Picture by Sam-Baten

Male Human Oracle (Spirit Guide 6)/Sorcerer (Crossblooded 1)
Chaotic Neutral Medium Humanoid (Human)
Player Swyrlyn

Init +7 (+2 dex, +1 competence, +4 familiar)
Senses Perception +13

AC 23, touch 12 , flat-footed 21; (+8 armor, +2 shield, +2 dex, +1 natural)
HP 64 (6d8 + 1d6+ 21 con + 6 fcb)
Fort +7 (con +3, oracle +2, sorcerer +0, resistance +2)
Refl +6 (dex +2, oracle +2, sorcerer +0, resistance +2)
Will +8 (wis +1, oracle +5, sorcerer +2 (-2 crossblooded), resistance +2)
Special Defences:

Speed 40ft, with armor 30ft
1-handed Melee Dagger -2 1d4-2 (19-20/*2)

Ranged Light Crossbow +2 1d8 (19-20/*2)

Oracle Spells:(CL 7, Concentration +12, vs SR +9)
3rd (3+1/day)(DC 18) Cure Serious WoundsO, Prayer, Sleet StormM, FireballS (DC 20 or DC 21 cold)
2nd (5+2/day)(DC 17) Cure Moderate WoundsO, Align Weapon, Grace, Frost FallM, Flaming SphereC (DC 19 or DC 20 cold), Scorching RayC, Resist EnergyS
1st (6+2/day)(DC 16) Cure Light WoundsO, Ant Haul, Comprehend Languages, Protection From Evil, Shield of Faith, Endure ElementsM, Burning HandsC (DC 18 or DC 19 cold)
Orisons (7) Light, Guidance, Stabilize, Create Water, Mending, Detect Poison, Purify Food and Drink
Where the spell is from: O = Oracle Spell, M=Mystery Spell, C=Curse Spell, S=Spirit Spell
Sorcerer Spells:(CL 1, Concentration +5, Arcane spell failure 25%)
1st (3+2/day)(DC 16) Heightened Awareness
Cantrips (3) Detect Magic, Read Magic, Acid Splash
Special Attacks: +1 per die to cold spells, Freezing Spells: failed save means slow for 1 round, can change other energy spells to cold, Rime Metamagic = if damaged entangle for number of round per spell lvl

Mystery: Winter -Revelations:
1. Freezing Spells (Su):

  • Whenever a creature fails a saving throw and takes cold damage from one of your spells, it is slowed (as the slow spell) for 1 round. Spells that do not allow saves do not slow creatures. At 11th level, the slow duration increases to 1d4 rounds.

Spirit: Flame

  • Cinder Dance (Ex): The shaman's base speed increases by 10 feet. At 5th level, the shaman receives Nimble Moves as a bonus feat. At 10th level, the shaman receives Acrobatic Steps as a bonus feat. The shaman doesn't need to meet the prerequisites of these feats.
  • Spirit Magic Spells: Burning hands (1st), resist energy (2nd), fireball (3rd), wall of fire (4th), summon monster V (fire elementals only, 5th), fire seeds (6th), fire storm (7th), incendiary cloud (8th), fiery body (9th).

Curse: Blackened

You take a –4 penalty on weapon attack rolls, but you add burning hands to your list of spells known.

At 5th level, add scorching ray and flaming sphere to your list of spells known.

At 10th level, add wall of fire to your list of spells known and your penalty on weapon attack rolls is reduced to –2.

At 15th level, add delayed blast fireball to your list of spells known.

Sorcerer Bloodlines:

  • Bloodline Arcana (Marid): Whenever you cast a spell that deals energy damage, you can change the type of damage to cold. This also changes the spell’s descriptors to match this energy type.
  • Bloodline Arcana (Draconic-White): Whenever you cast a spell with an energy descriptor that matches your draconic bloodline’s energy type, that spell deals +1 point of damage per die rolled.
  • Bloodline Familiar: Those with an inherent connection to magic often attract creatures who feel a similar instinctive pull toward magical forces. At 1st level, a sorcerer, bloodrager, or any other character with one of the following bloodlines can choose to gain a bloodline familiar. The character gains a familiar (as a wizard’s familiar), treating her class level as her wizard level for the purposes of this ability. This familiar has an additional ability listed below based on the master’s bloodline. This replaces the 1st-level bloodline power granted by the character’s bloodline; in addition, the character gains bonus spells from her bloodline one level later than she normally would. For example, a sorcerer with the aberrant bloodline who takes a bloodline familiar would not gain the acidic ray bloodline power, and she would gain her first bonus spell at 4th level, her second bonus spell at 6th level, and so on.

