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Gnome Oracle Character Sheet Template

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0% found this document useful (0 votes)
8 views7 pages

Gnome Oracle Character Sheet Template

blah

Uploaded by

mackenziedphelan
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Sybil Chaotic Good

Character Name Alignment Player

Oracle (2) Not set Not set


Character Level Deity Homeland Campaign

Gnome Small Not set Not set (Adult) Not set Not set Not set Not set
Race Size Gender Age Height Weight Hair Eyes

Ability Score Mod. Temp. Temp.


Name Score Mod. HP
Hit Points
17 Movement
STR
Strength
6 -2 Total nonlethal Damage

20 ft. 4 sq. 20 ft. 4 sq.


Base Speed Armor Speed Burrow
DEX
Dexterity
15 +2
Wounds / Current HP

CON 16 +3 Initative 4 2 2 Fly Maneuverability Swim Climb Temp. Mods


Constitution = +
TOTAL Dex Misc. SKILLS
INT
Intelligence
10 +0 Damage Skill Names Total Abilit Ranks Misc
Reduction
Acrobatics 0 =DEX 2 +0 + -2
WIS 12 +1
Wisdom Power 1 Appraise 0 =INT 0 +0 +0

CHA
x Artistry 0 =INT 0 +0 +0
Charisma
19 +4 Power 2
Bluff 6 =CHA 4 +1 +1
Climb -4 =STR -2 +0 + -2
AC
Armor Class
17 =10+ 4 + 0 + 2 + 1 + 0 + 0 + 0
TOTAL Armor Shield Dex. Size Natural Deflect. Misc.
x Craft (a) 6 =INT 0 +1 +5
x Craft (b) 0 =INT 0 +0 +0
Touch AC 13 Flat Footed AC 15
x Craft (c) 0 =INT 0 +0 +0
Total Base Save Ability Magic Misc. Mod. Temp. Mod. x Diplomacy 9 =CHA 4 +2 +3
FortitudeConstitution
3 = 0 + 3 + 0 + 0 + Disable Device* =DEX + +
Disguise 4 =CHA 4 +0 +0
Reflex 2 = 0 + 2 + 0 + 0 +
Dexterity
Escape Artist 0 =DEX 2 +0 + -2

Will 4 = 3 + 1 + 0 + 0 +
Fly 0 =DEX 2 +0 + -2
Wisdom
x Handle Animal* =CHA + +
Spell Energy x Heal 5 =WIS 1 +1 +3
B.A.B. 1 Resistance Resistance
Intimidate 4 =CHA 4 +0 +0
CMB -2 = 1 + -2 + -1 + 0 Knowledge (arcana) 1 =INT 0 +1 +0
Total BAB Strength Size Mod. Misc. Mod.
Knowledge (dungeoneering)* =INT + +
CMD 10 =10+ 1 + -2 + 2 + -1 + 0 Knowledge (engineering)* =INT + +
Total BAB Strength Dex Mod. Size. Mod. Misc. Mod.
Knowledge (geography)* =INT + +
Weapon x Knowledge (history)* =INT + +
Dagger Knowledge (local)* =INT + +
Critical Type Range Ammo
x Knowledge (nature)* =INT + +
19-20/x2 P or S 10 ft. Knowledge (nobility)* =INT + +
Attack Damage
x Knowledge (planes)* =INT + +
+0 1d3-2 x Knowledge (religion)* =INT + +
Weapon Linguistics* =INT + +
x Lore* =INT + +
Critical Type Range Ammo Perception 3 =WIS 1 +0 +2
Perform (a) 4 =CHA 4 +0 +0
Attack Damage
Perform (b) 4 =CHA 4 +0 +0
x Profession (a)* =WIS + +
Weapon x Profession (b)* =WIS + +
Ride 0 =DEX 2 +0 + -2
Critical Type Range Ammo x Sense Motive 6 =WIS 1 +2 +3
Sleight of Hand* =DEX + +
Attack Damage x Spellcraft* =INT + +
Stealth 4 =DEX 2 +0 +2

Weapon
x Survival 1 =WIS 1 +0 +0
Swim -4 =STR -2 +0 + -2

Critical Type Range Ammo Use Magic Device* =CHA + +


X Class Skill *Trained Only

Conditional Modifiers
Attack Damage
Armor check penalties applied to skills.

Weapon
Languages

Critical Type Range Ammo

Attack Damage
Armor Item Bonus Type Check Penalty Spell Failure Weight Properties

Chain shirt 4 Armor -2 20% 12 lbs.

Totals 4 -2 20% 12 lbs.

