News:

Because we're grown ups now, and its our turn to decide what that means.

Main Menu

Character Sheets

Started by Carthrat, August 25, 2010, 06:13:10 PM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

Carthrat

Appearance & Background
Spoiler: ShowHide
Young and fresh-faced, Rudy often walks to the beat of a song it seems only he can hear. The surreal tattoos adorning his cheeks tend to give new friends (everyone can be a new friend in Rudy's eyes) pause, but his demeanour is too open for anyone to judge him by these oddities for long. He keeps himself well-trimmed as much as he can, with the latest in fashionable haircuts, manicured nails, and at least when he's not on the job, sharply tailored suits and shirts.

This attention to appearance may be somewhat at odds with his stated profession ('a humble builder, m'lord, but my bridges and bastions will be proud enough for you'), but the last vestiges of the Giacomo's noble blood flowed from his mother to him, and while selling off their title and land may have forever relegated them to the ranks of commoners, they can at least keep some decorum and dignity, wherever they go.

Rudy had always hoped to impress his father by his conduct- a man of few words and great expectations, who made his feelings felt with narrowed eyes or faint nods of the head. Thus, he threw himself into his work, intent on one day making a name for himself (perhaps by having it stamped onto a bridge, tower, or other impressive piece of architecture.)

His simple little life was suddenly uprooted. He was commissioned to help remodel an old mansion, discovering shortly after beginning work that he was only considered for the job because other, more skillful engineers had passed it on due to rumours that the place was haunted by evil spirits. Scorning these tales, Rudy set about his work, virtually living at the place for weeks while he began adding new rooms.

He suffered from nightmares during this time, dreaming of what he could only describe as another world- a pressed-in place, crammed full of bodies and oil. Endlessly writhing limbs, and eyes that opened in the air itself.  A voice that seemed to call his name. The other workers with him grew haggard- theirs was a silent team.

There was a period where he wasn't sure whether he was dreaming or awake. His clearest memory is at the end, when he found himself in the mansions basement, facing a mirror. In his hands he held an open box with gilded designs, and on his face were black lines, tattoos. A creature right out of his nightmares- Myra- was bowing before him in servitude, pledging to serve him now and forever. He felt queasy, like he'd had too much to drink, yet he felt alert- alive.

Suddenly, clumping down the stairs and shrieking with rage, the owner- Phillip T. Jackalope- appeared. He bawled at Rudy to get out, but at that very instant suffered a heart attack, dying instantly and leaving the young builder with questions he couldn't answer.

Reality beckoned, however, and Rudy was forced to return home and report failure to his father. Such was his paternal disappointment- communicated via his lack of words- that Rudy felt he had to leave immediately and make his fortune elsewhere, rather than endure his father's icy gaze. He had a mysterious box of unknown origin, a bizarre creature that seemed intent on staying with him at all costs, and a dozen unanswered questions. Jackalope apparently had no relatives or friends- he would have to seek other methods to find out just what he'd found...



Rudy Giacomo, Human Summoner (Age 17, Height: 5'8, Weight: 63kg)
Hero Points: 2
HD: 7d8+26, HP: 61
Size: Medium
Speed: 30ft
Ability Scores: Str 10, Dex 23, Con 16, Int 15, Wis 12, Cha 21
Saving Throws: Fort: +5, Reflex: +9, Will: +10
Initiative: +6
AC: 21 (Touch 15, Flat-Footed 16) (Chain Shirt +2)

CMB: +5
CMD: 21

Attacks
Dagger (+5, 1d4, 19-20/x2)
Light Crossbow (+11, 1d8, 19-20/x2)

Special Qualities
Cantrips (Can cast 0th-level spells infinitely)
Eidolon (Minion)
Life Link (Can lose HP in Eidolon's stead)
Summon Monster IV (Cast 3+charisma mod per day, takes place of Eidolon. Duration: 1 minute/level)
Bond Senses (Share senses with Eidolon for 4 rounds per day.)
Shield Ally (+2 to saves and AC when within reach of Eidolon)
Maker's Call (Teleport Eidolon to me)

