- Basics, Attributes & Stats
- Oracle - Mystery
- Oracle - Curse
- Feats&Abilities
- Skills
- Spells
- Equipment
- Background
Name: Aldrin Whitehair
Class: Oracle 13 (Seer Archetype)
Race: Halfling
Age: 24
Gender: M
Alignment: LG
Deity: Deities of Goodness and Order
Homeland: City of Highwind
Size: small (+1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks)
Speed: 20ft
Languages: Common, Halfling, Elven
(2nd statline - bonus from level-ups into Con, Wis, Dex - halflings get -2str +2dex +2cha)
-1 Str 9
+3 Dex 16
-1 Con 8
+1 Int 12
+3 Wis 16
+5 Cha 20
HP: 72 (59+13 toughness)
AC: 22 (+1 size bonus, +8 armor, +3 dex) (+24 with shield)
Touch-AC: 14 (+1 size, +3 dex)
Flat-footed AC: Impossible (Uncanny Dodge - Oracle Curse)
Unflankable (Improved Uncanny Dodge - Oracle Curse) - except by high-level rogues (see text) and effects that might get around it.
+5 Fort: +4 -1(con) +1(halfling luck)+1(cloak of resistance)
+9 Reflex: +4 +3(dex) +1(halfling luck)+1(cloak of resistance
+13 Will: +8 +3(wis) +1(halfling luck)+1(cloak of resistance)
Fearless (Halfling heritage): +2 vs fear effects
(Halfling Luck: +1 on all saves)
CMB: +8 (-1 size malus)
CMD: 21 (-1 size malus)
Initiative: +7 (+4 insight - oracle curse lvl. 5, +3 dex)
BAB: +9/+4 (+1 size bonus)=+10/+5
Time 2.0 (see conversation for changed revelations):
Bonus spells (modified by seer archetype):
memory lapse (2nd), detect thoughts (4th), clairaudience/clairvoyance (6th), scrying (8th), true seeing (10th), legend lore (12th), greater scrying (14th), vision (16th), foresight (18th)
Revelations: A seer must take the following revelations at the listed levels.
Natural Divination (Ex): As the nature mystery revelation. You must take this revelation at 1st level.
You can read the entrails of a freshly killed animal or humanoid to gain an insight bonus equal to your Charisma modifier on one saving throw. Alternatively, by observing and interpreting the flights of birds, you may apply a +10 competence bonus on any one skill check. Finally, by charting marks in dirt or stone, or observing the behavior of sand when thrown into the wind, you gain a +4 insight bonus on one initiative check. These bonuses must be used during the next 24 hours and you must declare you are using the bonus before the check or save is made. Making a natural divination takes 10 minutes. You may use natural divination (in any combination) once per day plus one additional time per day for every four oracle levels you have attained.
Gift of Prophecy (Su): Once per day, you can enter a trance to gain a glimpse of the future. This trance lasts for 1 minute, which must be uninterrupted and during which you can take no other actions. At 3rd level, you gain the benefits of an augury spell with 90% effectiveness. At 5th level, you gain the benefits of a divination spell with 90% effectiveness. At 9th level, the knowledge you gain is equivalent to a commune spell. None of these spell effects require material components. You must take this revelation at 3rd level.
Level 7:
Momentary Glimpse (Su): Once per day, you can gain a glimpse into your immediate future. On the round after you use this ability, you gain a +2 insight bonus on a single attack roll, saving throw, or skill check or to your Armor Class until the start of your next turn. At 5th level, and every four levels thereafter, you can use this ability one additional time per day.
Level 11:
Voice of the Grave (Su) (Dannigan's lvl.7-edition!): You can speak with the dead, as per the spell, for a number of rounds per day equal to your oracle level. These rounds do not need to be consecutive. At 5th level, and every five levels thereafter, the dead creature you question takes a cumulative –2 penalty on its Will save to resist this effect.
