Par Nep, human oracle
Par Nep, human oracle 10 (pf), align CG
[sblock=stats]Par Nep, human oracle 10 (pf), align CG
(75,000XP / Fast XP Rate)
oracles' curse: haunted; focus: fire
pts / tot / mod
str 12 (14) / +2 max loads l/m/h 58/116/175
dex 14 / +2
con 14 (16) / +3
int 12 / +1
wis 14 / +2
cha 18/ 22 (26) / +8 (+2 human, +2 level, +4 enh)
AC 19 (+4 armor, +2 shield, +2 dex, +1 dodge), touch 13, ff 14
AC 23 (+6 armor, +4 shield, +2 dex, +1 dodge), touch 13, ff 16 w/magic vestment x2 (10 hr)
init +2, move 40', HD 10d8+40, hp 102
bab +7, cmb +9, cmd 21
saves Fort +10, Ref +9, Will +13
Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies.
spells/day: 8 1st, 8 2nd, 8 3rd, 7 4th, 4 5th; DC 18 + spell level
concentration +18 (+22 cast def vs DC 15 + 2 X spell level)
spells known: lv 0:9, 1:5, 2:4, 3:3, 4:2, 5:1; f = focus, c = curse
0: create water, detect magic, detect poison, guidance, light, mending, purify food & drink, read magic, stabilize, mage hand (c), ghost sound (c)
1: comprehend languages, CLW (1d8+5), detect evil, obscuring mist, protection from evil, produce flame (1d6+5, x10) (f)
2: CMW (2d8+10), silence, spiritual weapon (1d8+3), lesser restoration, levitate (c), minor image (c), resist energy (f)
3: blindness/deafness, dispel magic, magic vestment (+2, 10 hr), fireball (10d6, Ref half) (f)
4: freedom of movement, holy smite (200' range, 20' radius, 5d8+blind vs evil, Will half, vs Neutral half), wall of fire (f)
5: greater command, telekinesis (c) (max 250 lbs or 10 objects)
Feats: Combat Casting, Dodge, Eschew Materials, Empower Spell, Silent Spell, Spell Penetration, Nimble Moves , Acrobatic Steps
Skills (ranks/tot): Diplomacy 9/20, Fly 10/12, Heal 10/15, Knowledge (religion) 9/13, Perception 10/12, Spellcraft 10/15, Perform (song) 2/13
The oracle’s class skills are Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). In addition, oracles receive additional class skills depending upon their oracle focus.
Skill Ranks per Level: 4 + Int modifier.
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 move 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.
Flame focus
Class Skills: An oracle with the flame focus adds Acrobatics, Climb, Intimidate, and Perform to her list of class skills.
Bonus Spells known: produce flame (3rd), resist energy (5th), fireball (7th), wall of fire (9th), summon monster V (fire elementals only, 11th), fire seeds (13th), fire storm (15th), incendiary cloud (17th), elemental swarm (fire only, 19th).
3 revelations:
Cinder Dance (Ex): Your base speed increases by 10 feet. At 5th level, you receive Nimble Moves as a bonus feat. At 10th level, you receive Acrobatic Steps as a bonus feat. You do not need to meet the prerequisites to receive these feats.
Molten Skin (Ex): You gain resist fire 5. This resistance increases to 10 at 5th level and 20 at 11th level. At 17th level, you gain immunity to fire.
Wings of Fire (Su): As a swift action, you can manifest a pair of fiery wings that grant you a fly speed of 60 feet with average maneuverability. You can use these wings for 1 minute per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1 minute increments. You must be at least 7th level before selecting this revelation.
50k equipment:
vest of resistance +4 (16k, 1 lb)
headband of alluring charisma +4 (16k, 1 lb)
belt of giant strength +2 (4k, 1 lb)
amulet of health +2 (4k, 1 lb)
ring of sustenance (2k)
lesser metamagic rod, cold substitution (MIC; 2.7k, 3 lbs)
bracers of the entangling blast (MIC; 2 k, 1 lb, 3/day spell half dam but entangle 1d3 rnds + 1 dam/sp lev during)
boots of landing (MIC; 0.5 k, 2d6 less falling damage)
mithral chain shirt (1.1 k, 12.5 lbs, acp 0)
heavy steel shield (0.02 k, 15 lbs)
MW morningstar (0.308 k, 6 lbs)
backpack (.002 k, 2 lbs)
pouch, belt (.001 k, 0.5 lbs)
antitoxin (x 4) 0.2 k, 0 lbs, in backpack
potion of prestidigitation (0.025 k, 0 lbs)
MW manacles (.050 k, 2 lbs)
ink, pen, paper (x10) (0.0121 k, 0 lbs)
waterskin (0.001k, 4 lbs)
handy haversack (2k, 5 lbs, holds 20/80/20 lbs)
* sack (x2, 0.0002 k, tot 1 lb) in hh
* traveler's outfit, extra (0.001 k, 5 lbs) in hh
* bedroll (0.0001k, 5 lbs) in hh
5 pp, 31 gp, 6 sp (in belt pouch, 0.0566 k, 0.8 lb)
tot 50 k
tot wt 55.8 lbs[/sblock]
[sblock=description]Background:
Par Nep hails from the Sind desert on Mystara. He never felt satisfied with the simple life of his tribe, and as a teenager, he ran away and came to the small town of Joonin. There he happened to witness a murder; a warrior named Ron Teek killed a woman while Par was hiding nearby. Par knew that he was no match for Ron Teek, and the locals did not believe his story, suspecting Par of the crime. Par therefore decided to try to murder Mr. Teek while he slept, by throwing a torch through the window of his hut.
This indeed killed Ron Teek, but to Par's surprise and horror, Ron had a wife and two small children, who also perished in the blaze. Par escaped the town, but he was followed by guilt and ghosts, especially the spirit of the boy Ruke. Wherever he travels, he can not escape the accusing spirit.
For some reason, Par seemed to be chosen by the Immortals for some mysterious purpose. (On Mystara, the closest thing to 'gods' are former mortals who became Immortals.) This made him fleet of foot, which allowed him to escape, and gave him various mystical powers. Par has devoted his life to trying to fight injustice, and to trying to understand what is happening to him.
Over the years, the spirit of Ruke has become somewhat less hostile, seeing that Par is trying to do the right thing; though the boy is still mischevious, he's used his poltergeist powers to help Par on many occasions. This has helped ease Par's feelings of guilt.
Par became a major thorn in the side of the forces of the evil Master, who was gathering the tribes to assault neighboring countries. He believes it was the Master who sent the assassin who ... killed him? He has no idea where he is now, or why.
Description:
Par is 6' tall, handsome, with dark hair and swarthy skin as is typical of the desert people. He projects a confident attitude and speaks with a commanding voice. However, he is very reluctant to talk about himself.[/sblock]