Sharon
A cannibal healer with a heart of gold…
Basics
Level: 15th
Race: Human
Classes: Oracle (Divine Herbalist) 11, Holy Vindicator 4
Alignment: Lawful Good
Age: Adult
Ability | Score | Modifier | Temp Score | Temp Mod | |
---|---|---|---|---|---|
Strength | 8 | -1 | |||
Dexterity | 12 | +1 | |||
Constitution | 14 | +2 | 20 | +5 | |
Intelligence | 8 | -1 | |||
Wisdom | 10 | +0 | |||
Charisma | 24 | +7 | 30 | +10 |
• Constitution enhanced with Belt of Mighty Constitution +6
• Charisma enhanced with Headband of Alluring Charisma +6
Initiative: +1 (+1 dex)
Speed: 40 (30 in armor)
Traits
- Blessed Touch (faith): You heal 1 additional point of damage when using lay on hands, channeling energy, or casting a cure spell
- Envoy of Healing (religion): When channeling energy or using lay on hands, reroll 1s on dice (must take second result)
Favored Classes: Oracle, Holy Vindicator
Favored Class Bonus
- Extra hit point
- Extra hit point
- Extra hit point
- Human Oracle (extra spell known)
- Human Oracle (extra spell known)
- Extra skill point
- Extra skill point
- Extra skill point
- Extra skill point
- Human Oracle (extra spell known)
- Human Oracle (extra spell known)
- Human Oracle (extra spell known)
- Human Oracle (extra spell known)
- Human Oracle (extra spell known)
- Human Oracle (extra spell known)
Human Racial Traits
- Size: Medium
- Bonus Feat: Humans select one extra feat at 1st level
- Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level
Skills
Skill | Total | Ranks | Ability | Class | Misc |
---|---|---|---|---|---|
Intimidate | +32 | 15 | 10 | 3 | 4 |
Knowledge (religion) | +13 | 11 | -1 | 3 | 0 |
Profession (herbalist) | +33 | 15 | 10 | 3 | 5 |
Use Magic Device | +25 | 15 | 10 | 0 | 0 |
• Use Cha instead of Wis for Profession (herbalist) and add competence bonus equal to half Oracle level [Master Herbalist]
• +4 to Intimidate from Favored Prestige Class
Feats
- Alignment Channel (Evil): Channel energy can heal or harm outsiders
- Favored Prestige Class (Intimidate): Prestige class favored class bonus
- Hands of Valor: Lay on hands grants bonus on attacks, saves against fear
- Joined Wings: Use lay on hands on allies as a swift action
- Prestigious Spellcaster: Increase spellcasting level in prestige class
- Quick Channel: Channel energy faster by expending more uses
- Reactive Healing: When dropped, heal yourself as immediate action
- Reward of Life: Gain hp equal to your Cha modifier with lay on hands
- Selective Channeling: Choose whom to affect with channel energy
Attack
Weapon Proficiencies: All simple and martial weapons
Longsword: +12/+7/+2 (12 base, -1 str, 1 enhancement)
Damage: 1d8-1 (-1 str)
Longbow: +14/+9/+4 (12 base, 1 dex, 1 enhancement)
Damage: 1d8-1 (-1 str)
Melee Touch: +11 (12 base, -1 str)
Ranged Touch: +13 (12 base, 1 dex)
Close | 60ft |
Medium | 250ft |
Long | 1000ft |
Defense
Armor Proficiencies: All armor and shields (except tower shields)
Armor Class: 33 (1 dex, 13 armor, 6 shield, 3 natural)
Flat-Footed AC: 32 (13 armor, 6 shield, 3 natural)
Touch AC: 11 (1 dex)
Combat Maneuver Defense: 22 (12 base, -1 str, 1 dex)
Saving Throws | Total | Base | Ability | Resistance | Misc |
---|---|---|---|---|---|
Fortitude | +17 | 5 | 5 | 5 | 2 |
Reflex | +12 | 4 | 1 | 5 | 2 |
Will | +16 | 9 | 0 | 5 | 2 |
Hit Points: 153
Healing
Ability | Action | Damage | Notes |
---|---|---|---|
Channel Energy | Standard | 8d6+1 | Reroll 1s1 |
Quick Channel | Move | 8d6+1 | Reroll 1s1, spends 2 uses4 |
Reactive Channel | Immediate | 8d6+1 | Reroll 1s1, when dropped6 |
Healer's Way (self) | Swift | 7d6+1 | Reroll 1s1, MHT5 |
