About TrixalanaTrixalana
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
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.
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: 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.
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
Feat and Skill Racial Traits
Magical Racial Traits
Offense Racial Traits
Senses Racial Traits
-------------------- 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.
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