Skills (ACP -1)
Acrobatics: 5 (+11), Bluff 5 (+14, +1 when dressed), Craft: Carpentry: 1 (+6), Diplomacy 3 (+11, +1 when dressed),  Knowledge: Engineering: 4 (+9), Knowledge: Local: 2 (+7), Knowledge: Nature: 2 (+7) Ride: 3 (+12), Perform: Acting 2 (+7), Perform: Dance 2 (+7), Profession: Sailor 3 (+6), Use Magic Device 7 (+15), Stealth (+11)
Languages: Prannerian, Elven, Hildian

Traits
Extremely Fashionable (Diplomacy as a class skill, +1 to bluff/diplomacy/intimidate when sharply dressed in clothes of 150gp or more)
Fast Talker (Bluff as a class skill, +1 to Bluff)

Feats
Point-Blank Shot, Spell Focus: Conjuration, Augment Summoning, Self-Delusion, Superior Summoning

Comprehensive Equipment (1406.85gp)

Crossbow, Light
Dagger
Leather Armor
Antitoxin

Saw
Drill
Artisan's Outfit
Signet Ring
Mysterious Box
Gold Ring
Fancy Outfit (150gp)
Book of Dubious Eidolon-Powering Theorems
Cost of Living: Holy shit I'm doing ok, 100gp
Anowian Infiltrator's Cloak
Potion of Spider Climb

Anowian Infiltrator's Cloak - 9,000gp
This mottled grey and charcoal coloured cloak is long enough to reach the calves of its wearer, and has an expansive hood that when drawn forward greatly obscures the wearer's features. It grants a +5 bonus to stealth checks while worn, and can be activated by tapping the drawstrings together once per day. For five minutes while activated, the wearer cannot be detected by scent, tremorsense, blindsense, or blindsight.

Spells

(Unlimited) 0th (DC 15): Arcane Mark, Daze, Detect Magic, Light, Mending, Message
(6/day) 1st (DC 16):  Rejuvenate Eidolon (Lesser), Shield, Unfetter, Life Conduit, Enlarge Person
(4/day) 2nd (DC 17): Haste, Slow, Create Pit, Lesser Evolution Surge
(2/day) 3rd (DC 18): Dimension Door, Summon Monster IV

Myra's form tends to change in minor details from day to day. She generally appears quite gaunt at present, with near-skeletal arms ending in jagged claws... thin films of vinegar skin that stretch across her twisted bones... each step she takes is accompanied by a scraping sensation, as though she's dragging herself rather than walking. Her chest twist and writhes as though something within tries to break free. In combat, the outer layers burst, revealed several grinning maws filled with razor-sharp teeth, her compensation for being decapitated. Heavy cloaks and contrivances can conceal her true form from casual glances, but few would glance at her and think her entirely natural nonetheless.

Myra reacts pleasantly to compliments and makes a purring sound when fed on meals of porridge, milk, or raw meat. She apparently has a sense of humour and something that could be construed as laughter tends to accompany any good joke made in her presence.

Eidolon, "Myra" (Age ???, Height: Varies, Weight: Varies)
HD: 6d10+12 (53)
Size: Medium
Speed: 30ft
Abilities: Str 22, Dex 15, Con 14, Int 7, Wis 10, Cha 13
Saving Throws: Fort +7, Ref +4(Evasion), Will +5(+7 vs. enchantment)
Initiative: +6
AC: 24 (Touch 12, Flat-Footed 22)
CMB: +11
CMD: 23
Special Qualities: Darkvision 60ft, Link, Share Spells, Evasion

Attacks
Bite (+12, 1d6+6+1d6cold, 20/x2, free Trip vs. same size or smaller on hit)
Gore (+12, 1d6+6+1d6cold, 20/x2)
2 Claws (+12, 1d4+6+1d6cold, 20/x2)

Special Qualities
Darkvision 60ft
Link (Communication, Shared Magic Item slots)
Share Spells
Devotion

Class Skills: Bluff, Craft, Disguise, Intimidate, Knowledge (Planes), Perception, Sense Motive, Stealth, Survival, Use Magic Device
Skills: Acrobatics 4 (+6), Disguise 1 (+5), Intimidate 3 (+7), Fly 5 (+14), Perception 5 (+8), Stealth 3 (+8), Survival 1 (+4), Use Magic Device 1 (+5)

Feats: Improved Initiative, Power Attack, Cleave

Evolutions (10)

