Mathezic

Walt Grenith's page

4 posts. Alias of SqueezeMeNow.


Full Name

Walter Adam Grenith

Race

Human

Classes/Levels

Oracle (Divine Herbalist) 1

Gender

Male

Size

Medium

Age

21

Alignment

NG

Deity

Green Faith

Languages

Common

Strength 18
Dexterity 14
Constitution 15
Intelligence 9
Wisdom 12
Charisma 15

About Walt Grenith

Attacks:

Mace (Light): +4 to hit | 1d4 + 4 | 20 x 2 Critical | B | Melee
Spear: +4 to hit | 1d8 + 6 | 20 x 3 Critical | P | Melee

BAB = 0
CMB = +4

Special Notes:

Defense:

HP: 11/11 (1 HD Oracle = 1D8, 2 mod, 1 FC)
Fort: 2 ( 0 base, 2 stat) Ref: 2 ( 0 base, 2 stat) Will: 3 ( 2 base, 1 stat)
AC: 16 (10 base, 2 Dex, 4 armor, 0 shield, 0 dodge, 0 misc)
Flatfooted: 14
Touch: 12
CMD: 16 ( 10 base, 0 BAB, 4 Str, 2 Dex)

Special Notes:

Class Features:

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.

Spellcasting: Per the Oracle class.

Master Herbalist (Su): A divine herbalist has mastered countless alchemical techniques that supplement her divine powers and greatly aid her when she heals the sick and wounded. She gains a competence bonus on Profession (herbalist) checks equal to 1/2 her oracle level (minimum 1), and uses her Charisma modifier in place of her Wisdom modifier when attempting Profession (herbalist) checks. Additionally, a divine herbalist can identify potions as if via detect magic using Profession (herbalist) instead of Spellcraft, and she can attempt such a check after holding a potion for 1 round.

This ability replaces the additional class skills the oracle gains from her mystery.

Mystery (Nature): 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: Oracle Spells Known. They cannot be exchanged for different spells at higher levels.

Healer’s Way (Su): A divine herbalist combines alchemy, acupuncture, and divine magic to heal wounds by touch. She can use this ability a number of times per day equal to 1 + her Charisma modifier. With one use of this ability, she uses positive energy to heal the target of 1d6 hit points for every 2 oracle levels she has. Using this ability is a standard action unless the oracle targets herself, in which case it is a swift action. Using this ability requires only one free hand. This ability counts as a paladin’s lay on hands ability for the purposes of feats, spells, and effects that work with that class feature when it is used for healing purposes. Unlike lay on hands, this ability cannot be used to harm undead.

This ability replaces the revelation gained at 1st level.

Oracle’s Curse (Elemental Imbalance - Earth) (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 choose one of the following curses.

Traits:

Militia (Nirmathi): You have served in one of the militia bands and so have learned valuable skills.

Benefit: Select one of the following skills: Profession (soldier), Ride, or Survival.

You gain a +1 trait bonus on that skill, and it is always a class skill for you.

Animal Friend (Adopted):
You’ve long been a friend to animals, and feel safer when animals are nearby.

Benefits: You gain a +1 trait bonus on Will saving throws as long as an animal (Tiny or larger, must be at least indifferent toward you) is within 30 feet, and Handle Animal is always a class skill for you.

Feats:

Defiant Luck (Human):

You can sometimes defiantly shrug off spells and attacks that would kill a lesser creature.

Prerequisites: Human.

Benefit: Once per day, after you roll a natural 1 on a saving throw or a critical hit is confirmed against you, you can either reroll that saving throw, or force the creature that confirmed the critical hit against you to reroll the critical confirmation roll. This does not stack with other effects that allow you to reroll a saving throw or an attack roll. You may only make one reroll.

Special: If you are using the optional hero point system, you can also spend 1 hero point when a critical hit is confirmed against you to have the opponent reroll the critical hit confirmation roll.

Inexplicable Luck (Human):

Others are often dumfounded by your luck.

Prerequisites: Defiant Luck, human.

Benefit: Once per day, as a free action before a roll is made, you gain a +8 bonus on any single d20 roll. You can also use this ability after the roll is made, but if you do, this bonus is reduced to +4.

Skills:

(4 Base, -1 Mod, 1 Skilled) 1 levels = 4 SP

* = Class Skill
ACP = ( armor, shield)

Diplomacy (Chr)*: 6 [1 ranks, 2 mod]
Handle Animal (Chr)*: 6 [1 ranks, 2 mod]
Profession [Herbalist] (Chr)*:[/b] 7 [ 1 ranks, 2 mod, 1 competence]
Survival (Wis)*: 6 [ 1 ranks, 1 mod, 1 trait]

Special Notes:

Known & Prepared Spells:

Known Spells:

Orisons - Create Water, Mending, Light, Purify Food & Drink
1st Level (4 per day) - Cure Light Wounds, Ant Haul, Stone Shield


Equipment:

Spear, 6GP, 2 lbs.
Mace (Light), 5GP, 4 lbs.
Lamellar (Leather), 60GP, 25 lbs.
Outfit (Explorer’s), Free, Worn
Backpack, common 2GP, 2 lbs.
Pouch, spell components 5 GP, 2 lbs.
Pouch, belt 1GP, 1/2lb
Bag, Waterproof 5 SP, 1/2 lb.
Cot, 1GP, 30 lbs.
Blanket, 5SP, 3 lbs.
Soap 1CP, 1/2 lb.
Kit, Shaving 15GP, 1/2 lb.
String 50ft 1CP, 1/2 lb.
Flint and Steel, 1GP, -

*- In/on Backpack

0 PP, 6 GP, 18 SP, 18 CP

Current Weight = 13 Lbs.

[Light = 30 lbs. or less] [Medium = 31–60 lbs.] [Heavy = 61–90 lbs.]


Background:

Description:

Progression:

Walt will play a bit of an oradin in the group. Having access to his spells and lay on hands while also fighting. He has social and survival skills to aid the group outside combat. He also has access to some methods for augmenting rolls that will increase as he levels. Lots of buffs/healing/utility if he lives for a few levels.