Toff Ornelos

Yaerstenn's page

62 posts. Organized Play character for CaptainBacon.

Full Name





Oracle (Winter) 1 || HP 12/12 || AC 15; T 11; FF 14 || Ft +1; Rf +1; Wi +2 || Init +5; Perc +0; SM +0 || CMD 12 || Conditions: N/A ||

Longspear: [dice=Attack, Reach]1d20+2[/dice] [dice=Damage, Piercing]1d8+2[/dice]





About Yaerstenn

Male Human Oracle (Winter) 1
NG Medium Humanoid (Human)
Init +5; Perception +0; SM +0

AC 15, touch 11, flat-footed 14 (+4 armor, +1 dex)
HP 12 (1d8+1(Con)+3(Toughness))
Fort +1, Ref +1, Will +2

Speed 30 ft.

Longspear (1d20+2; 1d8+2; 20/x3; P; Brace, Reach)
Dagger (2) (1d20+2; 1d4+2; 19-20/x2; P/S; Thrown 10ft)

Ranged: Shortbow (1d20+1; 1d6; 20/x3; P; Increment 60ft)

Str 14, Dex 12, Con 12, Int 10, Wis 11, Cha 18
BAB +0; CMB -1; CMD 12


Acrobatics: -2
Bluff: +5
Climb: +4
Diplomacy: +8
Disguise: +4
Escape Artist: -2
Fly: -2
Intimidate: +4
Kn Religion: +4
Kn Nature: +4
Perception: +4
Perform (Oratory): +4
Ride: -2
Stealth: -2
Survival: +4
Swim: -1


Longspear (1d20+2; 1d8+2; 20/x3; P; Brace, Reach)
Dagger (2) (1d20+2; 1d4+2; 19-20/x2; P/S; Thrown 10ft)
Shortbow (1d20+1; 1d6; 20/x3; P; Increment 60ft)
Quiver and Arrows (20)
Hemp rope (50 ft)
Lamp oil
Trail rations (10)
Pitons (10)
Light Pick
Wooden Holy Symbol
Explorer's Outfit
Cold Weather Outfit
Belt Pouch
Alchemist's Fire (2)

43 GP
7 SP

Special Abilities:

Favored Class Bonuses
Level 1: Extra Spell (Human)

Seasoned Climber (+1 Climb; Becomes class skill)
Fast Talker (+1 Bluff; Becomes class skill)

Bonus Feat: Humans select one extra feat at 1st level. (Toughness)

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Profiencies: 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
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.
n addition to the spells gained by oracles as they gain levels, each oracle also adds all of the cure spells to her list of spells known (cure spells include all spells with “cure” in the name). These spells are added as soon as the oracle is capable of casting them.

Oracle's Curse (Haunted): 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.

Mystery (Winter): 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.


Cold Aura (Extra Revelation): As a swift action, you can cause waves of cold to radiate from your body. This cold deals 1d6 points of cold damage per 2 oracle levels to all creatures within 10 feet. A successful Fortitude save halves the damage. In addition, a flurry of snow momentarily surrounds you, granting you concealment until your next turn. You can use this ability once per day, plus one additional time per day at 5th level and every 5 levels thereafter.


Improved Initiative (Level 1)
Toughness (Human bonus feat)


(At Oracle level 1: 7 0-level (4 base + 1 favored class + 2 Curse), 3 1st-level (2 base + Cure Light Wounds)

Guidance, Stabilize, Detect Magic, Create Water, Read Magic, Ghost Sound, Mage Hand

Cure Light Wounds, Shield of Faith, Bless

Botting instructions:

Yaerstenn will attack with his longspear while minding his positioning. If it is too risky for him to get into melee, he will stay in the back and cast cantrips such as guidance to help the party, and casting spells such as CLW, Bless or Shield of Faith as needed (provided the enemy is hard enough to warrant burning spell slots.) If pitted against a very powerful enemy or group of enemies, Yaerstenn will use his Servant of Winter abaility and summon a small Ice Elemental.


- (Ambush in Absalom) Sewer Sense: +5 to Kn (Local) or Survival check to learn about or navigate the sewers of Absalom. One use only.

Completed Scenarios: