Giant Hunter

Trixalana's page

112 posts. Organized Play character for Faelyn.


Full Name

Trixalana

Race

Gnome

Classes/Levels

2nd level Oracle (Life) | HP 17/17 | AC 18 | T 13 | FF 16 | CMD 12 | Fort +2 | Ref +2 | Will +2 | Init +2 | Perc +5 | Spells: 1st - 5/5

Gender

Female

Size

Small

Age

102

Special Abilities

Mystery (Life), Oracle’s Curse (Haunted), Orisons, Revelation

Alignment

Chaotic Good

Deity

Sarenrae

Languages

Common, Gnome, Sylvan, Vudrani

Homepage URL

Character Sheet

Strength 10
Dexterity 14
Constitution 15
Intelligence 12
Wisdom 8
Charisma 18

About Trixalana

Trixalana
Female Gnome Oracle 2
Chaotic Good Humanoid
Init +2; Senses Low-Light Vision, Perception +5
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Defense
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AC 18, touch 13, flat-footed 16 (+2 Dex, +4 Armor, +1 Shield, +1 Size)
hp 17
Fort +2, Ref +2, Will +2
Defensive Abilities Eternal Hope, Illusion Resistance
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Offense
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Speed 20 ft.
Melee
Hanbo +2 (1d4/x2)
Dagger +2 (1d3/19-20/x2)
Ranged
Light Crossbow +4 (1d6/19-20/x2) – 80 ft.
Dagger +3 (1d4/19-20/x2) – 10 ft.
Special Attacks
Oracle Spells Known (CL 2):
Orisons (At Will) – Create Water, Detect Magic, Enhanced Diplomacy, Ghost Sound, Light, Mage Hand, Stabilize
1st (4/day) – Bless, Cure Light Wounds, Detect Undead, Protection from Evil
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Statistics
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Str 10, Dex 14, Con 15, Int 12, Wis 8, Cha 18
Base Atk +1; CMB +0; CMD 12
Feats Selective Channeling

Skills:

Acrobatics +2 (0 Rank, +2 Dex)
Bluff +4 (0 Rank, +4 Cha)
Climb +0 (0 Rank, +0 Str)
Diplomacy +11 (2 Rank, +4 Cha, +3 CS, +2 Trait)
Handle Animal +4 (0 Rank, +4 Cha)
Heal +3 (1 Rank, -1 Wis, +3 CS)
Intimidate +4 (0 Ranks, +4 Cha)
Knowledge: History +5 (1 Rank, +1 Int, +3 CS)
Knowledge: Nature +7(1 Rank, +1 Int, +3 CS, +2 Racial Trait)
Knowledge: Planes +5 (1 Rank, +1 Int, +3 CS)
Knowledge: Religion +5 (1 Rank, +1 Int, +3 CS)
Perception +5 (2 Rank, -1 Wis, +3 CS, +1 Trait)
Sense Motive +3 (1 Rank, -1 Wis, +3 CS)
Spellcraft +5 (1 Rank, +1 Int, +3 CS)
Survival +3 (1 Rank, -1 Wis, +3 CS)

Languages Taldan (Common), Gnome, Sylvan, Vudrani
SQ Mystery (Life), Oracle’s Curse (Haunted), Orisons, Revelation (Life Link)
Other Gear Hanbo, Light Crossbow w/ 10 bolts, Spring-Loaded Wrist Sheath (Dagger), Spring-Loaded Wrist Sheath (Wand of Cure Light Wounds 49 charges), Mithral Shirt, Darkwood Buckler, Explorer’s Outfit, Masterwork Backpack (Bedroll, Blanket, Mess Kit, Grooming Kit, Silk Rope (50 ft.), Journal, Inkpen w/ Ink, Canteen), Belt Pouch (Flint & Steel, Masterwork Thieves Tools), Bandolier (Antitoxin, Antiplague)

Encumbrance:

• Weight Carried – 20.125 lbs
• Light Load – 28.5 lbs
• Medium Load – 57 lbs
• Maximum Load – 86.25 lbs

0pp 26gp 6sp 0cp
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Traits
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Illuminator: When you are filled with the light of Sarenrae, your speech takes on a fiery eloquence. Benefit: You gain a +2 trait bonus on Diplomacy checks, and Diplomacy is a class skill for you.

Seeker: You are always on the lookout for reward and danger. Benefit: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
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Special Abilities
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Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies.

Spells:
An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. 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.

Like other spellcasters, an oracle can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given on Table 2–5. In addition, she receives bonus spells per day if she has a high Charisma score (see Table 1–3 of the Pathfinder RPG Core Rulebook).

