆◆ Heal or ◆◆ Soothe
He can provide magical healing as last resort.
[dice=Heal, Rank 4]4d8+32[/dice] HP to target
[dice=Heal, Rank 3]3d8+24[/dice] HP to target
[dice=Heal, Rank 2]2d8+16[/dice] HP to target
[dice=Heal, Rank 1]1d8+8[/dice] HP to target
[dice=Soothe, Rank 1]1d10+4[/dice] HP to target and 2 status bonus to saves vs mental effects

◆ Reach Spell - increase spell’s range by 30 feet
◆ 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 [8] to one creature within 30 feet.
Cursebound: Magical effects that restore HP to you take a status penalty equal to your level [8] times your cursebound value to the number of HP you recover.

◆◆ Cauterize Wounds (Rank 2) (60 ft) (up to 5 willing creatures) - Any target that has persistent bleed damage can choose to take 1 fire damage. If it does, it can attempt to recover from its persistent bleed damage, with the lower DC for particularly effective assistance. During the spell's duration, you can use a single action, which has the concentrate trait, to repeat this effect for one target of the spell.

Out of combat, he performs Risky Surgery.
[dice=Risky Surgery]1d8[/dice] S damage
[dice=DC 30 Medicine to Treat Wounds]1d20+19+2[/dice] (Success becomes Crit Success)
[dice=Master Healing, Medic]4d8+30+10[/dice] HP to target
Continual Recovery: Target is immune to Treat Wounds for 10 min instead of 1 hr.
Ward Medic: Can treat up to four targets.

To heal self out of combat,
[dice=Risky Surgery]1d8[/dice] S damage
[dice=DC 30 Medicine to Treat Wounds]1d20+19+2[/dice] (Success becomes Crit Success)
[dice=Master Healing, Medic, Robust Health]2d8+30+10[/dice] HP to self
Ward Medic: Can treat up to four targets.

OTHERS
◆ Reach Spell - increase spell’s range by 30 feet
◆◆ Fly (Rank 4) (touch) – gain Fly Speed equal to Speed or 20 ft, whichever is higher

(Staff of Unblinking Eye, 2 charges) ◆◆ Darkvision (Rank 2) (self) (1 hr) - gain darkvision.
(Staff of Unblinking Eye, 2 charges) ◆◆ See the Unseen (Rank 2) (10 minutes) - You can see invisible creatures as though they weren't invisible, although their features are blurred, making them concealed and difficult to identify. You can also see incorporeal creatures, like ghosts, phased through an object from within 10 feet of an object's surface as blurry shapes seen through those objects. Subtler clues also grant you a +2 status bonus to checks you make to disbelieve illusions.
(Staff of Unblinking Eye, 2 charges) ◆◆ Translate (Rank 2) (30 ft) (1 hr) - target can understand the meaning of a single language it is hearing or reading when you Cast the Spell. This doesn't let it understand codes, language couched in metaphor, and the like (subject to GM discretion). If the target can hear multiple languages and knows that, it can choose which language to understand; otherwise, choose one of the languages randomly.

◆ Recall Knowledge - Undead Lore +12, Pathfinder Society Lore +10, Religion +14

◆ Activate Light in Radiant Wayfinder - sheds bright light in a 20-foot radius (and dim light for the next 20 feet) in a color you choose
◆◆ Activate Radiant Wayfinder command (once per adventure) – Effect: The wayfinder glows with a spiritual radiance, revealing that which is hidden. This has the effects of faerie fire, except the effect (invisible creatures become concealed) occurs in a 10-foot radius centered around you.

◆ Activate—Diplomat's Bearing (concentrate) – Frequency once per day; Effect Attempt a DC 20 check to Recall Knowledge about people of a human ethnicity, a non- human ancestry, or some other type of creature. (The GM determines what your options are.) If you succeed, the badge's bonus increases to +2 for Diplomacy checks with creatures of that group for the rest of the day.

BOONS
[ ] [ ] [ ] Big Game Hunter (General): Your struggles against the fearsome wildlife of Katapesh and the being manipulating the creatures has made you particularly good at dealing with dangerous animals. Whenever you roll a critical failure on a check to Track an animal, you can check a box next to this boon to get a failure instead.

Protective Mentor (Radiant Oath): While working with less experienced Pathfinder allies, you shield your more fragile wards from the threat of death. For any PCs benefiting from a Level Bump and whose levels are lower than yours, you increase their current and maximum Hit Points by an additional amount equal to 3 times your Radiant Oath reputation tier (Liked = 1, Admired = 2, Revered = 3).
> Normal: A Level Bump increases a PC’s Hit Points by 10% or 10, whichever is higher.
> Special: A PC can only benefit from two mentor boons.

Heroic Intervention (Radiant Oath): Your heroic moments grant others the will to keep fighting. When you spend a Hero Point, you and any allies within 30 feet who can see you regain [dice]3d6[/dice] Hit Points (4d6 if your Radiant Oath reputation tier is Revered). This healing also affects dying allies, even if they cannot see you due to being unconscious.

