About Sariel Cerea's Extended Crunch
The rest of Sariel Cerea's character sheet is here.
General Build Notes
Provisional stats based upon 20 point buy; use Drow Surface Infiltrator alternate racial traits for physical characteristics. Currently plan for first Ability Score increase to go to Dexterity and all others to go to Charisma. If forced to use 15 point buy, will have to reduce Strength by 1, Wisdom by 2, and Charisma by 1. In the unlikely event that 25 point buy is available, put the extra 5 points into Strength (increase by 4) and favor going into Reach mode (preferably including use of Enlarge Person, or later Righteous Might or other similar spells) more than with a 20 (or 15) point buy. This build has no room to change anything in Feats before Epic levels, with the initial dip of 1 level in Swashbuckler (Whirling Dervish) being required to fix this (relieves need to take Weapon Finesse and Amateur Swashbuckler, and enables substituting scimitar for rapier). For completeness, Feats, Revelations, and Spells are listed all the way out to Character Level 21 = Oracle Level 20, even though Adventure Paths do not get this far, other than the possible exception of a non-Mythic Wrath of the Righteous. For Skills, Sariel will need to get Acrobatics (eventually needs to be maximized), Heal up to 10 ranks, Perception, and Spellcraft as soon as possible, but cannot afford them at 1st level due to being absolutely Skill-starved. Fortunately, Linguistics is a 1 point tax, Knowledge (History) is a few point wonder, and Perform (Dance) is a 2 point tax (technically could be 0, but I hate Slashing Grace's design and flavor text).
Note: Sariel's parents are both Oracles having the Clouded Vision Curse (other details intentionally left vague), while Sariel instead has the Drow Daylight Adaptation Alternate Racial Trait and a different Oracle's Curse (Tongues, because Clouded Vision limits vision just too severely for both most combat characters and most caster characters, and because the language proficiencies won't work any other way).
Tasks needing to be done: Search for other broken links to www.d20pfsrd.com pages and convert them to use Archives of Nethys instead (preferably, convert all links to use Archives of Nethys pages).
Drow characteristics (includes Traits automatically included in racial characteristcs)
Standard Racial Traits
Defense Racial Traits
Feat and Skill Racial Traits
Offense Racial Traits
Weakness Racial Traits (removed by Daylight Adaptation)
Alternate Racial Traits
Traits (and Drawbacks) not automatically included in racial characteristics
Irrepressible (Faith Trait, gained at level 1): Your hope for a brighter future blessed by the gods, combined with your powerful personality, allows you to force your way free of spells that cloud the mind. You can use your Charisma modifier in place of your Wisdom modifier when attempting Will saving throws against charm and compulsion effects.
Into Enemy Territory, reskinned to fit Sariel's backstory (Campaign Trait, Second Darkness, gained at Level 1; original version appears in the Second Darkness Player's Guide and in the Archives of Nethys Trait page, but does not appear on d20pfsrd.com, or appears there incorrectly): The shadow in the sky is visible from all around Riddleport, not just in town. It’s certainly come to the attention not only of several druids, rangers, and other rural folk who dwell in the nearby mountains, forests, and swamps, but also organizations much further away among them, yours. You’ve consulted with several seers and Harrowers, and may even have performed some simple auguries yourself, and all the signs point the same way —- something or someone in Riddleport is connected to the blot, and it means bad news for the region. You’ve avoided the sleazy, dirty town for most of your life, never even thinking of traveling there before, and although you don’t relish the prospect of going there now, you see little other choice (despite the long journey and limited resources, one of your superiors has ordered you to go investigate, having been manipulated and convinced by an agent who has long wanted to get rid of you and sees this as the perfect excuse to do so). Fortunately, an eccentric friend of yours (actually another agent assigned to keep tabs on you) is in town, and you’ve heard this friend will be taking part in some gambling thing at a place called the Gold Goblin. Your friend seems to have better skill interacting with the rougher part of society, so you’ve decided to accompany your friend to this gambling tournament and accept your friend's assistance in findingd a safe place for you to stay while you’re in town. Repeated experiences with danger posed by hateful agents -- including some botched poisoning attempts -- have made you skittish, but have also toughened you and made you more resistant to danger -- pick one of the three categories of saving throw; you gain a +1 trait bonus on all saving throws of that type (Fortitude chosen).