Feats Curse Equipment Qty. lbs. Head Qty. lbs.

Armor Proficiency, Light God-Meddled


Armor Proficiency, Medium Mystery
Headband Qty. lbs.

Combat Casting Life


Shield Proficiency Revelations

Weapon Proficiency, Simple Life Link Eyes Qty. lbs.

Other Specials

Shoulders Qty. lbs.

Neck Qty. lbs.

Chest Qty. lbs.

Body Qty. lbs.

Belt Qty. lbs.

Wrist Qty. lbs.

Hands Qty. lbs.

Feet Qty. lbs.

Rings Qty. lbs.

Play Notes

Racial Traits

Eternal Hope
Gnome Magic
Illusion Resistance
Keen Senses
Languages
Low-Light Vision
Background Traits
Obsessive
Slow Speed Excitable

Small Secret-Keeper

Weapon Familiarity

Light 15 lbs. or less Lift Over 45 lbs.


Load Head PP 0 Experience Points
GP 0
Medium 15-30 lbs. Lift Off 90 lbs.
Load Ground
SP 0 Next Level
Heavy
Load
30-45 lbs. Drag or
Push
225 lbs. CP 0 5,000 (Medium Progression)
Oracle Spell Book

Spell Level 0 1 2 3 4 5 6 7 8 9

Spells per day (adjusted) ∞ 4 (5) - - - - - - - -

Spontaneous Caster Spell Use Tracker

Level 1

Known Spells
Known Spell Level 0 School Duration Cast time Range/Area Save SR DC

Create Water Conjuration instantaneous; 1 standard action close (25 ft. + 5 ft./2 levels) none no 14

Mending Transmutation instantaneous; 10 minutes 10 ft. Will negates yes 14

Resistance Abjuration 1 minute; 1 standard action touch Will negates yes 14

Stabilize Conjuration instantaneous; 1 standard action close (25 ft. + 5 ft./2 levels) Will negates yes 14

Virtue Transmutation 1 min.; 1 standard action touch none yes 14

Known Spell Level 1 School Duration Cast time Range/Area Save SR DC

Cure Light Wounds Conjuration instantaneous; 1 standard action touch Will half yes 15

Lucky Number Transmutation 24 hours or until discharged; 1 standard action touch none no 15

Bonus Magic Stone Transmutation 30 minutes or until 1 standard action touch Will negates yes 15

Bonus Positive Pulse Necromancy instantaneous plus 1 round 1 standard action close (25 ft. + 5 ft./2 levels) 5- Will negates yes 15
Spell Descriptions (A-Z)
CREATE WATER

School: Conjuration (creation)


Level: cleric/oracle 0, druid 0, paladin 1, inquisitor 0, shaman 0, occultist 0
Descriptor: water
Casting time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Effect: up to 2 gallons of water/level
Duration: instantaneous;
Saving Throw: none
Spell Resistance: no
This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the
liquid, or in an area three times as large--possibly creating a downpour or filling many small receptacles. This water disappears after 1 day if not
consumed. Note: Conjuration spells can't create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of
water contains roughly 8 gallons and weighs about 60 pounds.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

CURE LIGHT WOUNDS

School: Conjuration (healing)


Level: bard 1, cleric/oracle 1, druid 1, paladin 1, ranger 2, witch 1, inquisitor 1, alchemist 1, shaman 1, occultist 1, spiritualist 1
Casting time: 1 standard action
Components: V, S
Range: touch
Targets: creature touched
Duration: instantaneous;
Saving Throw: Will half (harmless); see text
Spell Resistance: yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum
+5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply
spell resistance, and can attempt a Will save to take half damage.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

LUCKY NUMBER

School: Transmutation
Level: bard 1, cleric/oracle 1, druid 1, inquisitor 1, paladin 1, sorcerer/wizard 1, summoner 1, witch 1
Casting time: 1 standard action
Components: V, S
Range: touch
Targets: one willing creature
Duration: 24 hours or until discharged;
Saving Throw: none
Spell Resistance: no
You are able to tweak tiny variables affecting a creature's immediate future in order to grant the target a bit of luck at the right time. Roll a d20;
once during the duration of lucky number, when the target creature rolls that result (regardless of what type of dice the target rolls), the creature
has the option to either reroll the result or add a +2 luck bonus to the result. The creature must decide to use this ability before the success or
failure of the original roll is known. A creature can have only one lucky number at a time. If lucky number is cast on a creature already affected by
that spell, the new number replaces the previous one.
Section 15 Copyright Notice: Occult Mysteries Copyright 2014, Paizo Inc

