Rogue

Xanther Coleson's page

137 posts. Alias of JeminiZero.


Race

Saves: F:+4^, R:+4, W:+5* | BAB: +3, CMB: +5, CMD: 17, | Init: +4 | Perc. +9, SM +4 |

Classes/Levels

Channel (DC15) 4/4 | Spells (1st) 7/7 (2nd) 4/4

Gender

NG Half-Elf Life Oracle (Divine Numerologist 4 | HP 31/31 | AC: 21 (T: 12, FF: 19) |

About Xanther Coleson

Background:

From birth, Xanther suffered from a mysterious wasting disease. His skin was covered with hideous sores which resisted all treatment, and never healed. By all appearances, the sickly baby would not survive more than a few weeks. It is perhaps for this reason, that his unidentified parents unceremoniously dumped him by the doors of an Orphanage.

But appearances were deceiving. The wasting disease was not as bad as it looked, and Xanther managed to survive to adulthood... where once more, he was unceremoniously ejected from the orphanage and left to fend for himself.

His repulsive condition made it impossible to find normal employment. Fortunately, his Oracle magic manifested itself at the right time. He readily found work with mercenaries and adventurers, who were not as picky about having peculiar teammates, so long as they delivered healing and support magic.

Description
Due to his wasting disease, Xanther does not like to draw attention to himself. Among strangers, he comes across as quiet and reticent... and seems to disappear into the background (a feat made more surprising by the clanky armor he wears). But earn his trust, and he opens up more... although he still tries to use as few words as possible.

Appearance wise, he covers his decaying skin as much as possible, to better hide his curse. Even when not in full faced armor, he will don a simple mask to conceal his features.

Crunch Summary:

Xanther Coleson
Half-Elf Divine Numerologist Oracle 1
NG Medium humanoid
Init: +4; Senses: low light vision; Perception +9

DEFENSE
AC 21, touch 12, flat-footed 19 (+7 armor, +2 shield)
hp 31 (8 + 3d8+ 8)
Fort +4 (+4 Competence vs Disease), Ref +4, Will +5 (+2 vs Enchantment, +3 vs Charms and Compulsions, both of these stack)
Immune sleep

OFFENSE
Speed: 20 ft
Melee: +1 Alchemical Silver Heavy Mace +6 (1d8+3, x2) or Cold Iron Morning Star +5 (1d6+2, x2) or Masterwork Adamantine Durable Arrow +2 (1d4+2, x2) or Sickle +5 (1d6+2, x2) or Cold Iron Spiked Gauntlet +5 (1d4+2, x2)
Ranged: Light Crossbow +5 (1d8, 19-20/x2)
Special Attacks: Channel Positive Energy (DC15, 2d6, 4/day), Safe Curing

Oracle Spells Known (CL 4st; concentration +7)

2nd (4/day)—cure moderate wounds (DC 15), lesser restoration, burst of radiance (DC15)
1st (7/day)—cure light wounds (DC 14), detect undead, bless, touch of truthtelling (DC 14), remove fear, remove sickness, protection from evil (page of spell knowledge)
0th (at will)—detect magic, light, guidance, stabilize, purify food and drink, detect fiendish presence

Mystery: Life

STATISTICS
Str 14, Dex 14, Con 14, Int 12, Wis 10, Cha 16
Base Atk +3; CMB +5; CMD 17
Feats: Skill Focus-Stealth, Extra Revelation-Channel, Craft Wondrous Item
Traits: Irrepressible (Faith), Reactionary (Combat)
Skills: Diplomacy +3, Knowledge-History +8, Knowledge-Planes +8, Knowledge-Religion +8, Linguistics +5, Perception +9, Sense Motive +4, Spellcraft +8, Stealth +9, Use Magic Device +0
Languages: Common, Elven, Auran, Celestial, Abyssal, Infernal, Terran
SQ: oracle's curse (Wasting), revelations (calculate the odds, channel, safe curing)

Combat Gear: Breastplate +1, Buckler +1, Alchemical Silver Heavy Mace +1, Cold Iron Morning Star, Masterwork Durable Adamantine Arrow, Sickle, Cold Iron Spiked Gauntlet, Light Crossbow, Bolts (x20), Lamellar Leather (Spare Armor), Antiplague (x2), Alchemist Fire (x1), Scroll of Magic Weapon (x3), Scroll of Air Bubble (x1), Oil of Holy Weapon (x1), Holy Weapon Balm (x2)
Other Gear: Cloak of Resistance +1, Page of Spell Knowledge-Prot from Evil, Cold Weather Outfit, Bandolier, Signal Whistle, Spell Component Pouch, Belt Pouch, Flint and Steel, Chalk (x10), Masterwork Backpack, Waterskin, Trail Rations (x5), Oil Flask (x6)
Currency: 3 gp, 6 sp

Breakdown:

