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

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(Class Abilities)
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===Class Abilities===
 
===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)
 
* Mystery (Life)
 
** Curse: Mute
 
** Curse: Mute

Revision as of 17:52, 20 July 2014

  • Character name: Marwynn
  • Alignment: True Neutral
  • Character level: 7
  • 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 (+1 each level)
  • 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

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 13 +2 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)

Curse

  • Base curse: (3rd party, "Divine Favor") Mute
    • "You cannot speak. You take a -8 penalty to Bluff, Diplomacy, and Intimidate checks, and you cast all your spells as if they were modified by the Silent Spell feat. This does not increase the spell's level or casting time. At 5th level, you can use DETECT THOUGHTS as an at-will spell-like ability. At 10th level, DETECT THOUGHTS becomes a constant spell-like ability. At 15th level, you gain telepathy 100 feet."

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: Forceful Personality (Cha instead of Wis on Will Saves)
    • FWIW, using those Metamagic feats as a spontaneous caster makes Standard Action spell turn into Full Round Action spells.

Class Abilities

  • 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

Languages

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

Skills

Total skill points = 7 x (4+2) + (7 bonus for human) = 49

  • Diplomacy = -3 = 0 Ranks + 5 CHR - 8 Curse
  • Bluff = -3 = 0 Ranks + 5 CHR - 8 Curse
  • Intimidate = +3 = 3 Ranks + 5 CHR + 3 Class Skill - 8 Curse
  • Handle Animal = +10 = 2 Ranks + 5 CHR + 3 Class Skill
  • Heal = +9 = 5 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 = +3 = 2 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!