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About SunreturnSunreturn Ghoran Forest Preserver Paladin 4//Oracle of Wood 4 Lawful Good Medium Humanoid (Plant)
Favoured Class: Paladin//Oracle
–2 penalty on Escape Artist and combat maneuver checks to escape a grapple against a creature that has a bite attack with the grab ability Take +1 point of damage from cold iron weapons --------------------
Ranged Paladin Spells 1st Level: 2/day
Learned: Positive Pulse
Oracle Spells +All Cure Spells Orisons Create Water
1st Level: 7/day
2nd Level: 5/day
Spell-like abilities 1/day—detect poison, goodberry (created berries bud from the ghoran’s own body), and purify food and drink. --------------------
Extra Revelation
Prerequisite: Revelation class feature. Benefit: You gain one additional revelation. You must meet all of the prerequisites for this revelation. Special: You can gain Extra Revelation multiple times. Fey Foundling
Prerequisites: You may only select this feat at 1st level. Benefit: Whenever you receive magical healing, you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort). Power Attack (Combat)
Prerequisites: Str 13, base attack bonus +1. Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Traits
Blessed Touch [Link]
Sandpoint Faithful (reflavoured as 'Faithful of Gozreh')
Languages
Skills
The paladin’s class skills are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int). A forest preserver adds Climb, Knowledge (nature), and Survival to her list of class skills. She does not gain Diplomacy, Knowledge (nobility), or Sense Motive as class skills. The oracle’s class skills are Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). In addition, oracles receive additional class skills depending upon their oracle mystery. An oracle with the wood mystery adds Climb, Knowledge (nature), Stealth, and Survival to her list of class skills. Skill Ranks per Level: 3 (4 -1 Int bonus) Armour Check Modifier: Acrobatics +1 |+1 Dex
Special Qualities Type: Ghorans have the plant type but lack the immunities to mind-affecting, paralysis, poison, polymorph, sleep, and stunning effects that type usually has. The plant type features immunities that, when granted to a player character race, can be disruptive and overpowered. Low-light vision. Plants breathe and eat, but do not sleep. Languages: Ghorans begin play speaking Common and Sylvan. Ghorans with high Intelligence scores can choose any languages they want (except secret languages such as Druidic). Defensive Traits: Ghorans have tough, rugged skin and so gain a +2 Natural Armor bonus to AC. Special Traits Natural Magic (Sp): Ghorans with a Charisma score of 11 or higher gain the following spell-like abilities: 1/day—detect poison, goodberry (created berries bud from the ghoran’s own body), and purify food and drink. The caster level is equal to the ghoran’s level. The DC for these spells is equal to 10 + the spell’s level + the ghoran’s Charisma bonus.
Weaknesses Light Dependent: Ghorans are heavily light dependent and so take 1d4 points of Constitution damage each day they go without exposure to sunlight.
Gear Headband of alluring charisma +2 2000
Cloak of Resistance +2 Ring of Protection +3 Belt of Strength +2 Starting money: 6000g
Remaining: 139g --------------------
Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields). Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies. Aura of Good (Ex)
Detect Evil (Sp)
Smite Evil (Su) 2/day
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level. Mystery - Wood Class Skills: An oracle with the wood mystery adds Climb, Knowledge (nature), Stealth, and Survival to her list of class skills. Bonus Spells: shillelagh (2nd), barkskin (4th), minor creation (wood items only) (6th), thorn body (8th), tree stride (10th), ironwood (12th), transmute metal to wood (14th), changestaff (16th), wooden phalanx (18th). Oracle’s Curse (Ex)
Source Oracle’s Curse, copyright 2014 by RJ Grady, published by Tripod Machine. Your spirit is unhurried and you move only with purpose and after due deliberation. Effect Your initiative check result is limited to your curse level, but you can never be made flat-footed. You can still lose your Dexterity bonus to AC if you are immobilized, or if an opponent feints you or is invisible. At 5th level, add calm emotions or hold person (your choice) to your spells known. At 10th level, any time you move no more than 5 feet in a round, you gain a luck bonus to AC equal to your Charisma bonus, but no more than half your curse level. This luck bonus to AC improves your CMD as well. At 15th level, you gain immunity to fear. Revelation
Unless otherwise noted, the DC to save against these revelations is equal to 10 + 1/2 the oracle’s level + the oracle’s Charisma modifier. Wood Armour (Su): You can conjure wooden armor around yourself, which grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this armor grants you DR 5/slashing. You can use this armor for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments. The armor vanishes if you remove it. Wood Bond (Ex): Your mystical bond with wood is such that your weapons become an extension of your body. You gain a +1 competence bonus on attack rolls when wielding a weapon made of or mostly consisting of wood (such as a bow, club, quarterstaff, or spear). This bonus increases by +1 at 5th level and every five levels thereafter. Wooden Weapon (Su): You can create a wooden club, quarterstaff, longspear, shortspear, or spear that lasts for 1 minute for every oracle level you possess. This weapon is appropriate for your size. You are considered proficient with the weapon. The weapon disappears after 1 round if it leaves your grasp. At 3rd level, the weapon is considered masterwork. At 7th level, 15th level, and 19th level, the weapon gains a +1 enhancement bonus. At 11th level, the weapon gains the keen weapon property (or the equivalent increase to its critical threat range, if it is a bludgeoning weapon). You can use this ability a number of times per day equal to 3 + your Charisma modifier. Divine Grace (Su)
Lay On Hands (Su)
Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage. Favored Terrain (Ex) - Forest
This replaces aura of courage. Woodland Stride (Ex)
This replaces divine health. Mercy (Su) - Fatigued
At 3rd level, the paladin can select from the following initial mercies. Deceived: The target can immediately attempt a new saving throw to disbelieve any ongoing illusions that it failed to disbelieve within the last minute. Source PZO9446
Sacred Botany (Ex)
This replaces channel positive energy. Appearance and Personality:
Sunreturn is tall and green. The normal empty eyes of a ghoran in his case are filled with glowing, warm light. His skin is a summer leaf green. He wants to do good by protecting innocent life. Background:
Sunreturn is the favoured name of a pious ghoran. He has sworn vows to Gozreh to defend the forest. He is less interested in the reward than in protecting the very lands from a deep-rooted evil. He is not the fastest or most complex thinker. He knows good and he knows evil, and that is the main thing.
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