Healer's Way (other) | Swift | 7d6+1 | Reroll 1s1, RoL3, MHT5 |
Reactive Healer's Way | Immediate | 7d6+1 | Reroll 1s1, when dropped6 |
Cure Spell (self) | Standard | spell+1 | Empowered2, no AoO 7 |
Cure Spell (other) | Standard | spell+1 | No AoO7 |
Combat Healing | Swift | spell+1 | Quickened cure 3/day8 |
• ☐ 1/day with Healer's Way, add Cha mod to attack rolls and saves vs fear for 1 minute [Hands of Valor]
• ☐ ☐ ☐ ☐ ☐ ☐ ☐ ☐ ☐ ☐ ☐ Healer's Way as Lay on Hands [Healer's Way]
• ☐ ☐ ☐ ☐ ☐ ☐ ☐ ☐ ☐ ☐ ☐ Channel Energy as a cleric of your level [Channel]
• 1 Reroll 1s on Healer's Way and Channel Energy [Envoy of Healing]
• 2 Cure spells on self are empowered [Faith Healing]
• 3 Healer's Way on other cures Cha damage to yourself [Reward of Life]
• 4 Spend two channel uses to channel as move action [Quick Channel]
• 5 Remove conditions with Healer's Way [Master Healing Technique]
• 6 When dropped below 0 hp, heal self immediately [Reactive Healing]
• 7 Spend two slots to cure as swift action 3/day [Combat Healer]
Oracle Class Features
Healer's Way (link)
A divine herbalist combines alchemy, acupuncture, and divine magic to heal wounds by touch. She can use this ability a number of times per day equal to 1 + her Charisma modifier. With one use of this ability, she uses positive energy to heal the target of 1d6 hit points for every 2 oracle levels she has. Using this ability is a standard action unless the oracle targets herself, in which case it is a swift action. Using this ability requires only one free hand. This ability counts as a paladin’s lay on hands ability for the purposes of feats, spells, and effects that work with that class feature when it is used for healing purposes. Unlike lay on hands, this ability cannot be used to harm undead.
Master Herbalist (link)
A divine herbalist has mastered countless alchemical techniques that supplement her divine powers and greatly aid her when she heals the sick and wounded. She gains a competence bonus on Profession (herbalist) checks equal to 1/2 her oracle level (minimum 1), and uses her Charisma modifier in place of her Wisdom modifier when attempting Profession (herbalist) checks. Additionally, a divine herbalist can identify potions as if via detect magic using Profession (herbalist) instead of Spellcraft, and she can attempt such a check after holding a potion for 1 round. Like other masters of the art, divine herbalists can use the Profession (herbalist) skill in place of Craft (alchemy) to create alchemical remedies with recipes that include certain plant-derived reagents.
Master Healing Technique (link)
At 7th level, whenever a divine herbalist heals a living creature with her healer’s way ability, as a free action she can attempt a Profession (herbalist) check to remove a condition from the target, with each condition having an accompanying Profession (herbalist) DC (see the list below). She cannot take 10 or 20 on this check, nor can she receive aid from any creature except another divine herbalist (though the practitioner need not be an oracle). Failure by 5 or more causes the target to become sickened for 1 round (if the divine herbalist is attempting to remove the sickened condition, this extends it by 1 round). Similarly, failure by 10 or more instead causes the target to become nauseated for 1 round or to have its existing nauseated condition extended by 1 round. A creature that cannot be sickened or nauseated cannot have conditions removed by this ability.
Minor Conditions (DC 20): Fatigued, shaken, and sickened.
Major Conditions (DC 25): Dazed and staggered.
Severe Conditions (DC 30): Confused, exhausted, frightened, and nauseated.
