Sharon

Bloody Mary by Anthony Chong Jones on Artstation
Nurse by Flowicon from the Noun Project

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

skills by Adrien Coquet from the Noun Project

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
Reading by Template from the Noun Project

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

decision tree by Trevor Dsouza from the Noun Project

Feats

Sword by Template from the Noun Project

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)

Oracle Spell Range
Close 60ft
Medium 250ft
Long 1000ft
Shield by Creaticca Creative Agency from the Noun Project

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 by Kemal Moe from the Noun Project

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]

healing by WEBTECHOPS LLP

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.

Star of Life by pictohaven from the Noun Project

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.

blood by iconixar from the Noun Project

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.

blood by Llisole from the Noun Project

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.

Candle by anbileru adaleru from the Noun Project
Magic Scroll by Rena Rohrbacher from the Noun Project

Languages

  • Common
necklace by Smalllike from the Noun Project

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 by Smalllike from the Noun Project

Treasure

pp gp sp cp gems (gp value)
0 3,529 9 0 0

Mundane equipment