Difference between revisions of "Talk:Marwynn's Character Sheet (Pathfinder)"

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(=Level Three)
(Spells)
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===Level One===
 
===Level One===
 +
* (Bonus) Cure Light Wounds (1d8+5)
 +
* (Bonus) Detect Undead
 +
 
* Bless
 
* Bless
 
* Comprehend Languages
 
* Comprehend Languages
* Cure Light Wounds (1d8+5)
 
* Detect Undead (Life)
 
 
* Divine Favor
 
* Divine Favor
 
* Doom
 
* Doom
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===Level Two===
 
===Level Two===
* Cure Moderate Wounds (2d8+7)
+
* (Bonus)Cure Moderate Wounds (2d8+7)
 +
* (Bonus) Lesser Restoration
 +
 
 
* Remove Paralysis
 
* Remove Paralysis
 
* Resist Energy
 
* Resist Energy
* Lesser Restoration (Life)
 
 
* Status
 
* Status
 
* ???
 
* ???
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===Level Three===
 
===Level Three===
* Cure Serious Wounds (3d8+7)
+
* (Bonus) Cure Serious Wounds (3d8+7)
* Neutralize Poison (Life)
+
* (Bonus) Neutralize Poison
 +
 
 
* Prayer
 
* Prayer
 
* Water Walk
 
* Water Walk

Revision as of 15:11, 24 June 2013

Oracle 7

Attributes

Primary

Strength 7 (-2)
Dexterity 12 (+1)
Constitution 12 (+1)
Intelligence 14 (+2)
Wisdom 8 (-1)
Charisma 20 (+5) [+2 Racial; 4th Level Bonus]

Secondary

Concentration: +12 = 7 ORACLE + 5 CHR

Hit Points    57    8 (1st HD) + 7x6 (HD) + 7 (Con)
Armor Class 1? +? Armor, +1 Dex bonus
Base Attack Bonus +5
Combat Maneuver Bonus +3 (+5 BaB -2 Str)
Combat Maneuver Defense 16 (10 +5 BaB -2 Str +1 Dex)
Initiative +1
Base Speed 30 ft. (20 ft. Armor?)
Fort Save +3 = +2 Base +1 Con
Reflex +3 = +2 Base +1 Dex
Will Save +6 = +5 Bard +1 Wis

Feats and Abilities

Human Racial

  • Free Feat @ 1st
  • Skilled (1 extra skill rank per level)

Feats

  • Curse: Silent Spell (no level or time increase)
  • Human: Improved Encumbrance (+4 STR for Carrying Cap)
  • 1st: Exotic Weapon (Repeating X-Bow)
  • 3rd: Point Blank Shot
  • 5th: Extend Spell
  • 7th: Reach Spell
    • FWIW, using those Metamagic feats as a spontaneous caster makes Standard Action spell turn into Full Round Action spells.

Class Abilities

In your mock up, you only had two. You actually have 3 by level 7. You went with "Healing Hands as your 2nd revelation, which frankly seems kind of weak since it's all about the heal skill, esp. compared to - say - AoE bursting 4d6 worth of healing healing 8 times a day (Channel), the ability to have your overheal become temporary HP (Spirit Boost), or even the ability to cast cure spells without triggering AoO (Safe Curing).

  • Mystery (Life)
    • Curse: Mute
      • -8 penalty to Bluff, Diplomacy, and Intimidate checks
      • Detect Thoughts at will
    • Revelation #1: Energy Body
    • Revelation #2: ?????
    • Revelation #3: ?????

Languages

  • Ubrekti
  • Fresian
  • ??? (Intel)
  • ??? (Linguistics)

Skills

  • Diplomacy = -3 = 0 Ranks + 5 CHR - 8 Curse
  • Bluff = -3 = 0 Ranks + 5 CHR - 8 Curse
  • Intimidate = -3 = 0 Ranks + 5 CHR - 8 Curse
  • Handle Animal = +10 = 2 Ranks + 5 CHR + 3 Class Skill
  • Heal = +10 = 6 Ranks + 1 CHR + 3 Class Skill
  • Knowledge (Arcana) = +3 = 1 Ranks + 2 INT
  • Knowledge (Dungeoneering) = +3 = 1 Ranks + 2 INT
  • Knowledge (Engineering) = +3 = 1 Ranks + 2 INT
  • Knowledge (Geography) = +3 = 1 Ranks + 2 INT
  • Knowledge (History) = +10 = 5 Ranks + 2 INT +3 Class Skill
  • Knowledge (Local) = +3 = 1 Ranks + 2 INT
  • Knowledge (Nature) = +6 = 1 Ranks + 2 INT +3 Class Skill
  • Knowledge (Nobility) = +3 = 1 Ranks + 2 INT
  • Knowledge (Religion) = +10 = 5 Ranks + 2 INT +3 Class Skill
  • Linguistics = +3 = 1 Ranks + 2 INT
  • Perception = +8 = 7 Ranks + 1 WIS
  • Sense Motive = +10 = 6 Ranks + 1 WIS + 3 Class Skill
  • Spellcraft = +10 = 5 Ranks + 2 INT + 3 Class Skill
  • Stealth = +5 = 4 Ranks + 1 DEX
  • Survival = +5 = 1 Ranks + 1 WIS + 3 Class Skill


Spells

Spell Slots

  • 0: 10 known (6 base + 3 favored class)
    • Infinite/Day
  • 1: 7 known (4 base + 2 favored class)
    • 8/Day
  • 2: 5 known (2 base + 2 Favored Class bonus)
    • 7/Day
  • 3: 2 Known
    • 5/Day

Orisons

  • Detect Magic
  • Detect Poison
  • Guidance
  • Light
  • Purify Food and Drink
  • Resistance
  • Stabilize
  •  ???
  •  ???
  •  ???

Level One

  • (Bonus) Cure Light Wounds (1d8+5)
  • (Bonus) Detect Undead
  • Bless
  • Comprehend Languages
  • Divine Favor
  • Doom
  • Entropic Shield
  • Sanctuary
  •  ???

Level Two

  • (Bonus)Cure Moderate Wounds (2d8+7)
  • (Bonus) Lesser Restoration
  • Remove Paralysis
  • Resist Energy
  • Status
  •  ???
  •  ???

Level Three

  • (Bonus) Cure Serious Wounds (3d8+7)
  • (Bonus) Neutralize Poison
  • Prayer
  • Water Walk

Cool Items

To Be Done!