Ability Scores:
Str 14 (L58 / M116 / H175) with Masterwork Backpack (L66 / M133 / H200)
Dex 14
Con 14
Int 12
Wis 10
Cha 16 (13 PB +2 Half-elf Racial + 1 Level Up)

Hit Points:
Base:
L01: 8
L02: 5
L03: 5
L04: 5
Con Bonus: +8
Total: 31

Saves
Fort: 1 Base (Oracle 4) + 2 Con +1 Resistance (Cloak) = 4^
Refl: 1 Base (Oracle 4) + 2 Dex +1 Resistance (Cloak) = 4
Will: 4 Base (Oracle 4) + 0 Wis +1 Resistance (Cloak) = 5*
^Wasting Curse: +4 Competence vs Disease
*Elven Immunities: +2 racial bonus against enchantment
*Irrepressible: +3 to Will Saves vs Charms and Compulsions
*Both of these stack

CMB: BAB (3) + Str Mod (2) + Size Mod (0) = 5

CMD = 10 + BAB (3) + Str Mod (2) + Dex Mod (2) + Size Mod (0) + circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC (0) = 17

Race: Half-elf - Fey Thoughts:

• +2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

• Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.

• Normal Speed: Half-elves have a base speed of 30 feet.

• Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.

• Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.

• Elf Blood: Half-elves count as both elves and humans for any effect related to race.

• Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.

• Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.

• Multitalented: Half-elves choose two favored classes at 1st level and gain 1 additional hit point or skill point whenever they take a level in either one of those classes.

• Fey Thoughts (1 RP) [Heroes of the Wild pg. 5]: Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This trait replaces multitalented.

(Xanther has selected Stealth and Perception as class skills)

• Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Class Features:

Wasting Curse
*You take a –4 penalty on Charisma-based skill checks, except for Intimidate. You gain a +4 competence bonus on saves made against disease.

Divine Numerologist
Revelations: A divine numerologist must take the following revelations at the listed levels.

Calculate the Odds (Su): At 1st level, as a swift action that does not provoke attacks of opportunity, the divine numerologist can quickly tabulate the variables affecting the current situation. This grants the divine numerologist a circumstance bonus equal to her Charisma modifier (minimum +1) to her next d20 roll within 1 round. If the divine numerologist does not use this bonus within 1 round, the use of this ability is wasted. The divine numerologist can use this ability once per day at 1st level, plus one additional time per day at 7th and 15th levels.

Life Mystery
*Bonus Class Skills: An oracle with the life mystery adds Handle Animal, Knowledge (nature), and Survival to her list of class skills.
*Revelations:

L01: Calculate the Odds (see above)

L01-Extra Revelation: 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.

L03: 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.

Feats & Traits:

Traits
Faith-Irrepressible: Use Cha instead of Wis for Will saving throws against charm and compulsion effects.

Combat-Reactionary: +2 Trait bonus to Initiative

Feats
Half-elf Bonus: Skill Focus-Stealth
L01. Extra Revelation-Channel
L03. (Undecided)

Breakdown-Skills:

Base Languages: Common, Elven
Bonus Languages (Int +1): Auran
Linguistics: Celestial, Abyssal, Infernal, Terran

Skill Points:
[ +4 Oracle +1 Int Bonus +2 Background Skills (marked with <B>) ] x 4 Oracle Level
+3 Favored Class (@L1, L2, L3)

Skills
<B>: Invested Background Skills
*: Indicates Trained Only

Acrobatics : - Ranks +2 Dex -3 ACP = -1
Appraise : - Ranks +1 Int = 1
Bluff : - Ranks +3 Cha -4 Wasting Curse = -1
Climb : - Ranks +2 Str -3 ACP = -1
Craft : - Ranks +1 Int = 1
Diplomacy : 1 Ranks +3 Cha +3 Class -4 Wasting Curse = 3
Disable Device* : - Ranks +2 Dex -3 ACP = -
Disguise : - Ranks +3 Cha -4 Wasting Curse = -1
Escape Artist : - Ranks +2 Dex -3 ACP = -1
Fly : - Ranks +2 Dex -3 ACP = -1
Handle Animal* : - Ranks +3 Cha -4 Wasting Curse = -
Heal : - Ranks 0 Wis = 0
Intimidate : - Ranks +3 Cha = 3
Knowledge-Arcane* : - Ranks +1 Int = -
Knowledge-Dungeon* : - Ranks +1 Int = -
Knowledge-Engineer* : - Ranks +1 Int = -
Knowledge-Geography* : - Ranks +1 Int = -
Knowledge-History* <B> : 4 Ranks +1 Int +3 Class = 8
Knowledge-Local* : - Ranks +1 Int = -
Knowledge-Nature* : - Ranks +1 Int = -
Knowledge-Nobility* : - Ranks +1 Int = -
Knowledge-Planes* : 4 Ranks +1 Int +3 Class = 8
Knowledge-Religion* : 4 Ranks +1 Int +3 Class = 8
Linguistics* <B> : 4 Ranks +1 Int = 5
Perception : 4 Ranks 0 Wis +3 Class +2 Keen Senses = 9
Perform : - Ranks +3 Cha -4 Wasting Curse = -
Profession : - Ranks 0 Wis = -
Ride : - Ranks +2 Dex -3 ACP = -1
Sense Motive : 1 Ranks 0 Wis +3 Class = 4
Sleight of Hand* : - Ranks +2 Dex -3 ACP = -
Spellcraft* : 4 Ranks +1 Int +3 Class = 8
Stealth : 4 Ranks +2 Dex -3 ACP +3 Class +3 Skill Focus = 9
Survival : - Ranks 0 Wis = 0
Swim : - Ranks +2 Str -3 ACP = -1
Use Magic Device* : 1 Ranks +3 Cha -4 Wasting Curse = 0

