User:Askewnotion/PCs/Glinvizz Tomespanner/Character Sheet
From Drinking and Dragons
< User:Askewnotion | PCs
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Oracle 1 (ECL 1)
Race: Gnome
Alignment: LN | Size: S
Patron Deity: Lore Gods
Abilities
Str 10 +0 |
Dex 8 -1 |
Con 16 +3 |
Int 14 +2 |
Wis 12 +1 |
Cha 19 +4
DefenseAC: 22 / Touch: 14, Flatfooted: 19
HP: 11 / HD: 1d8 Initiative: -5 / Speed: 20/15' land Fort: 3 / Reflex: 4 / Will: 3
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Attacks
Space/Reach: 5 ft./5 ft. Base Attack: +0 |
Feats
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Skills (ACP:-4/-6)
Languages: Common, Gnome, Sylvan, Thassilonian, Sign, Read Lips |
Special Abilities
Racial
- Weapon Familiarity: All "gnome" weapons are martial weapons.
- Academician: +2 to Knowledge: History.
- Defensive Training: +4 AC vs Giants
- Gnome Magic: +1 DC for illusion spells. Cast Dancing Lights (p263), Ghost Sound (p289), Prestidigitation (p325), and Speak with Animals (p346) once per day).
- Hatred: +1 hit reptilian and goblinoids.
- Illusion Resistance: +2 save vs illusions.
- Keen Senses: +2 perception.
- Low-Light Vision: See twice as far as a human in darkened conditions.
Incarnate
- Weapon and Armor Proficiencies: Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies.
- Mystery: Lore
- Oracle's Curse (Deaf): You cannot hear and suffer all of the usual penalties for being deafened. You cast all of your spells as if they were modified by the Silent Spell feat. This does not increase their level or casting time. At 5th level, you receive a +3 competence bonus on Perception checks that do not rely upon hearing, and the initiative penalty for being deaf is reduced to –2. At 10th level, you gain scent and you do not suffer any penalty on initiative checks due to being deaf. At 15th level, you gain tremorsense out to a range of 30 feet.
- Revolations
- Focused Trance (Ex): You can enter a deep meditation, blocking out visual and auditory stimuli and allowing you to concentrate on a single problem, philosophical issue, or memory. This trance lasts 1d6 rounds, during which time you can only take move actions. During this period, you gain a bonus equal to your level on all saves against sonic effects and gaze attacks. When you come out of your trance, you may make a single Intelligence-based skill check with a +20 circumstance bonus. You may enter your focused trance a number of times per day equal to your Charisma modifier.
- Sidestep Secret (Su): Your innate understanding of the universe has granted you preternatural reflexes and the uncanny ability to step out of danger at the very last second. Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws. Your armor's maximum Dexterity bonus applies to your Charisma instead of your Dexterity.