Dire Conditions (DC 35): Blinded, deafened, paralyzed, and stunned.
Oracle Mystery Revelations
Mystery: Life
Energy Body (link)
As a standard action, you can transform your body into pure life energy, resembling a golden-white fire elemental. In this form, you gain the elemental subtype and give off a warm, welcoming light that increases the light level within 10 feet by one step, up to normal light. Any undead creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of positive energy damage + 1 point per oracle level. Creatures wielding melee weapons with reach are not subject to this damage if they attack you. If you grapple or attack an undead creature using unarmed strikes or natural weapons, you may deal this damage in place of the normal damage for the attack. Once per round, if you pass through a living allied creature's square or the ally passes through your square, it heals 1d6 hit points + 1 per oracle level. You may use this ability to heal yourself as a move action. You choose whether or not to heal a creature when it passes through your space. You may return to your normal form as a free action. You may remain in energy body form for a number of rounds per day equal to your oracle level.
Channel (link)
You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier.
Combat Healer (link)
Whenever you cast a cure spell (a spell with “cure” in its name), 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.
Oracle Curse
Ghoul While your actual dietary needs don’t change, you crave the flesh of sentient creatures.
1st
You can only go without food for 12 hours before you begin to starve, and when you do starve, the DC of the Constitution check to avoid taking damage increases by 5. If you feed on fresh, raw flesh (no older than 1 hour) from a creature of your own race, you gain a +1 morale bonus on all saving throws for 24 hours.
5th
At 5th level, you add ghoul touch to your list of 2nd-level oracle spells known.
10th
At 10th level, you become immune to paralysis and disease.
Holy Vindicator Class Features
Spells per Day (link)
At the indicated levels, a vindicator gains new spells per day as if he had also gained a level in a divine spellcasting class he belonged to before adding the prestige class.
Channel Energy (link)
The vindicator's class level stacks with levels in any other class that grants the channel energy ability.
Vindicator's Shield (link)
A vindicator can channel energy into his shield as a standard action; when worn, the shield gives the vindicator a sacred bonus (if positive energy) or profane bonus (if negative energy) to his Armor Class equal to the number of dice of the vindicator's channel energy. This bonus lasts for 24 hours or until the vindicator is struck in combat, whichever comes first. The shield does not provide this bonus to any other wielder, but the vindicator does not need to be holding the shield for it to retain this power.
Stigmata (link)
A vindicator willingly gives his blood in service to his faith, and is marked by scarified wounds appropriate to his deity. He may stop or start the flow of blood by force of will as a standard action; at 6th level it becomes a move action, and at 10th level it becomes a swift action. Activating stigmata causes bleed damage equal to half the vindicator's class level, and this bleed damage is not halted by curative magic. While the stigmata are bleeding, the vindicator gains a sacred bonus (if he channels positive energy) or profane bonus (if he channels negative energy) equal to half his class level. Each time he activates his stigmata, the vindicator decides if the bonus applies to attack rolls, weapon damage rolls, Armor Class, caster level checks, or saving throws; to change what the bonus applies to, the vindicator must deactivate and reactivate his stigmata. While his stigmata are bleeding, the vindicator ignores blood drain and bleed damage from any other source and can use bleed or stabilize at will as a standard action.
Faith Healing (link)
At 3rd level, any cure wounds spells a vindicator casts on himself are automatically empowered as if by the Empower Spell feat, except they do not use higher spell level slots or an increased casting time. If the vindicator targets himself with a cure spell that affects multiple creatures, this ability only applies to himself. At 8th level, these healing spells are maximized rather than empowered.
Divine Wrath (link)
At 4th level, when a vindicator confirms a critical hit, he may sacrifice a prepared 1st-level spell or available 1st-level spell slot to invoke doom upon the target as an immediate action (using the vindicator's caster level). The save DC is increased by +2 if his weapon has a ×3 damage multiplier, or by +4 if it is ×4. The vindicator can also use this ability in response to being critically hit, even if the attack incapacitates or kills the vindicator.
