Aasimar Life Oracle (Dual Cursed) 6//Paladin (Oath of Loyalty, Temple Champion)
Cha 20; Con 14; Dex 14; Wis 15; Int 11; Str 9
Skilled: +2 Diplo, Percep
Celestial Resistance: Resist 5 Acid, Cold, Elec
Darkvision: 60 ft
Scion of Humanity: Count as both Outsider (Native) and Humanoid (Human), whichever is more beneficial at the time
Diplomacy (Cha) 6+3+5+2 16
Handle Animal (Cha) 1+3+5 9
Heal (Wis) 1+3+2 6
Knowledge (history) (Int) 1+3+0 4
Knowledge (nobility) (Int) 1+3+0 4
Knowledge (planes) (Int) 1+3+0 4
Knowledge (religion) (Int) 1+3+0 4
Sense Motive (Wis) 6+3+2+2 13
Spellcraft (Int) 6+3+0 9
Traits: Strength of the Land; Exalted of the Society
Ac 10+2dex+7arm+3shield 22
For 5base+2con+5cha+2res 14
Ref 2base+2dex+5cha+2res 11
Wil 5base+2wis+5cha+2res 14
Cmd 10+6bab+2dex-1str 17
1 Selective Channel
3 Abundant Revelations [Misfortune]
5 Fateful Channel
1: Channel Energy
5: Life Link
5: Life Link
Create Water: Creates 2 gallons/level of pure water.;
Detect Magic: Detects spells and magic items within 60 ft.;
Detect Poison: Detects poison in one creature or object.;
Light: Object shines like a torch.;
Mending: Makes minor repairs on an object.;
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.;
Read Magic: Read scrolls and spellbooks;
Scrivener’s Chant: Imbue a quill to rapidly transcribe words from one page to another.
Ill Omen: 6/rnds, touch, nosave. reroll next two d20s, take worse;
Burning Hands: 15 ft cone of 5d4 fire damage. Ref half
Lucky Number: Tweak tiny variables in a creature’s immediate future. With rerolls
Fallback Strategy: More fucking rerolls
Embrace Destiny: Roll a single d20 and use its result later on. Don’t bullshit me, it’s just more rerolls.
Enhance Water: Turn water to booze! The shittier the water the stronger the flavour. In a good way I promise.
Restore Corpse: (Combo with purify food and drink to repeatedly eat creatures. Because it’s fucking hilarious that’s why.)
Oracle’s Burden:Creature is affected by negative oracle’s curse effects. (Sickened and -4 to weapon attacks);
Scorching Ray: Standard, 2 ranged (close) touch attacks 4d6 fire damage.
Silence: Negates sound in 20-ft. radius.
Shield Other: Take half of a friend’s damage.
Recentering Drone: Emit a calming drone so targets under the effect of negative conditions can suffer a lesser version of them instead.
Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.;
G. Stunning Barrier: Magical field grants a +2 bonus to AC and on saves, and stuns up to six creatures attacking you. 6rnds, Will negates.
Detect Evil: At the darkness
Loyal Oath: Swift action, 2/day, 1 min, Line of sight. When target critter is to Pally they gain +pallycha sacred bonus to ac and saves
Aura: Of goood
Lay on Hands: Standard/swift, 8/day, inst, Touch. Heal 3d6 also cure Fatigue/Daze
Divine Grace: +cha to saves
Aura of Courage: Fear Immune +10ft aura of bonus vs fear
Divine Health: Disease Immune
Channel Energy: Standard, layonhands/day, inst, 30ft burst. Spend two ’hands to heal 3d6 in an area
Bit of Luck: Standard, 8/day, 1 rnd, Touch. Touch someone to let them roll 2d20 for everything they would roll 1d20 or and take better.
Haze of Daydreams: Standard, 6 rnds/day, 15ft aura. DC 21 Will negates, fascinate critters in area till they leave/aura expires. Need not use rounds consecutively.
Lucky Presence: Standard, 6/day, 10 rnds, Touch. Grant 2 rolls on a d20 and take better on one check/attack/whatever.
393 gp of incidental expenses
Headband of Cha +2 4000
Darkwood Heavy Shield of +1 1257
Mithral Breastplate of +1 5350
Cloak of Resistance +2 4000
Quick Runner’s Shirt 1000
Channel (Su): 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.
Life Link (Su): As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).
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.
Legalistic: The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual.
Loyal Oath (Su): Starting at 1st level, once per day as a swift action, an oathbound paladin can choose a willing creature within line of sight as the target of her loyal oath. When the paladin is adjacent to the target of her loyal oath, she grants the target a sacred bonus on saving throws and to Armor Class equal to the paladin’s Charisma bonus. The loyal oath lasts 1 minute, or until the paladin dismisses it (a free action) or discharges it (see below), whichever comes first.
Blackened: -4 penalty with weapon attacks. + Burning hands; Scorching ray, Flaming sphere spells known
If the target is struck by an enemy and the paladin is adjacent to that enemy, as an immediate action she may make a single melee attack against that enemy; making this attack ends the loyal oath. At 4th level and every three levels thereafter, the paladin may use her loyal oath one additional time per day. This ability replaces smite evil.
Domain Granted Power: At 4th level, a temple champion selects one domain granted by her deity (or a domain suitable for her ethos or goals, subject to GM approval). The temple champion gains the 1st-level granted power of that domain and uses her paladin level as her cleric level for determining the effects of that granted power. Any Wisdom-based aspects of that granted power instead use the temple champion’s Charisma. The temple champion does not gain access to that domain’s spell list.
Blessing (Su): At 5th level, a temple champion gains the minor blessing (as the warpriest class feature) of the domain she selected at 4th level. She uses her paladin level as her warpriest level for determining the effects of that blessing. Any Wisdom-based aspects of that blessing instead use the temple champion’s Charisma. At 11th level, she gains the major blessing of her chosen domain. This ability replaces divine bond and aura of justice.
Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Haze of Daydreams (Su): At 6th level, you can emit a 15-foot-radius haze of daydreams for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive. Creatures within the haze gain the fascinated condition unless they succeed at a Will save (DC equal to 10 + 1/2 your cleric level + your Wisdom modifier). You may designate a number of creatures equal to your cleric level that are not affected by the haze. The fascinated condition ends immediately when the creatures leave the area or the aura expires.
Lucky Presence (minor): At 1st level, you can touch an ally and grant it a lucky presence. The target of this luck can call upon it to roll any one ability check, attack roll, saving throw, or skill check twice and take the better result. The decision to use this ability must be made before the roll is made. Once used, or once 1 minute passes, the effect ends.
The Feather Knights are a dynastic organization based on dedication and training. Their children can hold a sword before speaking in full sentences.
Except for Erica.
The Knights don’t shy away from outside talent, and are always scouting the best and brightest, often adopting them into the fold with a welcoming smile.
Except for Erica.
Naturally, they garner respect from all corners; going hand in hand with the fear wrested from their enemies. A Feather Knight is a force to be reckoned with.
Except for Erica.
She wasn’t picked out of thousands trying to be inducted because of their Power and Might. Her ex-blademasters were an elite ever growing list until they simply stopped trying. She is the black pinion of the Wing family; an otherwise old, respected. and powerful branch of Feathers. While she still posses the name and tenets, her flying orders remain to stay far afield, keep her head down, and for the love of sky please please don’t embarrass us again.