Talk:Marwynn's Character Sheet (Pathfinder): Difference between revisions
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<b>Oracle 7</b> | |||
: | ==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 | |||
*** <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 18:50, 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: ?????
- 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
- ???
- ???
- ???
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!