Spells
0th | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th |
---|---|---|---|---|---|---|---|
- | 9 | 9 | 8 | 8 | 8 | 8 | 5 |
Oracle spells known
- 0th Create Water
- 0th Detect Fiendish Presence
- 0th Detect Magic
- 0th Detect Poison
- 0th Enhanced Diplomacy
- 0th Grasp
- 0th Light
- 0th Purify Food and Drink
- 0th Scrivener's Chant
▢ ▢ ▢ ▢ ▢ ▢ ▢ ▢ ▢
- 1st Cure Light Wounds
- 1st Detect Undead*
- 1st Divine Favor
- 1st Doom
- 1st Face of the Devourer
- 1st Protection From Evil
- 1st Ray of Sickening
- 1st Sanctuary
- 1st Shield of Faith
▢ ▢ ▢ ▢ ▢ ▢ ▢ ▢ ▢
- 2nd Bloody Tears and Jagged Smile
- 2nd Boneshaker
- 2nd Cure Moderate Wounds
- 2nd Defending Bone
- 2nd Ghoul Hunger
- 2nd Ghoul Touch
- 2nd Lesser Restoration*
- 2nd Shield Other
▢ ▢ ▢ ▢ ▢ ▢ ▢ ▢
- 3rd Aura of Cannibalism
- 3rd Blood Scent
- 3rd Channel Vigor
- 3rd Cure Serious Wounds
- 3rd Dispel Magic
- 3rd Neutralize Poison*
▢ ▢ ▢ ▢ ▢ ▢ ▢ ▢
- 4th Cure Critical Wounds
- 4th Death Ward
- 4th Deathless
- 4th Divine Power
- 4th Hunger For Flesh
- 4th Purify Body
- 4th Restoration*
- 4th Rigor Mortis
▢ ▢ ▢ ▢ ▢ ▢ ▢ ▢
- 5th Blood Tentacles
- 5th Boneshatter
- 5th Breath of Life*
- 5th Cleanse
- 5th Mass Cure Light Wounds
- 5th Sacred Nimbus
- 5th Slough
- 5th Spell Resistance
▢ ▢ ▢ ▢ ▢ ▢ ▢ ▢
▢ ▢ ▢ ▢ ▢
• * Mystery spell
Languages
- Common
Magic Items
Slot | Item | Price | Weight |
---|---|---|---|
Headband | Headband of Alluring Charisma +6 | 36,000gp | 1lb |
Neck | Amulet of Natural Armor +3 | 18,000gp | - |
Shoulders | Cloak of Resistance +5 | 25,000gp | 1lb |
Body | Mnemonic Vestment | 5,000gp | 1lb |
Armor | Full Plate +4 | 17,650gp | 50lb |
Wrists | Bracers of the Merciful Knight (Oracle) | 15,600gp | 1lb |
Ring | Lesser Ring of Revelation | 10,000gp | - |
Ring | Ring of Protected Life | 9,000gp | - |
Shield | Heavy Steel Shield +4 | 16,170gp | 15lb |
Belt | Belt of Mighty Constitution +6 | 36,000gp | 1lb |
Feet | Boots of Striding and Springing | 5,500gp | 1lb |
Carried | Malleable Symbol | 10,000gp | 1lb |
Carried | Handy Haversack | 1,000gp | 3lb |
Carried | Tome of Leadership & Influence +1 | 27,500gp | 5lb |
Carried | Lucky Horseshoe | 6,800gp | 2lb |
Carried | Cracked Pale Green Prism | 4,000gp | - |
Carried | Scroll of Greater Angelic Aspect CL 10 | 1,000gp | - |
Carried | Scroll of Oath of Peace CL 10 | 1,000gp | - |
Carried | Scroll of Sacrificial Oath CL 10 | 1,000gp | - |
Treasure
pp | gp | sp | cp | gems (gp value) |
---|---|---|---|---|
0 | 3,529 | 9 | 0 | 0 |
Mundane equipment
-
(Items in Handy Haversack)
- Bedroll (5lb)
- Cooking kit (16lb)
- Efficient tent (15lb)
- Cold-weather outfit (7lb)
- Longsword (4lb)
- Longbow (3lb)
- Diamond Dust (0lb)