Full Name |
Rawiri |
Race |
HP 87/87 | AC 25 | F+11 R+14 W+16 (resolve) | Perc+12 | Stealth+3 | |
Classes/Levels |
25ft | Hero 1 | Active Conditions: |
Gender |
N (he/him) Dwarf Oracle 7 | |
About Rawiri
RawiriOracle 7
NMedium Dwarf Ifrit Humanoid
Perception +12; Darkvision
Languages Common, Dwarven
Skills Acrobatics +14, Arcana +9, Athletics +1, Diplomacy +17, Lore: Plane of Origin +9, Lore: Sailing +9, Medicine +12, Nature +12, Religion +12, Society +9, Survival +12
Str +1, Dex +3, Con +2, Int +0, Wis +3, Cha +4
Items +1 Studded Leather, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Sling Bullets (20), wand of tailwind
AC 25; Fort +11, Ref +12, Will +16 Mysterious Resolve
HP 87; Resistances fire 3
Speed 25 feet
Melee Clan Dagger +10 (Agile, Dwarf, Parry, Uncommon, Versatile B), Damage 1d4+1 P
Ranged Sling +12 (Propulsive), Damage 1d6 B
Battle Medicine (General, Healing, Manipulate, Skill) 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.
Bon Mot (Auditory, Concentrate, Emotion, General, Linguistic, Mental, Skill) Prerequisites trained in Diplomacy You launch an insightful quip at a foe, distracting them. Choose a foe within 30 feet and roll a Diplomacy check against the target's Will DC. Critical Success The target is distracted and takes a –3 status penalty to Perception and Will saves for 1 minute. The target can end the effect early with a retort to your Bon Mot. This can either be a single action that has the concentrate trait or an appropriate skill action to frame their retort. The GM determines which skill actions qualify, though they must take at least 1 action. Typically, the retort needs to use a linguistic Charisma-based skill action. Success As critical success, but the penalty is –2. Critical Failure Your quip is atrocious. You take the same penalty an enemy would take had you succeeded. This ends after 1 minute or if you issue another Bon Mot and succeed.
Trick Magic Item (General, Manipulate, Skill) Prerequisites trained in Arcana, Nature, Occultism, or Religion You examine a magic item you normally couldn't use in an effort to fool it and activate it temporarily. For example, this might allow a fighter to cast a spell from a wand or allow a wizard to cast a spell that's not on the arcane list using a scroll. You must know what activating the item does, or you can't attempt to trick it. Attempt a check using the skill matching the item's magic tradition, or matching a tradition that has the spell on its list, if you're trying to cast a spell from the item. The relevant skills are Arcana for arcane, Nature for primal, Occultism for occult, Religion for divine, or any of the four for an item that has the magical trait and not a tradition trait. The GM determines the DC based on the item's level (possibly adjusted depending on the item or situation). If you activate a magic item that requires a spell attack modifier or spell DC and you don't have the ability to cast spells of the relevant tradition, use your level as your proficiency bonus and the highest of your Intelligence, Wisdom, or Charisma modifiers. If you're a master in the appropriate skill for the item's tradition, you instead use the trained proficiency bonus; if you're legendary, you instead use the expert proficiency bonus. Success For the rest of the current turn, you can spend actions to activate the item as if you could normally use it. Failure You can't use the item or try to trick it again this turn, but you can try again on subsequent turns. Critical Failure You can't use the item, and you can't try to trick it again until your next daily preparations.
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.
Thousand Visions (Cursebound, Oracle, Prediction) You open your senses to numerous visions of the immediate future. The visions grant you subtle details of your immediate surroundings within 30 feet. Within this range, you don't need to succeed at a flat check to target a concealed creature, you're not off-guard to creatures that are hidden from you (unless you're off-guard to them for reasons other than the hidden condition), and you need only a successful DC 5 flat check to target a hidden creature. Beyond 30 feet, the visions become overwhelmed with too many possible futures, making all of your senses imprecise beyond this range. The visions persist for 1 minute.
Foretell Harm (Cursebound, Divine, Oracle) Frequency once per round Requirements Your previous action was to Cast a non-cantrip Spell that dealt damage. Your magic echoes ominously as you glimpse injury in the target's future. At the beginning of your target's next turn, it takes damage equal to twice the triggering spell's rank as a seemingly random and minor misfortune finds it. The damage and type of misfortune is of a type matching the spell; for instance, if you dealt fire damage, a flame might spontaneous ignite on them or they might burn a hand on their torch. The target is then temporarily immune to Foretell Harm for 24 hours.
Divine Known Spells DC 25, attack +15; 4th Whispers of the Void, Vital Beacon ☆ (3 slots); 3rd Holy Light, Vampiric Feast, Heroism, Fireball ☆ (4 slots); 2nd Blazing Armory ☆, Heal (H+1), See the Unseen, Blazing Bolt (4 slots); 1st Admonishing Ray, Bless, Command, Breathe Fire ☆ (4 slots); Cantrips Shield, Detect Magic, Vitality Lash, Void Warp, Read the Air, Ignition
Focus Spells (1 points) Incendiary Aura
Additional Feats Cat Fall, Defy the Darkness, Elemental Lore, Fleet, Gifted Power, Ifrit, Toughness
Additional Specials Curse of Engulfing Flames, Mysterious Resolve, Mystery (Flames), Oracular Curse, Revelation Spells, Signature Spells