Bite (1)
Improved Ability (Str) (2)
Energy Attacks (Cold) (2)
Gore (2)
Improved Natural Armor x2 (2)
Magic Attacks (1)
[19:14] <Annerose> Aww, mouth not outpacing brain after all?
[19:14] <Candide> My brain caught up

Corwin

#1
Henrietta Ul Copt, Human Sorcerer 7 (Verdant, Age 18)

Henrietta's flowing red hair, patiently brushed and gathered into a loose ponytail while its bangs frame her tanned face, might give her the appearance of a helpless princess to be swindled or abducted for ransom. The blue eyes seemingly radiating innocence only serve to strengthen that image. It could not be farther from the truth, as Henrietta is strong-willed and determined, driven by reason and logic rather than whimsy, and one that even the trusty flail at her hip cannot fully dispel.

Henrietta is on the tall side for a girl, standing at 5'7; 5'9 with her ever-present hat. She weighs slightly under 59kg, and half that again with all that she carries around. Always be prepared, her father would say while talking of his adventuring days, and Henrietta certainly took his words to heart, spending all of the allowance her parents gave her when she announced her desire to travel and see the world on various necessities which may come in handy one day.

HP: 61
Init: +7
Speed: 30ft
Armor Class: 14, 18 with Mage Armor (-3 flat-footed, +3 Barkskin, +4 Shield)
Base Attack: +3
Full Attack (Heavy Flail): +8, 1d10+6, 19-20/x2
Full Attack (Spear of Vengeance): +7, 1d8+6, 20/x3
Full Attack (Spear of Vengeance +2): +9, 1d8+8+3d6, 20/x3 (Vampiric Touch lvl6)
CMB: +7 (+9 to Trip)/+13 (+15 to Trip) with Tanglevine
CMD: 20 (22 vs Trip)
Saves: Fort +7, Ref +6, Will +8
Abilities: STR 19 (4), DEX 16 (3), CON 19 (4), WIS 14 (2), INT 14 (2), CHA 24 (7)
Languages: Jovar, Draconic, Prannerian
Skills: Appraise (1) +6, Bluff (3) +13, Diplomacy (7) +18, Disguise (1) +8, Fly (1) +7, Intimidate (4) +15, Knowledge/Arcana (1) +6, Knowledge/Nature (2) +9, Knowledge/Nobility (1) +3, Knowledge/Religion (2) +7, Knowledge/Space (1) +3, Perform (1) +8, Spellcraft (6) +11, Survival (1) +3
Feats: Eschew Materials (Sorc1), Combat Expertise (Human), Improved Trip (lvl1), Improved Initiative (lvl3), Toppling Spell [+1, force effects->trip as with tanglevine] (lvl5), Craft Wand (lvl7), Extend Spell/Verdant (lvl7), Toughness/Undead (lvl7).
Traits: Heirloom Weapon (heavy flail), Princess
Favored Class Options: [lvl1] +1 known lvl0 spell, [lvl2] +1 known lvl0 spell, [lvl3] +1 known lvl0 spell, [lvl4] +1 known lvl1 spell, [lvl5] +1 known lvl1 spells, [lvl6] +1 known lvl2 spells, [lvl7] +1 known lvl2 spells.
Cost of Living: Average (10gp/month), Cost of Hiring Trucy (10gp/month), Trucy's lodgings and living costs (10gp/month)
Residence: Two-story cottage at 22 Wall Street in the Azure District, built against the city walls leading into Sunset District
Hero Points: 0

Spells Per Day:
Lvl0: [---] unlimited
Lvl1: [6+2] 8
Lvl2: [6+2] 8
Lvl3: [4+2] 6

Spells Known:
Lvl0 (7+3B, DC17): Acid Splash, Detect Magic, Disrupt Undead [Bonus], Ghost Sound [Bonus], Light, Mage Hand, Message, Prestidigitation, Ray of Frost [Bonus], Mending.
Lvl1 (5+2B+1V+1U, DC18): Entangle [Verdant], Chill Touch [Undead], Disguise Self [+10 disguise/70min], Feather Fall [Bonus, immediate, close, 7 people], Sleep [Bonus, affects 4HD living/undead 10ft radius burst], Mage Armor [+4 armor], Magic Missile [4d4+4], Shield [+4 shield, counters MM], Ray of Enfeeblement [close, fort half, 1d6+3 Str penalty].
Lvl2 (3+2B+1V+1U, DC19): Barkskin [Verdant, +3 NA], False Life [Undead, 1d10+7], Invisibility [7min, +40 stealth], Mirror Image [1d4+2/7min], Acid Arrow [Bonus, long; 2d4/3 rounds], Scorching Ray [Bonus, close, 4d6/2 beams of fire], See Invisibility [70min, personal].
Lvl3 (2+1V+1U, DC20): Fly [7min], Heroism [70min, +2 morale to attack/saves/skills], Speak With Plants [Verdant], Vampiric Touch [Undead, touch, 3d6].