Nimble Moves (General Feat, gained at Level 1 by way of Drow Stalker Alternate Racial Trait and Dex >= 13): Benefit: Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain.
Weapon Finesse as Dervish Finesse (Combat Feat, awarded in modified form at Level 1 by Swashbuckler archetype Whirling Dervish): Benefit: With a light weapon, elven curve blade, natural weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. The Swashbuckler archetype Whirling Dervish modifies this feat to include the scimitar, but only when not carrying a weapon or shield in the off hand.
Divine Fighting Technique (Sarenrae's Mercy) (Combat Feat, gained at Level 1): Benefit: Although the Dawnflower is the goddess of healing and redemption, she is not a goddess of peace, and her followers are taught that combat may be the only way to ensure the safety of those who look to the faith for protection. In such situations, the faithful of Sarenrae are expected to end combat swiftly and efficiently, to avoid drawing out the pain and agony of battle. When one can end a battle without resorting to killing, the opportunity for redemption of the defeated foe still remains. The pages of Dawnflower’s Mercies teach methods by which those who serve Sarenrae as soldiers can vanquish enemies in combat without killing them, and encourage those who follow the teachings held within to offer those they take prisoner the chance to be welcomed into Sarenrae’s arms. Initial Benefit: You take no penalty on attack rolls for using a scimitar to deal nonlethal damage. If your attack with the scimitar would normally deal additional damage (such as via sneak attack, the flaming weapon special ability, or the like), this additional damage can be nonlethal damage. You can also alter spells with the fire, good, or light descriptor and inflict spells so that the damage they deal is nonlethal damage instead. You can choose to apply this effect as the spell is cast. Advanced Benefit (requires Great Fortitude, Weapon Focus (scimitar), Heal 10 ranks): Once per round as you strike a foe with a weapon and deal nonlethal damage with that attack, you regain 1d6 hit points as the warmth of Sarenrae’s approval and the conviction that you are doing the right thing to minimize suffering infuses your body and soul. If the attack that dealt nonlethal damage was from a scimitar, you instead regain 2d6 hit points. You can gain the benefit of this healing only once per round, regardless of how many successful attacks you make with the weapon.
Weapon Focus (Scimitar) (Combat Feat, to be gained at Character Level 2 = Oracle Level 1 via Weapon Mastery Revelation, bypassing prerequisites, not activated yet): Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Dervish Dance (Combat, planned for Character Level 3 = Oracle Level 2, not activated yet): You have learned to turn your speed into power, even with a heavier blade. Benefit: When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The scimitar must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand.
Combat Reflexes (Combat Feat, planned for Character Level 5 = Oracle Level 4, not activated yet): Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Great Fortitude (General Feat, planned for Character Level 7 = Oracle Level 6, not activated yet): You are resistant to poisons, diseases, and other maladies. Benefit: You get a +2 bonus on all Fortitude saving throws. (Also activates the Advanced Benefit of Divine Fighting Technique (Sarenrae's Mercy) at Character Level 10 = Oracle Level 9, provided that Heal Ranks = 10 or more.)
Improved Trip (Combat Feat, to be gained at Character Level 8 = Oracle Level 7 via Maneuver Mastery Revelation, bypassing prerequisites, not activated yet): You are skilled at sending your opponents to the ground. Benefit: You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.
Quicken Spell (Metamagic Feat, planned for Character Level 9 = Oracle Level 8, not activated yet): You can cast spells in a fraction of the normal time. Benefit: Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened. Casting a Quickened spell doesn't provoke an attack of opportunity. Level Increase: +4 (a quickened spell uses up a spell slot four levels higher than the spell's actual level). Special: You can apply the effects of this feat to a spell cast spontaneously, so long as it has a casting time that is not more than 1 full-round action, without increasing the spell's casting time.
Improved Critical (Scimitar) (Combat Feat, to be gained at Character Level 9 = Oracle Level 8 via Weapon Mastery Revelation, bypassing prerequisites, not activated yet): Benefit: When using the weapon you selected, your threat range is doubled; however, this benefit does not stack with any other effect that expands the threat range of a weapon.
