Full Name |
Sawbones "S.B." Creen |
Race |
HP 47/56 | AC 21 | F +7 R +10 W +11 | Perc +9 | |
Classes/Levels |
| Speed 30ft | Spells 1: 3/3, 2: 3/3, 3: 2/2 | Focus Points 3/3 | Active Conditions: Minor Curse. |
Gender |
N male elf (suli) oracle (alchemist) 5 l |
About Sawbones "S.B." Creen
Sawbones Creen Oracle 5
Perception +9; Low-Light Vision, Darkvision
Languages Common, Elven, Jotun, Sylvan, Undercommon
Skills Acrobatics +3, Arcana +10, Athletics +7, Crafting +10, Intimidation +13, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10, Thievery +10
AC 21, Fort +7, Ref +10, Will +11
HP 56
Speed 30 feet
Attacks
Melee Dagger +10 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4 (P)
Ranged Heavy Crossbow +10 (), Damage 1d10 (P)
Ranged Bomb +10 (), Damage Special (Varies)
Divine Known Spells DC 21, attack +11
3rd Neutralize Poison, Searing Light (Signature) (2 slots);
2nd Comprehend Language (Signature), See Invisibility, Dispel Magic (3 slots)
1st Heal (Signature), Sanctuary, Fear (3 slots);
Cantrips Disrupt Undead, Shield, Light, Prestidigitation, Message, Stabilize
Arcane Innate Spells DC 21, attack +11
Cantrips Telekinetic Projectile
Focus Spells (3 points)
Death's Call <R> Duration 1 minute
Seeing another pass from this world to the next invigorates you. You gain temporary Hit Points equal to the triggering creature's level plus your spellcasting ability modifier. If the triggering creature was undead, double the number of temporary Hit Points you gain. These last for the duration of the spell, and the spell ends if all the temporary Hit Points are depleted earlier.
Life Link Range <> 30 feet; Targets 1 creature other than you Duration 1 minute
You forge a connection of life energy between you and your target, distributing harm between both of you. When you first Cast the Spell, the target recovers 1d4 Hit Points. The first time each round that the target takes damage, reduce the damage it takes by 3 (to a minimum of 0 damage). You lose 3 Hit Points each time, or the total damage dealt, if less than 3; this damage ignores any immunities or resistances you have and can't otherwise be mitigated in any way. The spell ends immediately if you fall unconscious. You can Dismiss the spell.
Heightened (3rd) You can target 2 creatures other than you. Increase the initial healing to 3d4 and the maximum damage reduced and Hit Points lost to 5.
Vision of Weakness<> Targets 1 creature
You focus your gaze on a creature and gain a flash of divine insight
into its nature. If the creature has any weaknesses, you learn them, as well as which of its three saving throw modifiers is lowest. You also learn an inherent understanding of its movements and gain a +2 status bonus to your next attack roll (or skill check made as part of an attack action) against that foe before the end of your turn. The target is then temporarily immune to vision of weakness for 1 day.
Str +0, Dex +3, Con +0, Int +3, Wis +2, Cha +4
Items Padded Armor, Adventurer's Pack, Alchemist's Lab, Alchemist's Tools, Crowbar, Formula Book (Blank),
Grappling Hook, Repair Kit, Thieves' Tools, Healer's Gloves, Bag of Holding (Type I), Scroll of Create Water (2),
Wand of Bless
Formula Book
Thunderstone (Lesser), Antidote (Lesser), Antiplague (Lesser), Alchemist's Fire (Lesser), Bottled Lightning (Lesser), Acid Flask (Lesser), Frost Vial (Lesser), Silvertongue Mutagen (Lesser)
Special Abilities
Elemental Assault <>(Arcane, Concentrate, Evocation, Suli) Frequency once per day You shroud your arms and held weapons in elemental magic. Choose one element. Until the end of your next turn, your Strikes deal an additional 1d6 damage of the indicated type and have the trait corresponding to the element: electricity for air, bludgeoning for earth, fire for fire, or cold for water.
Battle Medicine <> (General, Healing, Manipulate, Skill) Prerequisites trained in Medicine Requirements You are holding or wearing healer's tools. You can patch up yourself or an adjacent ally, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds, and restore a corresponding amount of Hit Points; this does not 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 temporarily immune to your Battle Medicine for 1 day.
Healer's Gloves <>(Invested, Magical, Necromancy) Activate Interact; Frequency once per day; Effect You can soothe the wounds of a willing, living, adjacent creature, restoring 2d6+7 Hit Points to that creature. This is a positive healing effect. You can’t harm undead with this healing
Additional Feats
Alchemical Crafting, Alchemist Dedication, Assurance, Continual Recovery, Otherworldly Magic, Risky Surgery, Suli, Vision of Weakness
Additional Specials
Assurance (Medicine), Infused Reagents, Mystery (Life), Mystery Domain Spell (Death), Oracular Curse, Revelation Spells, Signature Spells