Gear (1,873gp 03cp left): Heavy Flail (15gp), Adventuring Gear (91gp, 12cp), Noble's Outfit x2 (150gp), Jewelry (150gp), Explorer's Outfit (10gp, free), Winter Outfit (5gp), Hat (1gp), Dagger (2gp), Lavinia's diamond (100gp), Lavinia's handkerchief, Ring of Protection +1 (1,000gp), Cloak of Resistance +1 (1,000gp), Robes of Arcane Heritage, *carrying the spear

Adventuring Gear
Spoiler: ShowHide

Spear of Nettled Vengeance
This spear seems to be an ordinary, if rather pitted and poorly kept weapon, and indeed functions as such. But when wielded against a foe that has inflicted damage against the wielder it functions as a +2 weapon and casts a CL 6 vampiric touch spell upon every strike.

Scandalously cut robe of shimmering lavender silk - 300gp
http://grognard.booru.org/index.php?page=post&s=view&id=14244

Robes of Arcane Heritage (16,000gp):
These elegant, dark blue robes are usually decorated with silver stitching depicting a sorcerer bloodline, though some indicate a family tree. The stitching changes to match the sorcerer bloodline of the wearer. The wearer treats her sorcerer level as 4 higher than normal for the purpose of determining what bloodline powers she can use and their effects.

The costume of the repentant torturer, Drovalid: Henrietta's costume is without a doubt the most revealing, everything in tight, strappy black leather. A corset and short but wide leather skirt are worn with thigh-high boots, and a skull-cap helmet that covers only the top half of her head without concealing all of her long red hair.

Mirror, small steel    10 gp
Rope, silk (50 ft.)    10 gp
Rope, silk, knotted (50 ft.)    10 gp
Tent (small)       10 gp
Wrist Sheath, spring loaded    2x5 gp
50gp

Bell          1 gp
Block and tackle    5 gp
Bottle, glass       2 gp
Helmet Candle       2 gp
Case, map or scroll    1 gp
Chair, folding       2 gp
Crowbar       2 gp
Fishing net, 25 sq. ft. 4 gp
Flint and steel    1 gp
Grappling hook       1 gp
Ladder, folding    2 gp
Pick, miner's       3 gp
Rope, hemp (50 ft.)    1 gp
Scroll Case       1 gp
Horn, signal       1 gp
Vial ink or potion    1 gp
Waterskin       1 gp
Backpack (empty)    2 gp
Rations, trail (4 days) 4x5 sp
35gp

Bag, waterproof    5 sp
Bedroll       1 sp
Blanket, common    2 sp
Blanket, winter    5 sp
Candle x10      10x1 cp
Canvas (sq. yd.)    1 sp
Charcoal (1 stick)    5 sp
Fishhook       1 sp
Hammer          5 sp
Hammock       1 sp
Inkpen          1 sp
Magnet          5 sp
Oil (1-pint flask)    1 sp
Signal whistle       8 sp
Sewing needle       5 sp
Piton x5      5x1 sp
Pot, iron       8 sp
59sp

Powder          1 cp
Chalk (1 piece)    1 cp
Earplugs       3 cp
Flask (empty)       3 cp
Soap          1 cp
Shovel          2 cp
Spike, iron       5 cp
String/twine (50 ft.)    1 cp
Torch          1 cp
Vial, iron (empty)    1 sp
Weapon Cord       1 sp
Whetstone       2 cp
22cp


Verdant CL11
Spoiler: ShowHide

Bonus Spells: entangle (3rd), barkskin (5th), speak with plants (7th), command plants (9th), wall of thorns (11th), transport via plants (13th), plant shape III (15th), animate plants (17th), shambler (19th).