Divine Interference (General Feat, planned for Character Level 11 = Oracle Level 10, not activated yet): You can convert a spell to interfere with an enemy’s attack. Benefit: As an immediate action, when an enemy within 30 feet hits an ally with an attack, you can sacrifice a prepared divine spell or (if you are a spontaneous caster) an unused spell slot and make the enemy reroll the attack roll. The second attack roll takes a penalty equal to the level of the spell you sacrifice. You must sacrifice a spell of 1st-level or higher to use this ability. Whether or not the second attack is successful, you cannot use this effect on the same creature again for 1 day.
Greater Trip (Combat Feat, to be gained at Character Level 12 = Oracle Level 11 via Maneuver Mastery Revelation, bypassing prerequisites, not activated yet): You can make free attacks on foes that you knock down. Benefit: You receive a +2 bonus on checks made to trip a foe. This bonus stacks with the bonus granted by Improved Trip. Whenever you successfully trip an opponent, that opponent provokes attacks of opportunity.
Greater Weapon Focus (Scimitar) (Combat Feat, to be gained at Character Level 13 = Oracle Level 12 via Weapon Mastery Revelation, bypassing prerequisites, not activated yet): Benefit: You gain a +1 bonus on attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including those from Weapon Focus.
Abundant Revelations (Iron Skin) (General Feat, planned for Character Level 13 = Oracle Level 12, not activated yet): You can plumb the depths of your mystery to use your revelations more often. Benefit: You gain 1 additional use per day of a Revelation having a limited number of uses (Iron Skin chosen).
Persistent Spell (Metamagic Feat, planned for Character Level 15 = Oracle Level 14, not activated yet): You can modify a spell to become more tenacious when its targets resist its effect. Benefit: Whenever a creature targeted by a persistent spell or within its area succeeds on its saving throw against the spell, it must make another saving throw against the effect. If a creature fails this second saving throw, it suffers the full effects of the spell, as if it had failed its first saving throw. Level Increase: +2 (a persistent spell uses up a spell slot two levels higher than the spell’s actual level). Spells that do not require a saving throw to resist or lessen the spell’s effect do not benefit from this feat.
Expanded Arcana (2 6th level spells, to be determined later) (General Feat, planned for Character Level 17 = Oracle Level 16, not activated yet): Your research has revealed new spells. Benefit: Add one spell from your class’s spell list to your list of spells known. This is in addition to the number of spells normally gained at each new level in your class. You may instead add two spells from your class’s spell list to your list of spells known, but both of these spells must be at least one level lower than the highest level spell you can cast in that class. Once made, these choices cannot be changed. Special: You can only take this feat if you possess levels in a class whose spellcasting relies on a limited list of spells known, such as the bard, oracle, and sorcerer. You can gain Expanded Arcana multiple times.
Spell Penetration (General Feat, planned for Character Level 19 = Oracle Level 18, not activated yet): Your spells break through spell resistance more easily than most. Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance.
Greater Spell Penetration (General Feat, planned for Character Level 21 = Oracle Level 20, not activated yet): Your spells break through spell resistance much more easily than most. Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance, stacking with the bonus from Spell Penetration.
Skills (Ranks at Level 1 = 4 + Int Bonus = 4 + 1 = 5; Ranks per Level after 1 = 4 + Int Bonus + Favored Class Bonus = 4 + 1 + 1 = 6)
Acrobatics (Dex): 0 Ranks + 3 Dex Bonus + 3 Class Bonus (not activated yet) = +3
Weapon and Armor Proficiency: Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers.
Merciful Panache/i] (Extraordinary Ability): A Swashbuckler fights with Panache: a fluctuating measure of ability to perform amazing actions in combat. At the start of each day, you gain a number of Panache points equal to your Charisma modifier (minimum 1). Your Panache goes up or down throughout the day, but usually cannot go higher than your Charisma modifier (minimum 1), though feats and magic items can affect this maximum. You spend Panache to accomplish Deeds (see below), and regain Panache (1 point at a time) in the following ways: Critical Hit with a weapon you can use with Swashbuckler Finesse (see below, and does not apply to hits on creatures that are helpless, unaware, or of less than half your Hit Dice); dropping a foe below 0 hit points if the damage is nonlethal, or if the foe is an Evil Outsider or Undead (does not apply to creatures that are helpless, unaware, or of less than half your Hit Dice); or causing an evildoer (limit 1 per round) of at least half your hit dice to surrender to you.
