Marwynn's Character Sheet (Pathfinder): Difference between revisions
Jump to navigation
Jump to search
No edit summary |
No edit summary |
||
Line 71: | Line 71: | ||
*Skilled (1 extra skill rank per level) | *Skilled (1 extra skill rank per level) | ||
==Curse== | ===Curse=== | ||
*Base curse: (3rd party, "Divine Favor") Mute | *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." | **"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." |
Revision as of 01:00, 12 July 2013
- Character name: Marwynn
- Alignment: True Neutral
- 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
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)
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
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!