Bloodline Arcana: Whenever you cast a spell with a range of personal, your skin toughens, granting you a natural armor bonus equal to the spell's level for 1d4 rounds. This bonus does not stack with any other natural armor bonuses you might have.

Tanglevine (Sp): At 1st level, as a standard action, you can create a 15-foot-long, animated vine that springs from your hand. This vine can make a single disarm, steal, or trip combat maneuver, using your sorcerer level plus your Charisma modifier in place of your normal CMB. You can use this power 9 times per day.

Photosynthesis (Ex): At 3rd level, you feed upon nature's raw essence. Your need to eat and sleep is reduced as if wearing a ring of sustenance, and you gain a +2 racial bonus on saving throws made against poison and sleep effects. At 9th level, these bonuses increase to +4.

Massmorph (Sp): At 9th level, as a full-round action, you can alter the size and health of plant life, as if using plant growth or diminish plants. Alternatively, you can transform one willing non-plant creature per sorcerer level (no two of which can be more than 30 feet apart) as tree shape. You may transform creatures as plant shape I at 15th level, or plant shape II at 20th level. You can transform non-plant creatures using this power once per day.


Undead CL11
Spoiler: ShowHide

Bonus Spells: chill touch (3rd), false life (5th), vampiric touch (7th), animate dead (9th), waves of fatigue (11th), undeath to death (13th), finger of death (15th), horrid wilting (17th), energy drain (19th).

Bloodline Arcana: Some undead are susceptible to your mind-affecting spells. Corporeal undead that were once humanoids are treated as humanoids for the purposes of determining which spells affect them.

Grave Touch (Sp): Starting at 1st level, you can make a melee touch attack as a standard action that causes a living creature to become shaken for a number of rounds equal to 1/2 your sorcerer level (minimum 1) [3]. If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your sorcerer level. You can use this power 9 times per day.

Death's Gift (Su): At 3rd level, you gain resist cold 5 and DR 5/— against nonlethal damage. At 9th level, your resistance to cold increases to 10 and your DR increases to 10/— against nonlethal damage.

Grasp of the Dead (Sp): At 9th level, you can cause a swarm of skeletal arms to burst from the ground to rip and tear at your foes. The skeletal arms erupt from the ground in a 20-foot-radius burst. Anyone in this area takes 1d6 points of slashing damage per sorcerer level. Those caught in the area receive a Reflex save for half damage. Those who fail the save are unable to move for 1 round. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The skeletal arms disappear after 1 round. The arms must burst up from a solid surface. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.


Background
Spoiler: ShowHide

Simple wanderlust caused Henrietta to leave her home one day. She tried to study to expand her horizons, but while no slouch in that department, the effort involved simply did not appeal to her. Neither had the climate, in any meaning of the word, made her feel particularly welcome. Despite growing up in Athnas, Henrietta never quite adjusted to the dry heat, and the dragons kept too tight a reign on her homeland. To ever get anywhere on her own, she knew she had to leave. She held no doubts about her ability to survive on Cimmeria all on her lonesome, however, and knew enough than to even consider an excursion to Hildspir. That left Pranneria with its conflict and opportunities.

She felt prepared for the journey. Her mother had taught her enough magic to cover the bare necessities while away from home; her father had passed on the flail that had served him so well when he adventured during his teens, along with the knowledge to wield it properly. Her hat she had picked up on her own as a means to keep the sun away, though wearing it grew on her by the time she had reached a more temperate climate. Though certain cantrips can help with her appearance, Henrietta has so far retained a firm preference of not needing to rely on magic in the first place. Magic is a tool, after all, and not a crutch to rely upon time and again.

Henrietta always held a great disdain for the emperor-worship of her homeland, feeling that beliefs in a higher power were entrapments of the mind, left over from a darker era. There simply was no way that by adhering to mortal rules that enable those at the top, her reward would come past death and result in eternal servitude. Henrietta was not fooled by such pretenses, and it remains her goal to one day expose the lack of an afterlife to all, so that at last logic and common sense may prevail over the foolishness of superstition.


<Steph> I might have made a terrible mistake

Sierra

#2
Background:
Spoiler: ShowHide
She never knew her father, and when she'd ask, her mother would spin tales of an unearthly stranger come in from the cold one lonely winter's night. But as her mother showed strong affinity for drink and any passing gentlemen with a handful of coins, Lucie could only nod, draw her own conclusions, and in time stop asking. She was her mother's only child, a strange thing given the frequency of suitors, and again this could only be the source of unanswered questions. All too easy to make assumptions in response given Lucie's own peculiarities.