Spells Per Day and Spells Known:

Spells Per Day
L0: at will
L1: 6 base + 1 Bonus
L2: 3 base + 1 Bonus

Level 0 (Base 6 Known)
0. Detect Magic [Div, V, S]
0. Light [Evo, V, M (a firefly)]
0. Guidance [Div, V, S]
0. Stabilize [Con, V, S]
0. Purify Food & Drink [Trn, V, S]
0. Detect Fiendish Presence [Div, V, S]

Level 1 (Base 3 Known)
Automatic: Cure Light Wounds [Con, V, S]
Life Mystery 2: Detect Undead [Div, V, S, M/DF (earth from a grave)]
1. Bless [Enc, V, S, DF]
1. Abadar's Touch/Touch of Truthtelling [Enc, V, S, DF]
1. Remove Fear [Abj, V, S]
Human FCB4: Remove Sickness [Con, V, S]

Level 2 (Base 1 Known)
Automatic: Cure Moderate Wounds [Con, V, S]
Life Mystery 4: Lesser Restoration [Con, V, S]
2. Burst of Radiance [Evo, V, S, M (a piece of flint and a pinch of silver dust)]

Items:

Starting Wealth: 6000 gp + 1500gp Craft Wondrous Item

Magic Item Slots
Slot : Item <weight> {cost gp}
Head : - <- > {- }
Headband : - <- > {- }
Eyes : - <- > {- }
Neck : - <- > {- }
Cloak : Cloak of Resistance +1 <1 > {1000 }
Body : - <- > {- }
Chest : - <- > {- }
Wrists : - <- > {- }
Hands : - <- > {- }
L.Ring : - <- > {- }
R.Ring : - <- > {- }
Belt : - <- > {- }
Boots : - <- > {- }

Armor : +1 Breastplate <25 > {1350 }
Shield : +1 Buckler <5 > {1155 }

Weapons and Armor
Slot : Item <weight> {cost gp}
Weapon : +1 Alc Silver Heavy Mace <8 > {2402 }
Weapon : Cold Iron Morning Star <6 > {16 }
Weapon : Masterwork Durable Adamantine Arrow <0.15 > {61 }
Weapon : Sickle <2 > {6 }
Weapon : Cold Iron Spiked Gauntlet <1 > {10 }
Weapon : Light Crossbow <4 > {35 }
Weapon : Crossbow Bolts [0.1 gp, 0.1 lb ea] x20 <2 > {2 }

Unslotted Items
Slot : Item <weight> {cost gp}
Body : Cold Weather Outfit <7 > {8 }
Neck : Signal Whistle <- > {0.8 }
Waist : Spell Component Pouch <2 > {5 }

Waist : Belt Pouch <0.5 > {1 }
Belt Pouch : Flint and Steel <- > {1 }
Belt Pouch : Chalk [0.01 gp, 0 lb ea] x10 <- > {0.1 }
Belt Pouch : Flotation Device <1 > {2 }
Belt Pouch : Page of spell Knowledge-Protection from Evil <- > {1000 }

Body : Bandolier <- > {0.5 }
Bandolier : Antiplague (x2) <- > {100 }
Bandolier : Alchemist Fire (x1) <1 > {20 }
Bandolier : Scroll of Magic Weapon (x3) <- > {75 }
Bandolier : Scroll of Air Bubble (x1) <- > {25 }
Bandolier : Oil of Holy Weapon (x1) <- > {50 }
Bandolier : Holy Weapon Balm (x2) <1 > {60 }

Back : Common Backpack <2 > {2 }
Backpack : Lamellar Leather (Spare Armor) <25 > {60 }
Backpack : Waterskin [1 gp/4 lb ea] <4 > {1 }
Backpack : Trail Rations [0.5 gp/1 lb ea] x5 <5 > {2.5 }
Backpack : Oil Flask [0.1 gp/1 lb ea] x6 <6 > {0.6 }

Currency: 1 gp, 5 sp