DM Notes: To buff this particular Revelation, I'm going with a number of minutes per day (not rounds) per level in Oracle. As an added benefit, the Oracle may also use this to communicate with any undead regardless of what language the undead spoke in life.
Extra Revelation (from feat):
Combat Healer/Combat Inflictor (Su) (as per conversation, p.4): Whenever you cast a cure/inflict spell (a spell with “cure” or "inflict" in its name depending on which path you chose at 1st level Oracle), you can cast it as a swift action, as if using the Quicken Spell feat, by expending two spell slots. This does not increase the level of the spell. You can use this ability once per day at 7th level and one additional time per day for every four levels beyond 7th. You must be at least 7th level to select this revelation.
DM Notes: This does not count as the Oracle's Spell for that Round. Thus, the Oracle may use their Standard Action to Cast another Spell (Core Book , page 188 for "Swift Actions" and "Cast a Quickened Spell"). If the Oracle has only one Spell Slot of the desired level available, Combat Healer/Combat Inflictor cannot be used.
Lvl 15:
Lvl 19:
Final Revelation
Powerless Prophecy 2.0
Original version:
You are forewarned of danger but can’t act to prevent it. You gain uncanny dodge, as the rogue class feature. However, you can’t take any actions in a surprise round, including free actions, except forflash of insight (see Revelations below)Momentary Glimpse. In the absence of a surprise round, you are staggered for the entire first round of combat. At 5th level, you gain a +4 insight bonus on initiative checks. At 10th level, you gain improved uncanny dodge as the rogue ability, using your oracle level as your rogue level. At 15th level, you gain a +4 insight bonus on all your saving throws and to your AC during surprise rounds and when you are otherwise unaware of an attack.
Changes: Replace Flash of Insight with Momentary Glimpse
Oracle Curse lvl. 1: You can’t take any actions in a surprise round, including free actions, except forflash of insight (see Revelations below)Momentary Glimpse.
Oracle Curse lvl 1 - Uncanny Dodge (like rogue class feature): A rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.
Oracle Curse lvl.10 - Improved Uncanny Dodge (like rogue class ability): A rogue of 8th level or higher can no longer be flanked.This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does (oracle level=rogue level)
Feats:
Lvl 1 Scribe Scroll
Prerequisites: Caster level 1st.
Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. See the magic item creation rules in Magic Items for more information.
Lvl 3 Combat Casting
Benefit: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
Lvl 5 Skill Focus: Perception
Choose a skill. You are particularly adept at that skill.
Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.
Lvl 7 Toughness
You have enhanced physical stamina.
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Lvl 9 Extra revelation (-> Battle Healer)
Prerequisites: 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.
Lvl 11 Divine Protection
Prerequisites: Cha 13, Knowledge (religion) 5 ranks.
Benefit: Once per day as an immediate action before rolling a saving throw, you can add your Charisma modifier on that saving throw. As usual, this does not stack if you already apply your Charisma modifier to that saving throw.If you possess the charmed life class feature, you can instead apply Divine Protection’s bonus after rolling the saving throw but before the result is revealed.
Lvl 13 Battle cry
Prerequisites: Cha 13; base attack bonus +5 or Perform (act, oratory, or sing) 5 ranks.
Benefit: A number of times per day equal to your Charisma bonus, you can let out a battle cry as a swift action. When you do, allies within 30 feet who can hear you gain a +1 morale bonus on attack rolls and a +4 morale bonus on saving throws against fear. This effect lasts for 1 minute.
If an ally is under the effect of this feat and fails a saving throw against a fear effect, she can choose to end the battle cry’s effect on her to reroll the failed save. The ally must take the result of the reroll, even if it’s lower. Each ally can use this effect only once per use of this feat.
Keen Senses (Halfling): +2 on perception checks
Sure-Footed (Halfling): +2 on Acrobatics&Climbing
Stealth: +4 size bonus
Aldrin has 5 skills/level - 4 from oracle, one from intelligence - for a total of 65 skill ranks at13th level.