Unlike other divine spellcasters, an oracle’s selection of spells is extremely limited. An oracle begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new oracle level, she gains one or more new spells, as indicated on Table 2–6. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score; the numbers on Table 2–6 are fixed.

In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with “cure” in the name, inflict spells include all spells with “inflict” in the name). These spells are added as soon as the oracle is capable of casting them. This choice is made when the oracle gains her first level and cannot be changed.

Upon reaching 4th level, and at every even-numbered oracle level after that (6th, 8th, and so on), an oracle can choose to learn a new spell in place of one she already knows. In effect, the oracle loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. An oracle may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any cure or inflict spells, nor can she swap any spells gained from her mystery.

Unlike a cleric, an oracle need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components.

Mystery: Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed.

At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table 2–6. They cannot be exchanged for different spells at higher levels.

Life Mystery:
Deities: Gozreh, Pharasma, Sarenrae.

Class Skills: An oracle with the life mystery adds Handle Animal, Knowledge (nature), and Survival to her list of class skills. Replaced with Disable Device from Tinkering.

Bonus Spells: detect undead (2nd), lesser restoration (4th), neutralize poison (6th), restoration (8th), breath of life (10th), heal (12th), greater restoration (14th), mass heal (16th), true resurrection (18th).

Revelations: An oracle with the Life mystery can choose from any of the following revelations. *Chosen Revelations are Bolded.

• Channel (Su): You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier.

• Combat Healer (Su): As the battle mystery revelation (Nethys: Provided here for your convenience.) Whenever you cast a cure spell (a spell with “cure” in its name), you can cast it as a swift action, as if using the Quicken Spell feat, by expending two spell slots. This does not increase the level of the spell. You can use this ability once per day at 7th level and one additional time per day for every four levels beyond 7th. You must be at least 7th level to select this revelation.

• Delay Affliction (Su): Once per day as an immediate action, whenever you fail a saving throw against a disease or poison, you may ignore its effects for 1 hour per level. At 7th and 15th level, you can use this ability one additional time per day.

• Energy Body (Su): As a standard action, you can transform your body into pure life energy, resembling a golden-white fire elemental. In this form, you gain the elemental subtype and give off a warm, welcoming light that increases the light level within 10 feet by one step, up to normal light. Any undead creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of positive energy damage + 1 point per oracle level. Creatures wielding melee weapons with reach are not subject to this damage if they attack you. If you grapple or attack an undead creature using unarmed strikes or natural weapons, you may deal this damage in place of the normal damage for the attack. Once per round, if you pass through a living allied creature's square or the ally passes through your square, it heals 1d6 hit points + 1 per oracle level. You may use this ability to heal yourself as a move action. You choose whether or not to heal a creature when it passes through your space. You may return to your normal form as a free action. You may remain in energy body form for a number of rounds per day equal to your oracle level.

• Enhanced Cures (Su): Whenever you cast a cure spell, the maximum number of hit points healed is based on your oracle level, not the limit based on the spell. For example, an 11th-level oracle of life with this revelation may cast cure light wounds to heal 1d8+11 hit points instead of the normal 1d8+5 maximum.

• Healing Hands (Ex): You gain a +4 bonus on Heal checks. You may provide first aid to two people or treat two people for poison as a standard action (make a separate Heal check for each creature). When using the Heal skill to treat wounds from caltrops (and so on), treat deadly wounds, treat poison, treat disease, or treat long-term care, you may treat double the normal number of people you may treat at the same time. You may provide long-term care for yourself.

Life Link (Su): As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).

• Lifesense (Su): You notice and locate living creatures within 30 feet, just as if you possessed the blindsight ability. You must be at least 11th level to select this revelation.

• Safe Curing (Su): Whenever you cast a spell that cures the target of hit point damage, you do not provoke attacks of opportunity for spellcasting.

• Spirit Boost (Su): Whenever your healing spells heal a target up to its maximum hit points, any excess points persist for 1 round per level as temporary hit points (up to a maximum number of temporary hit points equal to your oracle level).

Final Revelation: Upon reaching 20th level, you become a perfect channel for life energy. You become immune to bleed, death attacks, exhaustion, fatigue, nausea effects, negative levels, and sickened effects. Ability damage and drain cannot reduce you below 1 in any ability score. You automatically make saving throws against massive damage. When you are below 0 hit points, you do not die until your negative total is in excess of twice your Constitution score.

Oracle’s Curse (Ex): Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle’s curse cannot be removed or dispelled without the aid of a deity. An oracle’s curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. Each oracle must a single curse.

Haunted Curse:
Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known. At 5th level, add levitate and minor image to your list of spells known. At 10th level, add telekinesis to your list of spells known. At 15th level, add reverse gravity to your list of spells known.