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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: 8
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 88/88 w Toughness (+1 HP/min), AC 25 w +1 Studded Leather Armor (26 w Shield raised), Fortitude* +11, Reflex* +12, Will*** +18 w Mysterious Resolve, Perception* +14
Acrobatics* +12
Arcana +0
Athletics +1
Crafting +0
Deception +4
Diplomacy* +15 w Diplomat's Badge
Intimidation +4
Lore: Pathfinder Society* +10
Lore: Undead** +12
Medicine*** +19 w Healer’s Gloves – ◆ Battle Medicine, Continual Recovery, Risky Surgery, ◆ Doctor's Visitation, Holistic Care, Medic, ◆◆ Treat Condition, Robust Recovery, Advanced First Aid
Nature +4
Occultism +0
Performance** +16 - Earn Income for Downtime
Religion* +14
Society +0
Stealth +2
Survival* +14
Thievery +2

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OFFENSE & DEFENSE
Melee ◆ Fist (agile, finesse, nonlethal, unarmed) +12 Damage 1d4+1 B
Melee+1 Striking Ghost Touch Hand Cannon (uncommon, modular (B, P, or S), magical) +13 Damage 2d6 B/P/S (modular)
Armor +1 Studded Leather Armor AC Bonus +2
ShieldShield AC Bonus +1 (raised) Hardness 10 HP(BT) 0(0)
Others ↺ Shield Block

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SPELLS (* denotes Signature Spells)
Oracle DC 26
Divine DC 26
Spell Attack +16

Max Focus Points []
Focus Spells (Rank 4)
◆ Life Link

Known Divine Spells (Rank 4) [][][][]
◆◆ Fly
Vital Beacon*
◆◆Whispers of the Void
> ◆ to ◆◆◆ Heal*
> ◆◆◆ Summon Undead* (Rank 4) – Level 3 Undead: Combusted, Deathless Acolyte of Urgathoa, Fiddling Bones, Skeletal Giant, Trailgaunt, Wight, Zombie Owlbear
> ◆◆ Vampiric Feast*

Known Divine Spells (Rank 3) [][][][]
◆◆ Necromancer’s Generosity
◆◆ Rouse Skeletons
◆◆ Vampiric Feast*
◆◆ Infuse Vitality
> ◆ to ◆◆◆ Heal*
> ◆◆◆ Summon Undead*Level 2 Undead: Decrepit Mummy, Draugr, Flaming Skull, Ghast, Husk Zombie, Lacedon, Shredskin, Skeletal Champion, Skeletal Horse, Zombie Brute

Known Divine Spells (Rank 2) [][][][]
◆◆◆ Summon Undead*Level 1 Undead: Festering Gnasher, Festrog, Ghoul, Plague Zombie, Scorned Hound, Skeletal Soldier
◆◆ Final Sacrifice
◆◆ Necromancer’s Generosity
◆◆ Cauterize Wounds
◆◆ False Vitality (Revelation Spell)
> ◆ to ◆◆◆ Heal*

Known Divine Spells (Rank 1) [][][][]
◆ to ◆◆◆ Heal*
◆◆ Necromancer’s Generosity
◆◆◆ Summon UndeadLevel -1 Undead: Crawling Hand, Predatory Rabbit, Severed Head, Skeleton Guard, Zombie Shambler
◆ to ◆◆◆ Harm
◆◆ Soothe (Revelation Spell)

Known Divine Cantrips (Rank 4)
◆◆ Needle Darts
◆ Shield
◆ Protect Companion
◆◆ Void Warp
◆ Stabilize
◆◆ Vitality Lash (Revelation Cantrip)

Staff of Unblinking Eye (level 6) [][][][] (rank = charge)
Cantrip: Detect Magic
Rank 1: ◆◆ Sure Strike
Rank 2: Darkvision, See the Unseen, Translate

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GEARS & ITEMS
Invested Items (4/10): Radiant Wayfinder (w Light and 10-ft Faerie Fire), Aeon Stone (Pearly White Spindle), Healer’s Gloves, Diplomat's Badge
Worn Items: Staff of Unblinkin Eye, +1 Striking Ghost Touch Hand Cannon, Firearm Ammunition (20 rounds), +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: 4.0 (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 Recovery – Prerequisites expert in Medicine. You learned folk medicine to help recover from diseases and poison, and using it diligently has made you especially resilient. When you Treat a Disease or a Poison, or someone else uses one of these actions on you, increase the circumstance bonus granted on a success to +4, and if the result of the patient’s saving throw is a success, the patient gets a critical success.
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 – Prerequisites master in Medicine. You use your medical training to ameliorate sickness or assuage fears. When you use Medicine to Administer First Aid, instead of Stabilizing a character or Stopping Bleeding, you can reduce an ally’s frightened or sickened condition by 2, or remove either of those conditions entirely on a critical success. You can remove only one condition at a time. The DC for the Medicine check is usually the DC of the effect that caused the condition.
Class Feature Expert Spellcaster – The intricacy of your divine power has grown clearer over time. Your proficiency ranks for spell attack modifier and spell DC increase to expert.
Class Feature Mysterious Resolve – The power of your mystery blazing in your soul makes it harder for other powers to grip your mind. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.

Level 8
Class Feat Debilitating Dichotomy – You reveal a glimpse of the impossible conflicts between the divine anathema behind your curse, forcing you to reckon with another's conflicts as well. You and one creature within 30 feet each take 9d6 mental damage with a basic Will save, and the target is stunned 1 if it critically fails its save. You get a degree of success one better than you rolled for your saving throw. At 10th level, and every 2 levels thereafter, the damage increases by 3d6.
Skill Feat Ward Medic – Prerequisites expert in Medicine. You’ve studied in large medical wards, treating several patients at once and tending to all their needs. When you use Treat Disease or Treat Wounds, you can treat up to two targets. If you’re a master in Medicine, you can treat up to four targets, and if you’re legendary, you can treat up to eight targets.
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