+10 Acrobatics (Dexterity) - 5 ranks +2 (sure-footed)
+1 Arcana - (Intelligence) -
0 Athletics - (Strength) - 1 rank
+11 Crafting (calligraphy) - (Intelligence) - 10 ranks
+5 Deception - (Charisma) -
+15 Diplomacy - (Charisma) - 10 ranks
+6 Intimidation - (Charisma) - 1 rank
+1 Linguistics**** - (Intelligence) -
+6 Lore (merchant) - (Intelligence) - 5 ranks
+8 Medicine (Wisdom) - 5 ranks
+4 Nature (Wisdom) - 1 rank
+2 Occultism (Intelligence) - 1 rank
+24 Perception**** (Wisdom) - 13 ranks +2 (keen senses) +6 (skill focus)
+6 Performance (Charisma) - 1 rank
+8 Religion (Wisdom) - 5 ranks
+8 Sense Motive**** (Wisdom) - 5 ranks
+2 Society (Intelligence) - 1 rank
+8 Stealth (Dexterity) - 1 ranks +4 (size bonus)
+3 Survival (Wisdom) -
+3 Thievery (Dexterity) -
Armor check penalty: -4 (-6 with shield)
*This skill action can be used only during downtime.
**This skill action is used during exploration.
***This is a general skill action, with a description appearing on pages 234-240 instead of under the entries for the various skills it's used for.
****Skills from Pathfinder 1.0 (that therefore will not have Skill action descriptions in Pathfinder 2.0).
Skill actions with strike-through are not in use.
Note: The oracle gets either all cureor all inflictspells for free.
Spontaneous Casting
Bonus spells per day (Cha +5): two lvl 1, one lvl.2-lvl5)
Adaptive:
- Cure Wounds
- Cure Wounds, mass
Orisons:
- detect magic
- detect poison
- guidance
- light
- mending
- read magic
- stabilize
- purify food and drink
- resistance
Lvl 1 (8 per day):
- memory lapse (time oracle)
- remove fear
- protection from chaos
- shield of faith
- bane
- sanctuary
Lvl 2 (7 per day):
- detect thoughts (seer)
- calm emotions
- Enhance Ability
- shield other
- resist energy
- restoration, lesser
Lvl 3 (7 per day):
- clairaudience/clairvoyance (seer)
- dispel magic
- magic vestment
- remove curse
- remove disease
Lvl 4 (7 per day):
- scrying (seer)
- divination
- freedom of movement
- death ward
- Aura of doom
Lvl 5 (7 per day):
- true seeing (seer)
- wall of stone
- ancestral memory
- breath of life
Lvl 6 (4 per day):
-legend lore (seer)
- heal
- Enhance Ability (Mass)
- Weapon Familiarity (Halfling): Proficient with slings, hallfing weapons are martial
386 gold pieces
A sturdy leather backpack,
a comfy bedroll,
2 small sacks,
1 large sack,
a dagger and sheath,
a hooded lantern (if desired. Your weapons have Light on Command),
3 flasks of oil,
50 feet of hemp rope,
two outfits of choice,
6 tindertwigs (matches, basically, but better. Lighting a torch is a standard action instead of a full-round action with flint and steel),
A tinderbox (much like flint and steel, but far more convenient),
two weeks of good rations,
two full waterskins.
scroll case x5
merchant scale
healer's tools
parchment x15
ink (black)
elegant cane
sling bullet x100
inkpen
sling
Cost — Weight —
Damage 1d3 (small), 1d4 (medium); Critical x2; Range 50 ft.; Type B; Special —
Category Ranged; Proficiency Simple
Weapon Groups Thrown
5,9
Heavy steel shield
Cost 20 gp Weight 15 lbs.
Armor Bonus +2; Max Dex Bonus —; Armor Check Penalty -2
Arcane Spell Failure Chance 15%; Speed —/—
Breastplate of Invulnerability +2 (Damage Reduction 5/Magic)
Cost 200 gp Weight 30 lbs.
