Female Human Oracle 2
NG Medium Humanoid (Human)
Init +2; Senses: Darkvision 60ft., Perception +6
AC 17, touch 12, flat-footed 15 (+4 armor, +1 shield, +2 DEX)
HP 17 (2d8)
Fort +2, Ref +2, Will +4
+2 trait bonus on saving throws against fear effects.
+4 class bonus on saving throws against curses.
Speed 30/20 ft. (Medium Armor)
Ranged Light Crossbow +3 (1d8, 19-20/x2)
Melee Dagger +3 (1d4 - 1, 19-20/x2)
Str 8, Dex 14, Con 14, Int 14, Wis 12, Cha 18
Base Atk +1; CMB +3; CMD 12
Granted via Feat Taxes:
Martial Mastery: Combat feats can be applied to all weapons in the same group.
Weapons Finesse: Use Dex instead of Str on attack rolls with light weapons
Agile Maneuvers: Use your Dex bonus when calculating your CMB
Combat Expertise: Trade attack bonus for AC bonus
Power Attack: Trade melee attack bonus for damage
Point-Blank Shot: Considered to have as a prerequisite for other feats
Deadly Aim: Trade ranged attack bonus for damage
Appraise : +7 (+3 Class Skill, +2 INT, +2 Ranks)
Favored Class Bonus (Oracle)
Spells Known (CL2):
Orisons (Default DC14):
Create Water: Create 2 gallons/level of pure water.
Detect Magic: Detect spells and magic items within 60ft.
Guidance: +1 on one attack roll, saving throw, or skill check.
Read Magic: Read scrolls and spellbooks.
Stabilize: Cause a dying creature to stabilize.
Level 1 (5/day) (Default DC15):
Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).
Bonus Spells: blurred movement (2nd), invisibility (4th), deeper darkness (6th), shadow step (8th), vampiric shadow shield (10th), shadow walk (12th), mass invisibility (14th), greater shadow evocation (16th), shades (18th).
Cloak of Darkness: You conjure a cloak of shadowy darkness that grants you a +4 armor bonus and a +2 circumstance bonus on Stealth checks. At 7th level, and every four levels thereafter, these bonuses increase by +2. You can use this cloak for 1 hour per day per oracle level. The duration does not need to be consecutive, but it must be spent in 1-hour increments.
Pierce the Shadows: The shadows step aside from your baleful gaze, affording you sight in even the deepest darkness. You gain darkvision 60 feet. If you already have darkvision, increase your existing darkvision by 60 feet instead. At 11th level, you can see perfectly in darkness of any kind, even in absolute darkness or the darkness created by a deeper darkness spell.
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.
Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Focused Study (Alternate Racial Trait): All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
Light Crossbow: Free
Crossbow bolts (20): 2gp
Armored Coat: Free
6sp, 8cp gold
Shukara was born on a small farm outside of Wati. One of four siblings, together her family worked the fields, tended their small herd of goats, and shipped their wares to Wati for sale.
As she grew Shukara developed a quick mind and a quicker tongue. Her mother in particular felt that she was being wasted in the fields. "She may be barely strong enough to lift a hoe, but she talked the tax collector into lowering our annual tithe. Send her to the city. She'll be better off fleecing the tourists than herding the goats." Eventually her father agreed, and asked his sister, (who'd married a merchant from the Midwife district), if they could take on Shukara as an apprentice.
Eshe and Menkir quickly agreed to Nebiat's proposal. Eshe was an independent weaver whose eyesight was beginning to fail her. She could use an extra pair of hands, (and eyes), to ensure that the quality of their products remained high. Meanwhile Menkir was happy to have Shukara's quick tongue to aid him in selling his wares. They treated her well, and for the most part she was much happier there than she had been on the farm.
However, every once in a while, the noise and bustle of the crowded city became overwhelming. Shukara had spent most of her childhood on a farm, where she could go days or even weeks without seeing anyone other than her family. In Wati proper she couldn't step outside the street without bumping into a dozen strangers.
So sometimes, when everything grew to be too much, Shukara would sneak off to the necropolis. She never wandered far, but the quiet emptiness of the abandoned district was soothing. In particular, it gave her a chance to explore the strange new powers she'd begun manifesting. While Shukara trusted Eshe, this still seemed somehow...private. Personal.
As a grown woman, Shukara still spends most of her time working for Eshe and Menkir. Now that the necropolis has been officially opened for exploration though, she's curious about what might lie inside. Perhaps in the necropolis she can find more fortune than she could ever earn as a simple weaver.
I should be able to post every day, but if I'm ever holding up the action please bot me. I've given some basic tactics here, but feel free to deviate from them if the situation calls for it.
Basic Combat Tactics:
Cut and Paste: