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Fenox (ANSeranov) Pathfinder Society

Updated: 8:22 AM 2 January, 2013 View: CHARACTER SHEET, text [stripped]

Name:   Fenox Jules Mikael    Faction: The Sczarni    Alignment: Chaotic Neutral
Race:   Human (Varisian)      Deity:   None           Class:     (Dual-Cursed) Oracle of Time 1
Age:    22                    Height:  5'9"           Weight:    150 lbs.
Gender: Male                  Size:    Medium         Prestige:  0
Exp:    0/3                   PFS#:    70257-4
Portrait: http://i.imgur.com/zIPJu.jpg

Str: 14  +2                   HP:          11/11
Dex: 12  +1                   Initiative:  +7
Con: 14  +2                   Speed:       20 ft.
Int: 12  +1                   BAB:          0   (BAB) (STR) (SIZE) (DEX)
Wis:  9  -1                   CMB:         +2  =  0    +2                         
Cha: 17  +3                   CMD:         13  =  0    +2           +1 

Fortitude:  2 = 0 +2 (con)  
Reflex:     1 = 0 +1 (dex)  
Will:       1 = 2 -1 (wis)  

 Attack      Totals  =  Base  Abil    Size  Misc                           
Melee          +2    =   0    +2(str)       
Ranged         +1    =   0    +1(dex)       

 Total AC       =  Base  Shield  Dex  Armour  Size   Misc                  
17 (standard)   =   10      1    +1      5             
11 (vs touch)   =   10     --    +1     --             
16 (flatfooted) =   10      1    --      5              

 Weapons                  TAB     DMG     Crit    Rng  Size  Type          
Morningstar               +2      1d8+2   20/x2   5 ft.  M    B and P
Dagger                    +2      1d4+2   19-20/x2 5 ft.  M    P or S
Sling                     +1      1d4+2   20/x2   50 ft. M    B
  #20 bullets.

 Armour                         AC   Dex  ASF  ACP  Type                   
 Scale Armor                     +5   +3   25%  -4    M   
 Light Steel Shield              +1   -    5%   -1    S   

 Combat Notes and Modifiers                                                


 Skills                       Abil Mod  Abil  Rnk  Msc (details)           
 Acrobatics                   dex   1  = +1        
 Appraise                     int   1  = +1        
 Bluff                        cha   3  = +3        
 Climb                        str   2  = +2        
#Diplomacy                    cha   7  = +3    1   3
 Disable Device               dex   1  = +1        
 Disguise                     cha   3  = +3        
 Escape Artist                dex   1  = +1        
#Fly                          dex   1  = +1        
 Handle Animal                cha   3  = +3        
#Heal                         wis  -1  = -1        
 Intimidate                   cha   3  = +3        
#Knowledge (arcana)           int   1  = +1        
 Knowledge (dungoneering)     int   1  = +1        
 Knowledge (engineering)      int   1  = +1        
 Knowledge (geography)        int   1  = +1        
#Knowledge (history)          int   1  = +1        
 Knowledge (local)            int   1  = +1        
 Knowledge (nature)           int   1  = +1        
 Knowledge (nobility)         int   1  = +1        
#Knowledge (planes)           int   1  = +1        
#Knowledge (religion)         int   5  = +1    1   3
 Linguistics                  int   1  = +1        
#Perception                   wis   3  = -1    1   3
 Perform                      cha   3  = +3        
 Ride                         dex   1  = +1        
#Sense Motive                 wis   3  = -1    1   3
 Sleight of Hand              dex   1  = +1        
#Spellcraft                   int   5  = +1    1   3
 Stealth                      dex   1  = +1        
 Survival                     wis  -1  = -1        
 Swim                         str   2  = +2        
#Use Magic Device             cha   7  = +3    1   3

 Feats and Features                                                        
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Focused Mind: Your childhood was either dominated by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.

Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies.

Class Skills: An oracle with the time mystery adds Fly, Knowledge (arcana), Perception, and Use Magic Device to her list of class skills.

Spells: An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle's spell is 10 + the spell's level + the oracle's Charisma modifier.

Like other spellcasters, an oracle can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given on Table 2-5. In addition, she receives bonus spells per day if she has a high Charisma score (see Table 1-3 of the Pathfinder RPG Core Rulebook).

Unlike other divine spellcasters, an oracle's selection of spells is extremely limited. An oracle begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new oracle level, she gains one or more new spells, as indicated on Table 2-6. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score; the numbers on Table 2-6 are fixed.

In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with "cure" in the name, inflict spells include all spells with "inflict" in the name). These spells are added as soon as the oracle is capable of casting them. This choice is made when the oracle gains her first level and cannot be changed.

Upon reaching 4th level, and at every even-numbered oracle level after that (6th, 8th, and so on), an oracle can choose to learn a new spell in place of one she already knows. In effect, the oracle loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. An oracle may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any cure or inflict spells, nor can she swap any spells gained from her mystery.

Unlike a cleric, an oracle need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components.

Orisons: Oracles learn a number of orisons, or 0-level spells, as noted on Table 2-6 under "Spells Known." These spells are cast like any other spell, but they do not consume any slots and may be used again.

Mystery: Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed.

At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table 2-6. They cannot be exchanged for different spells at higher levels.

Oracle's Curse (Ex): Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle's curse cannot be removed or dispelled without the aid of a deity. An oracle's curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. A dual-cursed oracle must choose two curses at 1st level. One of these curses (oracle's choice) never changes its abilities as the oracle gains levels; for example, an oracle with clouded vision never gains darkvision 60 feet, blindsense, or blindsight. The other curse comes with its normal benefits. A dual-cursed oracle gains a new revelation at 5th level and 13th level. These are in addition to the normal revelations she receives at 3rd level, 7th level, and so on.

+ Haunted: Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known. At 5th level, add levitate and minor image to your list of spells known. At 10th level, add telekinesis to your list of spells known. At 15th level, add reverse gravity to your list of spells known.

+ Tongues (Never improves): In times of stress or unease, you speak in tongues. Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language.

Revelation: At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery. If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action.

Bonus Spells: ill omen (2nd), oracle's burden (4th), bestow curse (6th), threefold aspect (8th), permanency (10th), contingency (12th), disintegrate (14th), temporal stasis (16th), time stop (18th).

+ Revelation: Temporal Celerity (Su): Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results.

+ Revelation: Misfortune (Ex): At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it's worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day.

Extra Revelation (Revelation: Misfortune (Ex))
You have discovered a new aspect of your mystery.

Prerequisite: Revelation class feature.

Benefit: You gain one additional revelation. You must meet all of the prerequisites for this revelation.

Special: You can gain Extra Revelation multiple times.

Improved Initiative (Combat)
Your quick reflexes allow you to react rapidly to danger.

Benefit: You get a +4 bonus on initiative checks.

Worn (excluding arms and armor)
 Head      | 
 Face      | 
 Throat    | 
 Shoulders | 
 Body      | 
 Torso     | 
 Arms      | 
 Hands     | 
 Ring      | 
 Ring      | 
 Waist     | 
 Feet      | 

( 1) Dagger                                        (    1)
( 1) Morningstar                                   (    6)
( 1) Pouch, belt                                   (  0.5)
( 1) Sling                                         (    -)
( 1) Spell Component Pouch                         (    2)
( 1) Waterskin                                     (    4)
(20) Bullet, sling                                 (   10)
( 1) Bedroll                                       (    5)
( 1) Blanket, winter                               (    3)
( 5) Candle                                        (    -)
( 1) Crowbar                                       (    5)
( 1) Flint and steel                               (    -)
( 2) Oil (1-pint flask)                            (    2)
(10) Rations, trail                                (    5)
( 1) Rope, silk (50 ft.)                           (    5)
( 5) Torch                                         (    5)
( 1) Light Steel Shield                            (    6)
( 1) Backpack                                      (    2)
( 1) Scale Armor                                   (   30)
( 1) Traveler's Outfit                             (    5)

Carrying Capacity
 Light Load:  <=      58 
 Medium Load: <=     116 
 Heavy Load:  <=     175 
 Carrying           96.5 

pp    7
gp    11
sp    18
cp    10

0-Level DC 13 -/day
      Create Water
      Detect Magic
      Ghost Sound
      Mage Hand
      Read Magic
1-Level DC 14 3+1/day
      Cure Light Wounds
      Divine Favor
      Shield of Faith

Common, Infernal, Varisian, Dwarven