Armor Bonus +8 (+6+2); Max Dex Bonus +3; Armor Check Penalty -4
Arcane Spell Failure Chance 25%; Speed 20 ft./15 ft.
Spiked Gauntlet +1, Light on Command (performs a Light cantrip upon the weapon whenever desired with unlimited use)
Cost 5 gp Weight 1 lb.
Damage 1d3 (small) (not in the game, I believe), 1d4+1 (medium); Critical x2; Range —; Type P; Special —
Category Light; Proficiency Simple
Weapon Groups Close
5 wondrous items:
Boots of Striding and Springing - Or sandals or cloth shoes or whatever footwear you like most. Metagame: These boots increase the wearer's base land speed by 10 feet. In addition to this striding ability (considered an enhancement bonus), these boots allow the wearer to make great leaps. She can jump with a +5 competence bonus on acrobatics checks.
Cloak of Resistance +1 - A good-looking cloak, both sturdy and long-lasting, with a folding hood. Metagame info: These garments offer magic protection in the form of a +1 resistance bonus on all saving throws (Fortitude, Reflex, and Will).
Lens of Detection - This magnifying glass has a lens about 6 inches in diameter with faint runes along the edges when one looks through the glass. Metagame info: Adds +5 to Perception checks. Also adds +5 competence bonus on Survival checks when tracking.
Ring of Mind Shielding - An ordinary-looking copper ring with the word, "Comfort" written inside its band. Metagame info: The wearer is continually immune to detect thoughts, discern lies, any any attempt to magically discern her alignment.
Bag of Holding Type I - A fine, attractive over-sized satchel with strap about 2 feet by 4 feet in size, white, brown, or black in color. Metagame info: Regardless of what is put into the bags, it weighs a fixed amount. If the bag is overloaded, or if sharp objects pierce it (from inside or outside), the bag ruptures and is ruined. All contents are lost forever. You have also been told never to turn this bag inside-out... House Rule: Retrieving a specific item is a move action (as opposed to a full-round action if the bags is holding more than an ordinary backpack would hold). Bag weight: 15 pounds. Contents Weight limit: 250 pounds. Contents Volume Limit: 30 cubic feet.
1. Where was Whitehair born? (What kind of place - I know the geography even if we don't have a map).
In the halfling districts of Highwind - Hobbitcrest.
2. How did Whitehair grow up (including who her family is in basic terms, with or without first names, please)?
Mostly safely at home and in the neighborhood; him sometimes being weird and cursed didn't stop others from being helpful and polite. The family is relatively large, but spread out all across the world; in Highwind and surrounding, there are only close relatives:
- his father Anster, a local wool merchant
- his mother Maryra, mostly a house wive with a fondness for weaving
- his uncle, Old Merwrick, a larger merchant who dabbles in alchemical supplies
- his girl cousin Kelgrace, who is two years younger and a whole lot less mature
3. What kind of education does Whitehair have?
Naturally, he picked up some things that are necessary as a merchant - calculus, reading and writing. Home-taught, mostly, together with Kelgrace. Besides that, he picked up additional things on the road, naturally.
4. What was Whitehair doing prior to her life as an adventurer?
Learning to become a merchant, and tryibng to figure out what was different about him. Spent a while seeking his purpose until Old Merwrick figured that Aldrin wouldn't find it in Highwind and sent him on a first business trip.
5. Why did Whitehair become an adventurer?
He's different, and he knows it. Visions warn him of danger and the like, but the halfling community in Highwind... isn't really the place where that sort of thing seemed to happen, ever. All the things he foresaw happened elsewhere - so elsewhere is where he went, following Old Merwrick's guidance and caravans.
6. What short-term goals does Whitehair have?
Do good where he can - always be in position and in time to act on his latest insights.
7. What long-term goals does Whitehair have?
Fulfill his purpose, whatever is it, use his gifts as well as he can manage. Learn more about himself, and his powers. Help to lead society to a point of peaceful stability and happiness.