Gnome Oracle Character Sheet Template
Gnome Oracle Character Sheet Template
Gnome Small Not set Not set (Adult) Not set Not set Not set Not set
Race Size Gender Age Height Weight Hair Eyes
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
Conditional Modifiers
Attack Damage
Armor check penalties applied to skills.
Weapon
Languages
Attack Damage
Armor Item Bonus Type Check Penalty Spell Failure Weight Properties
Other Specials
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
Spell Level 0 1 2 3 4 5 6 7 8 9
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
Stabilize Conjuration instantaneous; 1 standard action close (25 ft. + 5 ft./2 levels) Will negates yes 14
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
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
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
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
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
Requirements: None
You make attack rolls with simple weapons without penalty.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
Notes
No build notes.