Marwynn's Character Sheet (Pathfinder): Difference between revisions
Jump to navigation
Jump to search
No edit summary |
No edit summary |
||
Line 23: | Line 23: | ||
*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== | |||
== | |||
===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?) | ||
|- | |- | ||
|Base | |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 | ||
* | *** <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 | |||
==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 | |||
* | |||
* Bless | |||
* Comprehend Languages | |||
* Divine Favor | |||
* Doom | |||
* Entropic Shield | |||
* Sanctuary | |||
* Summon monster II | |||
===Level Two=== | |||
* (Bonus)Cure Moderate Wounds (2d8+7) | |||
* (Bonus) Lesser Restoration | |||
*Cure | |||
* | |||
* Remove Paralysis | |||
* Resist Energy | |||
* Status | |||
* Blood of the Martyr | |||
* Inflict moderate wounds | |||
===Level Three=== | |||
* (Bonus) Cure Serious Wounds (3d8+7) | |||
*Cure | * (Bonus) Neutralize Poison | ||
* | |||
* Prayer | |||
* Water Walk | |||
*Prayer | |||
* | |||
==Cool | ==Cool Items== | ||
To Be Done! | |||
Revision as of 17:24, 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
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!