It had started when she was young, after all. From when she could first put words together, visions of far-off places flowed out, and recollections of strange things not imagined but seen. And while any child may spin tales on whim, when Lucie spoke...things happened. Living in the slums, with education and imagination in short supply, reactions were swift and predictable. Parents spoke to their children in hushed voices: something had a hold on her. She was touched. Soon she learned to keep quiet, but by then the damage was done. The other children crossed the street when they saw her walking their way. And then the rot set in.

She was ten when it started. An unsightly gray blemish on one shoulder--a bruise, perhaps? But where from? No mind was paid to it--scraps and scrapes are any active child's lot, surely it would fade soon enough. Over the next decade it consumed her right shoulder, upper arm, a swath of her chest and back, and began to encroach upon her neck. A deadening calcification, leaving the body dry and withered in its wake. Lucie's mother had little money for doctors, less so than ever with her looks fleeing her, and what few hedge wizards and mad priests deigned to examine the girl could provide neither cause nor cure--only the assurance that there was no hope once it reached her heart. Lucie took to going out cloaked and hooded at all times, despite inheriting her mother's generous figure. In time, she made a decision.

Somewhere in this great world, there would be an answer to her problem. There had to be. The alternative was unacceptable. It was only a matter of combining the will and the means to find it. Even if it took a miracle. She did not doubt her own resolve, but miracles...those were expensive. Someone of her station would have to start small, she knew. She learned to capitalize on her reputation, scamming the locals with fake fortunetellings, before moving on to whatever less reputable services her magical abilities could aid in. The gangs took notice. Some of them had uses for her talents, so she'd deign to use them in return, for a time, for the means to pursue her real goals. She needed books, arcane knowledge, and these things were not free. Somewhere out there was a solution. It only waited for her.

And if she had any god's touch to thank for her situation, she would find it. And they would have words.


Description:
Spoiler: ShowHide
Lucie consistently wears clothes that completely cover her body, regardless of season or weather, and will always be seen cloaked and hooded if she has any choice in the matter. Her typical attire is a set of faded gray robes, ratty and tattered at the sleeves and hem, and she will likely favor such garments even if fancier attire becomes easily affordable. Lucie has no interest in dressing fashionably, has found there's a certain amount of marketing value in looking the part of the ascetic, and prefers clothes that dissuade people from looking anywhere but her face (although even loose-fitting clothes can't entirely conceal that a very womanly set of contours hides beneath them).

The face she presents to the world is beautiful, but in the way of an archaic idol: long, all hard planes, unforgiving, and framed by an untidy tumble of black hair. Should the hood fall back (although Lucie will seek to avoid this), one could see a discoloration creeping up the right side of her neck, the flesh there gray and almost scaly in appearance. There are times it almost seems shot through with lines that form strange patterns, but these defy attempts to focus such that one could only conclude it was imagined fancy. And Lucie is hardly eager to give anyone the opportunity to look.


~

Lucie Dolan
Female Human Oracle 7

Languages: Prannerian
Proficiencies: simple weapons, light armor, medium armor, shields

Init: +6 [+8]
Hero Points: 0
HP: 64 (7d8+21) [78 (7d8+35)]
AC: 20 (2 DEX, 2 dodge, 6 armor), touch 14
[AC: 22 (4 DEX, 2 dodge, 6 armor), touch 16]
Fort +6  Ref +5  Will +10
[Fort +8 Ref +7  Will +12]

Abilities: STR 15 (+2) DEX 14 (+2) CON 16 (+3) INT 12 (+1) WIS 14 (+2) CHA 21 (+5)
[Abilities: STR 19 (+4) DEX 18 (+4) CON 20 (+5) INT 16 (+3) WIS 18 (+4) CHA 25 (+7)]

Speed: 30 ft
BAB: +5
Attacks: +7 [+9] to hit and 1d8+1 [1d8+3] damage with silver-plated heavy mace
CMB: +7 [+9]
CMD: 21 [23]

Traits: Jaded (+2 to saving throws against fear), Suspicious (+1 to Sense Motive checks)