Str 7 , Dex 14, Con 16 (14+2ench), Int 12, Wis 12, Cha 21 (18+2ench+1lvl)
Base Atk +4; CMB +2; CMD 14

  • 1: Spell Focus: Evocation, Greater Spell Focus: Evocation
  • 3: Elemental Focus: Cold
  • 5: Spell Penetration
  • 7: Metamagic: Rime Spell

Skills acp: -1; total skill ranks: 40 + 5 to all Knowledge skills if spirit is Lore

  • Acrobatics
  • Appraisec
  • Bluffc (7) +18
  • Climb
  • Craftc
  • Diplomacyc (7) +18
  • Disable device
  • Disguise +8
  • Escape artist
  • Flyc
  • Handle animal
  • Healc (1) +5
  • Intimidatec (1) +12
  • Knowledge(arcana)c (1) +5
  • Knowledge(dungeoneering)c (1) +5
  • Knowledge(engineering)c (1) +5
  • Knowledge(geography)c (1) +5
  • Knowledge(history)c (1) +5
  • Knowledge(local)c (1) +5
  • Knowledge(nature)c (1) +5
  • Knowledge(nobility)c(1) +5
  • Knowledge(planes)c (3) +7
  • Knowledge(religion)c (1) +5
  • Linguistics
  • Perception (7) +13
  • Perform (Oratory) +9
  • Professionc
  • Ride
  • Sense motivec (1) +7
  • Sleight of hand
  • Spellcraftc (1) +5
  • Stealth
  • Survival +1
  • Swim
  • Use magic devicec (1) +12

Traits:Magical Knack (Oracle), Wayang Spell Hunter (Fireball)
Languages: Common, Tien, Minkaian, Aquan, Draconic
RSQ Skilled, Bonus Feat
SQ Curse (Blackened), Mystery (Winter), Bonded Spirit, Familiar (Arctic hare), Bloodlines: Marid and Draconic (White Dragon)

On person:
In backpack:
Ioun Stones: Cracked dusty rose prism (+1 init -competence)
Encumbrance lb. without backpack (//), lb. with backpack

Wondrous Items

  • Head Circlet of Persuasion
  • Headband Headband of the Alluring Charisma +2 (1 lb)
  • Face/Eyes
  • Neck Amulet of Natural Armor +1
  • Shoulders Cloak of Resistance +2 (1 lb)
  • Chest
  • Body
  • Armor +2 Mithral Breastplate, +1 Mithral Buckler
  • Belt Belt of Mighty Constitution +2
  • Wrist
  • Hand
  • Ring
  • Ring
  • Feet


  • 0
  • 1
  • 2

Things to buy


  • Entangled: The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.

Spirit Guide: Through her exploration of the universe's mysteries, a spirit guide opens connections to the spirit world and forms bonds with the entities that inhabit it.

Class Skills: A spirit guide gains all Knowledge skills as class skills. This replaces the bonus class skills gained from the oracle's mystery.

Bonded Spirit (Su)

At 3rd level, a spirit guide can form a temporary bond with a spirit, as the shaman's wandering spirit class feature. She must make this selection each day when she refreshes her spells. A spirit guide cannot bond with a spirit that is incompatible with her alignment, ethos, or mystery (GM's discretion).

A spirit guide gains one hex of her choice from the list of hexes available from that spirit. She uses her oracle level as her shaman level, and she switches Wisdom for Charisma and vice versa for the purpose of determining the hex's effects.

At 4th level, she adds the bonded spirit's spirit magic spells to her oracle spells known for that day, but only of spell levels she can cast. At 7th level, she gains the spirit ability of her current bonded spirit. At 15th level, she gains the greater spirit ability of her current bonded spirit.

This ability replaces the revelations gained at 3rd, 7th, and 15th levels.

33 453

Belt of Mighty Constitution +2 4000 Circlet of Persuasion 4500 Cloak of Resistance +2 4000 Headband of Alluring Charisma +2 4000 +2 Mithral Breastplate 8200 +1 Mithral Buckler 2005 Amulet of Natural Armor +1 2000 Cracked Dusty Rose Prism 500


= 4248

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