Marwynn's Character Sheet (Pathfinder): Difference between revisions
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*Character name: Marwynn | *Character name: Marwynn | ||
*Alignment: Neutral | *Alignment: True Neutral | ||
*Character level: 5 | *Character level: 5 | ||
*Deity: Alexandria | *Deity: Alexandria |
Revision as of 00:42, 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)
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!