Difference between revisions of "Marwynn's Character Sheet (Pathfinder)"
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*Weapons and Armor Proficiency: all simple weapons; light armor, medium armor, shield (not tower shields) | *Weapons and Armor Proficiency: all simple weapons; light armor, medium armor, shield (not tower shields) | ||
− | + | <b>Oracle 7</b> | |
− | + | ==Attributes== | |
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− | == | + | |
+ | ===Primary=== | ||
{| | {| | ||
− | ||| | + | |Strength || 7 (-2) |
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− | | | + | |Dexterity || 12 (+1) |
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− | | | + | |Constitution || 12 (+1) |
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− | | | + | |Intelligence || 14 (+2) |
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− | | | + | |Wisdom || 8 (-1) |
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− | | | + | |Charisma || 20 (+5) [+2 Racial; 4th Level Bonus] |
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|} | |} | ||
− | == | + | ===Secondary=== |
− | + | Concentration: +12 = 7 ORACLE + 5 CHR | |
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{| | {| | ||
− | | | + | |Hit Points || || 57 || || 8 (1st HD) + 7x6 (HD) + 7 (Con) |
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− | | | + | |Armor Class |||| 1? |||| +? Armor, +1 Dex bonus |
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− | | | + | |Base Attack Bonus |||| +5 |
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− | | | + | |Combat Maneuver Bonus |||| +3 (+5 BaB -2 Str) |
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− | | | + | |Combat Maneuver Defense |||| 16 (10 +5 BaB -2 Str +1 Dex) |
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− | | | + | |Initiative |||| +1 |
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− | | | + | |Base Speed |||| 30 ft. (20 ft. Armor?) |
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− | |Base | + | |Fort Save |||| +3 = +2 Base +1 Con|||| |
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− | | | + | |Reflex |||| +3 = +2 Base +1 Dex |||| |
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− | | | + | |Will Save |||| +6 = +5 Bard +1 Wis|||| |
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|} | |} | ||
− | == | + | ==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 |
− | * | + | *** <i>Detect Thoughts</i> at will |
− | * | + | ** Revelation #1: Energy Body |
+ | ** Revelation #2: Channel | ||
+ | ** Revelation #3: Safe Curing | ||
− | == | + | ===Languages=== |
− | + | *Ubrekti | |
− | + | *Fresian | |
− | + | *??? (Intel) | |
+ | *??? (Linguistics) | ||
− | == | + | ==Skills== |
− | + | *Diplomacy = -3 = 0 Ranks + 5 CHR - 8 Curse | |
− | 5 | + | *Bluff = -3 = 0 Ranks + 5 CHR - 8 Curse |
− | 3 | + | *Intimidate = -3 = 0 Ranks + 5 CHR - 8 Curse |
− | 2 | + | *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 | ||
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− | ==Spells | + | ==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 | ||
+ | * Enhanced diplomacy | ||
+ | * Read magic | ||
+ | * Spark | ||
− | + | ===Level One=== | |
− | + | * (Bonus) Cure Light Wounds (1d8+5) | |
− | + | * (Bonus) Detect Undead | |
− | *Cure | + | |
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− | + | * Bless | |
− | + | * Comprehend Languages | |
+ | * Divine Favor | ||
+ | * Doom | ||
+ | * Entropic Shield | ||
+ | * Sanctuary | ||
+ | * Summon monster II | ||
− | + | ===Level Two=== | |
− | + | * (Bonus)Cure Moderate Wounds (2d8+7) | |
− | + | * (Bonus) Lesser Restoration | |
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− | *Cure | + | |
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− | + | * Remove Paralysis | |
− | + | * Resist Energy | |
+ | * Status | ||
+ | * Blood of the Martyr | ||
+ | * Inflict moderate wounds | ||
− | + | ===Level Three=== | |
− | + | * (Bonus) Cure Serious Wounds (3d8+7) | |
− | *Cure | + | * (Bonus) Neutralize Poison |
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− | + | * Prayer | |
− | + | * Water Walk | |
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− | *Prayer | + | |
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− | ==Cool | + | ==Cool Items== |
− | + | To Be Done! | |
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Revision as of 13:24, 11 July 2013
- Character name: Marwynn
- Alignment: Neutral Good
- Character level: 5
- Deity: Alexandria
- Homeland: I think she's Fresian
- Race: Human
- Size: Normal
- Gender: Female
- Age: 25
- Height: 5'4
- Weight: 130lbs
- Hair: Brown
- Eyes: Brown
- Racial traits (default PF ones):
- Speed 30 feet (unless medium/heavy armor, 20 feet)
- Bonus Feat (beginning of game)
- Bonus skill ranks (beginning of game)
- Class: Oracle
- Class skills: Craft (Int), Diplo (Cha), Heal (Wis), Knowledge (Hist, Planes, religion) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int)
- Skill ranks per level: 4 + Int Modifier
- Weapons and Armor Proficiency: all simple weapons; light armor, medium armor, shield (not tower shields)
Oracle 7
Contents
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: Channel
- Revelation #3: Safe Curing
- Curse: Mute
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
- Enhanced diplomacy
- Read magic
- Spark
Level One
- (Bonus) Cure Light Wounds (1d8+5)
- (Bonus) Detect Undead
- Bless
- Comprehend Languages
- Divine Favor
- Doom
- Entropic Shield
- Sanctuary
- Summon monster II
Level Two
- (Bonus)Cure Moderate Wounds (2d8+7)
- (Bonus) Lesser Restoration
- Remove Paralysis
- Resist Energy
- Status
- Blood of the Martyr
- Inflict moderate wounds
Level Three
- (Bonus) Cure Serious Wounds (3d8+7)
- (Bonus) Neutralize Poison
- Prayer
- Water Walk
Cool Items
To Be Done!