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

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Is alternative mute actually a curse? It seems like all it does is introduce spell failure for some spells for a few levels, only to take it back with apologies and offer a heap o' bonuses for the trouble, although I will grant that it does make it less attractive to be a plate-wearing tank-cleric. -[[User:Slitherrr|Slitherrr]]
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<b>Oracle 7</b>
:Oracles can only wear medium armor. Also: In Mute #2, the Silent Spell feat is given to you as a bonus feat, rather than "cast spells as if". Also, Mute #2 is missing the most important line possible: "This does not increase the spell's level or casting time." So, you also lose your cantrips (which are actually pretty tight in PF, since caster classes get infinite uses), and you have to memorize all your cantrips as Lvl 1s, etc. -gm
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==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===
 +
{|
 +
|Hit Points ||&nbsp;&nbsp;|| 57 ||&nbsp;&nbsp;|| 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
 +
 
 +
 
 +
===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 compared to 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: ?????
 +
** 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===
 +
* Bless
 +
* Comprehend Languages
 +
* Cure Light Wounds (1d8+5)
 +
* Detect Undead
 +
* Divine Favor
 +
* Doom
 +
* Entropic Shield
 +
* Sanctuary
 +
* ???
 +
 
 +
===Level Two===
 +
* Cure Moderate Wounds (2d8+7)
 +
* Remove Paralysis
 +
* Resist Energy
 +
* Lesser Restoration
 +
* Status
 +
* ???
 +
* ???
 +
 
 +
===Level Three==
 +
* Cure Serious Wounds (3d8+7)
 +
* Neutralize Poison
 +
* Prayer
 +
* Water Walk
 +
 
 +
==Cool Items==
 +
To Be Done!

Revision as of 14:50, 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

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


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 compared to 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

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

Level Two

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

=Level Three

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

Cool Items

To Be Done!