Orisons: Oracles learn a number of orisons, or 0-level spells, as noted on Table 2–6 under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Revelation: At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery. If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action.
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Standard Racial Traits:
Ability Score Racial Traits:
Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable. They gain +2 Constitution, +2 Charisma, and –2 Strength.
Type: Gnomes are Humanoid creatures with the gnome subtype.
Size: Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Base Speed: (Slow Speed) Gnomes have a base speed of 20 feet.
Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. See the Linguistics skill page for more information about these languages.

Defense Racial Traits
Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
Eternal Hope: Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result. This racial trait replaces defensive training and hatred.

Feat and Skill Racial Traits
Academician: Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any single Knowledge* (Nature) skill. This racial trait replaces the obsessive racial trait.

Magical Racial Traits
Vivacious: Some gnomes retain a trace of the vitality of the First World. These gnomes recover 50% more hit points (minimum 1) whenever they recover hit points from rest. Whenever they are healed of hit point damage by a spell, they heal an additional amount equal to 1/2 the spell’s caster level (minimum 0). The extra healing does not apply to spells that grant fast healing or similar effects. This racial trait replaces gnome magic and keen senses.

Offense Racial Traits
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.

Senses Racial Traits
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.


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Background:

Description:
Reference Image
Height 3’6” Weight 38 lbs
Skin Tawny Eyes Dark Purple Hair Autumn orange

Trixalana is extremely tall for a female gnome. She is incredibly attractive and her small frame is voluptuous. Her dark purple eyes, which sometimes change to a violet hue depending on her mood, are large and very expressive. Her thick hair is a vibrant orange hue like the color of autumn leaves and she often incorporates items she finds on her adventures into her hair. Her flawless skin is a tawny color.

PFS Character Information:

PFS#: 13693-12
Faction: Silver Crusade
XP: 3
Fame: 6
Prestige: 3/6
Inventory Tracking Sheet
Scenarios:
Shadow's Last Stand, Part 1 - At Shadow's Door [1 XP, 2 PP, 500 gp, 0 gp Day Job] Chronicle Sheet
- Boons: None
Shadow's Last Stand, Part 2 - Web of Corruption [1 XP, 2 PP, 533 gp, 0 gp Day Job] Chronicle Sheet
- Boons:
- Spider's Captor: Rather than simply kill the treacherous criminal mastermind and Shadow Lodge agent known as the Spider, you brought her in alive to stand trial for her crimes before the lawful authorities of Andoran. In thanks for your contribution to the process of bringing her to justice, you gain an official writ of appreciation from the People's Council granting you a +5 bonus on any Diplomacy check made to influence a government official within the nation of Andoran.
The Cosmic Captive [1 XP, 1 PP, 500 gp, 0 gp Day Job] Chronicle Sheet
- Boons:
Elemental Conquest: You have fought and fraternized with the guardians of Aucturn's Tear, and although you triumphed, it is clear that this is not the last time you'll clash with elemental forces. Choose one of the benefits below, and cross the other two off your Chronicle sheet. You may select an option only so long as you successfully completed at least one encounter in a region with that elemental affinity during this adventure.
- ○ Water: You can a +1 Insight bonus on saving throws against spells, spell-like abilities, and effects of creatures with the water subtype and against spells with the cold or water descriptors. While adventuring on the Plane of Water, you instead gain a +1 Insight bonus on all saving throws. As a Swift Action, you can check the box that proceeds this boon in order to gain a +5 Competence bonus on Swim checks and the ability to breath underwater for 1 minute.

○○ Ranginori's Debt: You helped recover the Untouchable Opal, within which Ranginori, Elemental Lord of Air, is trapped. While imprisoned, his power is limited. Nonetheless, he has grated you an initial gift with the promise of great rewards should the Society free him. You can activate this boon as a Standard Action by checking one of the boxes that precedes it, gaining one of the benefits based on your level when you active the boon. For any spell-like ability, use your character level as your caster level.
- Any Level: You can recall a spell slot of prepared spell you already cast that day. The spell is prepared again or the spell slot is available for use again, as if it had not been used already.
- Levels 1-4: You cast Cat's Grace, Cure Moderate Wounds, Lesser Restoration, or Shocking Grasp as a spell-like ability.
- Levels 5-8: Add Cure Serious Wounds, Fly, and Lightning Bolt to the list of spell-like abilities you can use.
- Levels 9-11: Add Call Lightning and Cure Critical Wounds to the list of spell-like abilities you can use.
- Levels 12+: Add Heal and Whirlwind to the list of spell-like abilities you can use, though both of these spell-like abilities requires you to check both boxes.