[i]Swashbuckler Finesse, Whirling Dervish version (Extraordinary Ability): At 1st level, a Whirling Dervish Swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons and the Scimitar, although the latter requires not holding a shield or weapon in the off hand. Furthermore, a Swashbuckler can use Charisma in place of Intelligence as a prerequisite for Combat Feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.
Swashbuckler Deeds (Level 1 only)
Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the Swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. You can only perform deeds of your level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as you have or spend the required number of panache points to perform the deed. (None of these are modified or replaced by the Whirling Dervish archetype.)
Derring-Do (Extraordinary Ability): At 1st level, you can spend 1 panache point when you make an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. You can do this after you make the check, but before the result is revealed. If the result of the d6 roll is a natural 6, you roll another 1d6 and adds it to the check. You can continue to do this as long as you roll natural 6s, up to a number of times equal to your Dexterity modifier (minimum 1).
Dodging Panache (Extraordinary Ability): At 1st level, when an opponent attempts a melee attack against you, you can as an Immediate Action spend 1 Panache point to move 5 feet; doing so grants you a Dodge Bonus to AC equal to your Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if you had not moved from the original square. This movement is not a 5-foot step; it provokes Attacks of Opportunity from creatures other than the one who triggered this deed. You can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.
Opportune Parry and Riposte (Extraordinary Ability): At 1st level, when an opponent makes a melee attack against you, you can spend 1 Panache point and expend a use of an Attack of Opportunity to attempt to parry that attack. You make an attack roll as if making an Attack of Opportunity; for each size category the attacking creature is larger than you, you take a –2 penalty on this roll. If your result is greater than the attacking creature's result, the creature's attack automatically misses. You must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if you have at least 1 Panache point, you can as an Immediate Action make an attack against the creature whose attack you parried, provided that creature is within your reach.
Oracle Class Features other than Spellcasting
Oracle's Curse: Tongues: In times of stress or unease, you speak in tongues. Effect: Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran -- whenever you are in combat, you can only speak and understand the selected language (Chelaxian/Infernal chosen at Character Level 2 = Oracle Level 1, freeing Linguistics point spent on this for use on Celestial; at Character Level 1 = Swashbuckler, Sariel will be completely language-disabled in combat). This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language. At 5th level, pick an additional language to speak in combat and add it to your list of known languages (Celestial chosen at 5th level, freeing Linguistics point spent on this for use on Drow Sign Language). At 10th level, you can understand any spoken language, as if under the effects of Tongues, even during combat. At 15th level, you can speak and understand any language, but your speech is still restricted during combat.
Weapon Mastery (Scimitar) (Battle Revelation, planned for Character Level 2 = Oracle Level 1, Extraordinary Ability): Select one weapon with which you are proficient (Scimitar chosen). You gain Weapon Focus with that weapon. At Oracle Level 8, you gain Improved Critical with that weapon. At Oracle Level 12, you gain Greater Weapon Focus with that weapon. You do not need to meet the prerequisites to receive these feats.
War Sight (Battle Revelation, planned for Character Level 4 = Oracle Level 3, Supernatural Ability, not activated yet): Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results.
Maneuver Mastery (Trip) (Battle Revelation, planned for Character Level 8 = Oracle Level 7, Extraordinary Ability, not activated yet): Select one type of combat maneuver (Trip selected). When performing the selected maneuver, you treat your oracle level as your base attack bonus when determining your CMB. At Oracle Level 7, you gain the Improved feat (Improved Trip) that grants you a bonus when performing that maneuver. At Oracle Level 11, you gain the Greater feat (Greater Trip) that grants you a bonus when performing that maneuver. You do not need to meet the prerequisites to receive these feats.