MAGIC STONE

School: Transmutation
Level: cleric/oracle 1, druid 1, shaman 1
Casting time: 1 standard action
Components: V, S, DF
Range: touch
Targets: up to three pebbles touched
Duration: 30 minutes or until discharged;
Saving Throw: Will negates (harmless, object)
Spell Resistance: yes (harmless, object)
You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung. If
hurled, they have a range increment of 20 feet. If slung, treat them as sling bullets (range increment 50 feet). The spell gives them a +1
enhancement bonus on attack and damage rolls. The user of the stones makes a normal ranged attack. Each stone that hits deals 1d6+1 points of
damage (including the spell's enhancement bonus), or 2d6+2 points against undead.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

MENDING
School: Transmutation
Level: bard 0, cleric/oracle 0, druid 0, sorcerer/wizard 0, summoner 0, witch 0, summoner 0, witch 0, shaman 0, occultist 0, psychic 0, spiritualist 0
Casting time: 10 minutes
Components: V, S
Range: 10 ft.
Targets: one object of up to 1 lb./level
Duration: instantaneous;
Saving Throw: Will negates (harmless, object)
Spell Resistance: yes (harmless, object)
This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the
object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be
repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or
less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs).
This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

POSITIVE PULSE

School: Necromancy
Level: arcanist 1, cleric/oracle 1, inquisitor 1, paladin 1, shaman 1, sorcerer/wizard 1, spiritualist 1, summoner 1, summoner (unchained) 1,
warpriest 1, witch 1
Casting time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Area: 5-ft.-radius burst
Duration: instantaneous plus 1 round (see text)
Saving Throw: Will negates or Will negates (harmless); see text;
Spell Resistance: yes
This spell causes a wave of positive energy to spread from a point you designate, damaging foes vulnerable to positive energy and bolstering living
creatures. Each creature damaged by positive energy in the area (such as undead) must succeed at a Will save or take 1d6 points of damage, plus 1
point for every 2 caster levels (maximum +5). Haunts manifesting in the spell’s area also take this damage. This spell does not heal creatures healed
by positive energy; such creatures instead gain a +2 bonus on saving throws against death effects, energy drain, negative energy, and effects
directly caused by haunts. This bonus lasts for 1 round
Section 15 Copyright Notice: Pathfinder RPG: Planar Adventures Copyright 2018, Paizo Inc

RESISTANCE

School: Abjuration
Level: bard 0, cleric/oracle 0, druid 0, paladin 1, sorcerer/wizard 0, summoner 0, witch 0, inquisitor 0, shaman 0, occultist 0, psychic 0, spiritualist 0
Casting time: 1 standard action
Components: V, S, M/DF (a miniature cloak)
Range: touch
Targets: creature touched
Duration: 1 minute;
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves. Resistance can be made
permanent with a permanency spell.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

STABILIZE

School: Conjuration (healing)


Level: cleric/oracle 0, druid 0, witch 0, inquisitor 0, shaman 0, occultist 0, psychic 0, spiritualist 0
Casting time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Targets: one living creature
Duration: instantaneous;
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
Upon casting this spell, you target a living creature that has -1 or fewer hit points. That creature is automatically stabilized and does not lose any
further hit points. If the creature later takes damage, it continues dying normally.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

VIRTUE

School: Transmutation
Level: cleric/oracle 0, druid 0, paladin 1, inquisitor 0, shaman 0, psychic 0, spiritualist 0
Casting time: 1 standard action
Components: V, S, DF
Range: touch
Targets: creature touched
Duration: 1 min.;
Saving Throw: none
Spell Resistance: yes (harmless)
With a touch, you infuse a creature with a tiny surge of life, granting the subject 1 temporary hit point.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

Open Game License and Copyright details available at: [Link]


FEATS

ARMOR PROFICIENCY, LIGHT

Requirements: None
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to
Dexterity- and Strength-based skill checks.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

ARMOR PROFICIENCY, MEDIUM

Requirements: Light Armor Proficiency.


See Armor Proficiency, Light.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

COMBAT CASTING

Requirements: None
You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the
defensive or while grappled.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

SHIELD PROFICIENCY

Requirements: None
When you use a shield (except a tower shield), the shield's armor check penalty only applies to Strength- and Dexterity-
based skills.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

WEAPON PROFICIENCY, SIMPLE

Requirements: None
You make attack rolls with simple weapons without penalty.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

Open Game License and Copyright details available at: [Link]


Description
A PFRPG character build.

Notes
No build notes.

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