Class Features: Mystery: Heavens, Oracle's Curse: Wasting (-4 to charisma-based skill checks except intimidate, +4 competence bonus on saves against disease), Revelation: Coat of Many Stars (+6 armor bonus, 7 hours/day), Revelation: Interstellar Void (7d6 cold damage to one target within 30 ft, fort DC 18 [20] halves, 1/day), Revelation: Lure of the Heavens (levitation! All the time!), Revelation: Guiding Star (while outside at night: always able to determine precise location, CHA bonus to all WIS-based checks, cast one spell as if modifed by Empower Spell/Extend Spell/Silent Spell/Still Spell), Mystery spells gained: Color Spray, Hypnotic Pattern, Daylight

Feats: Alertness, Improved Initiative, Dodge, Iron Will, Extra Revelation

Class Skills: Craft, Diplomacy, Fly, Heal, Knowledge (Arcana), Knowledge (History), Knowledge (Places), Knowledge (Religion), Perception, Profession, Sense Motive, Spellcraft, Survival

Skills (42 skill ranks available): Intimidate +12 [+24] (7), Knowledge: Arcana +11 [+13] (7), Knowledge: Nature +3 [+5] (0), Knowledge: Religion +11 [+13] (7), Perception +14 [+16] (7), Sense Motive +15 [+17] (7), Spellcraft +11 [+13] (7)

Spells: Saving throw DC 15 [17] + spell level

Orisons (-/day, 7 known): Create Water, Detect Magic, Detect Poison, Light, Mending, Read Magic, Spark
1st level (8/day, 5 known): Bane, Cause Fear, Color Spray (Oracle level 2), Command, Doom, Inflict Light Wounds (Oracle bonus), Shield of Faith
2nd level (6/day [7/day], 3 known): Admonishing Ray, Hold Person, Hypnotic Pattern (Oracle level 4), Inflict Moderate Wounds (Oracle bonus), Lesser Restoration
3rd level (5/day [6/day], 2 known): Blindness/Deafness, Daylight (Oracle level 6), Inflict Serious Wounds (Oracle bonus), Searing Light

Wealth: 2,241.90gp
Cost of Living: Wealthy (100gp/month, no need to track purchases less than 10gp)
Possessions (30 lbs): Silver-plated heavy mace (90gp, 8 lbs), leather armor (10gp, 15 lbs), scholar's outfit (5gp, 6 lbs), quality fortune-teller's deck (25gp, 1 lb), noble's clothing (75gp), jewelry (25gp)

Amulet of Nine Lives (0 remaining)
This amulet grants a +1 resistance bonus to saving throws and a +1 dodge bonus to AC. Whenever anything would kill the wearer, they are instead set to 1 hit point (even if previously below that number). Each time this occurs, a charge is drained, when no charges are left the amulet continues to bestow its bonus to saving throws and AC.

Herne's Mantle (lesser artifact)
Grants a +4 enhancement bonus to all ability scores and gives the wearer a ferocious, bestial mien that provides a +10 enhancement bonus to Intimidate checks as well as animal empathy as a druid of their character level. Once per week the wearer can designate an individual within 100 feet to be hunted - the individual knows they have been marked so and must make a DC 20 will save or be frightened for one hour - if the hunter or his allies attack or follow the target before this period ends then the effect ceases and the hunter suffers negative levels equal to one half the target's hit dice until the end of the hunt. The hunt lasts until the target is dead or the sun has risen, and for the duration of the hunt the hunter always knows the direction to the target and gains a +5 morale bonus to all attack rolls, damage rolls, skill checks, caster level checks, and saving throws made against the target.

Books:

Spoiler: ShowHide
-Diseases of the Mind and Soul (unread)
-Savage Plagues (+2 circumstance bonus to Survival, Knowledge (Nature) and Heal while within the jungles of Cimmeria (or when dealing with anything originating there))
-Blood Curses of Infamy (+2 circumstance bonus on Knowledge (Arcana) and Knowledge (History) checks relating to curses and famous individuals afflicted by them)
-Magical Diseases and their Treatments (+1 bonus to caster level for the purpose of caster level checks made to affect individuals afflicted by disease)
-That Which Eternal Lies (+2 circumstance bonus on Knowledge (Religion) checks made to identify undead creatures)
-Legendary Alchemy (+2 circumstance bonus on Spellcraft or Craft (Alchemy) checks made to identify potions)