Iron Skin (Battle Revelation, planned for Character Level 12 = Oracle Level 11, requires Oracle Level 11, Supernatural Ability, not activated yet): Once per day, your skin hardens and takes on the appearance of iron, granting you DR 10/adamantine. This functions as Stoneskin, using your oracle level as the caster level. At 15th level, you can use this ability twice per day.
Battlefield Clarity (Battle Revelation, planned for Character Level 16 = Oracle Level 15, Extraordinary Ability, not activated yet): Once per day, as an immediate action, whenever you fail a saving throw that causes you to become blinded, deafened, frightened, panicked, paralyzed, shaken, or stunned, you may attempt that saving throw again, with a +4 insight bonus on the roll. You must take the second result, even if it is worse. At each of Oracle Levels 7 and 15, you can use this ability one additional time per day.
Surprising Charge (Battle Revelation, planned for Character Level 20 = Oracle Level 19, Extraordinary Ability, not activated yet): Once per day, you can move up to your speed as an immediate action. At each of Oracle Levels 7 and 15, you can use this ability one additional time per day.
Battle Final Revelation (Battle Revelation, to be gained at Character Level 21 = Oracle Level 20, Extraordinary Ability, not activated yet): Upon reaching 20th level, you become an avatar of battle. You can take a full-attack action and move up to your speed as a full-round action (you can move before or after the attacks). Whenever you score a critical hit, you can ignore any DR the target might possess. You gain a +4 insight bonus to your AC for the purpose of confirming critical hits against you. When you are below 0 hit points, you do not die until your negative total is in excess of twice your Constitution score.
Favored Class (Oracle) Bonus: +1 Skill Point per Level all the way (required due to Skill starvation); not effective at Character Level 1 (which is Swashbuckler).
Spontaneous Spell Casting (including Orisons): You cast spells drawn from the Cleric/Oracle spell list, without preparing them ahead of time; however, you can only know a limited number of spells of each level. To learn or cast a spell, an Oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle’s spell is 10 + the spell’s level + the oracle’s Charisma modifier. In addition to the spells gained as you gain levels, you add all of either the Cure series of spells (this option chosen at 1st level) or the Inflict series of spells to your set of spells known, as you become capable of casting them. At 4th level and every even level thereafter, you can exchange one spell you know (which must not be a Cure series, Inflict series, or Mystery bonus spell) for another spell of the same level. Oracles do not need to provide a divine focus to cast spells that list Divine Focus (DF) as part of the components.
Level 0 Spells (Orisons) to be Known (Limit 4 at Oracle Level 1, currently 0, eventually 9)
Level 1 Spells to be Known (Limit 2 at Oracle Level 1, currently 0, eventually 5, + Cure series spell + Mystery Bonus spell (only activates at Oracle Level 2)
Level 2 Spells to be Known (Limit 1 at Oracle Level 4, currently 0, eventually 5, + Cure series spell + Mystery Bonus spell)
Level 3 Spells to be Known (Limit 1 at Oracle Level 6, currently 0, eventually 4, + Cure series spell + Mystery Bonus spell)
Level 4 Spells to be Known (Limit 1 at Oracle Level 8, currently 0, eventually 4, + Cure series spell + Mystery Bonus spell)
Level 5 Spells to be Known (Limit 1 at Oracle Level 10, currently 0, eventually 4, + Cure series spell + Mystery Bonus spell)
Level 6 Spells to be Known (Limit 1 at Oracle Level 12, currently 0, eventually 3, + Cure series spell + Mystery Bonus spell + eventually 2 spells by way of Expanded Arcana)
Level 7 Spells to be Known (Limit 1 at Oracle Level 14, currently 0, eventually 2, + Cure series spell + Mystery Bonus spell)
Level 8 Spells to be Known (Limit 1 at Oracle Level 16, currently 0, eventually 3, + Cure series spell + Mystery Bonus spell)
Level 9 Spells to be Known (Limit 1 at Oracle Level 18, currently 0, eventually 3, + Mystery Bonus spell)
See Quick Statistics section.
See Quick Statistics section, subsections Combat Gear and Non-Combat Gear
Possessions Not Carried
(This is a placeholder for when Sariel finally gets a base of operations safe enough to leave things without needing to travel for days or bum a Teleportation spell to go all the way back home; currently nothing goes here.)