
Name: Atheya Calhras
Ancestry: Elf
Heritage: Dhamphir
Background: Noble (Geneaology)
Class: Oracle
Attributes:
Hit Points: 28
Perception: +7 (Trained)
Senses: Darkvision
Speed: 30 Feet
Languages: Common, Elf
AC: 18
Shield: None
Class DC: 18
STR: +1
DEX: +1
CON: +1
INT: +0
WIS: +3
CHA: +4
Saves:
Fortitude: +5 (Trained)
Reflex: +5 (Trained)
Will: +9 (Expert)
Skills:
Acrobatics: +1
Arcana: +1
Athletics: -1
Crafting: +1
Deception: +8 (Trained)
Diplomacy: +8 (Trained)
Intimidation: +4
Genealogy Lore: +5 (Trained)
Medicine: +6 (Trained)
Nature: +6 (Trained)
Occultism: +1
Performance: +4
Religion: +6 (Trained)
Society: +5 (Trained)
Stealth: +1
Survival: +6 (Trained)
Thievery: +1
Proficiencies, Armor, and Strikes:
Armor Proficiencies:
Unarmored (Trained)
Light (Trained)
Weapon Proficiencies:
Unarmed (Trained)
Simple (Trained)
Armor:
Studded Leather; AC +2; Dex Cap +3; Check Penalty -1; Stregnth +1; Bulk 1
Melee Strikes:
Simple Mace; +4; Shove; 1d6 Bludgeoning
Fang Attack; +6; Agile, Finesse, Nonlethal, Unarmed; 1d6 Piercing
Ranged Strikes:
Sling; Range 50ft; +5; Propulsive; 1d6 Bludgeoning
Feats:
Background Skill Feat:
Courtly Graces (1)
You were raised among the nobility of have learned proper etiquette and bearing, allowing you to present yourself as a noble and play games of influence and politics. Unless you are intentionally presenting yourself differently, anyone who speaks with you will assume you are a noble or closely associated with the nobility (such as a prominant servant).You can use Society to Make an Impression on a noble, as well as with Impersonate to pretend to be a type of noble or a specific individual noble. If you use the normal skills in those situations, you receive a +1 circumstance bonus to the check instead.
Ancestry Feats:
Darkvision (1)
You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white. You ignore the concealed condition due to dim light.
Negative Healing Trait (1)
Any healing with the positive trait (eg. the heal spell) harm you, while damage with the negative trait (eg. the harm spell) heals you.
Fangs (1)
Your incisors have grown into true fangs: long, sharp, and well-suited to drawing blood. You gain a fangs unarmed attack that deals 1d6 piercing damage. Your fangs are in the brawling group and have the grapple and unarmed traits.
Class Feats & Features:
Mystery (Life) (1)
An oracle wields divine power, but not from a single divine being. Choose a mystery that empowers your magic. Your mystery grants you special spells called revelation spells and might later grant you divine domain spells. It dictates the effects of your oracular curse, adds an additional cantrip to your repertoire, and gives you one or more trained skills. Drawing insight and power from the collective divine influences that fuel your magic also provides you with a special benefit.
For life, HP increases 10+CON instead of 8+CON. You are trained in medicine and gain the stabilize cantrip. Revelation spells are: life link, delay affliction, and life-giving form. Related domainss are death, and healing.
Oracular Curse of Outpouring Life (1)
Drawing on multiple disparate sources of power inevitably places an incredible stress on your body, manifesting as a supernatural curse. The more revelation spells you cast, the worst the effects of your curse, but these increasingly conflicting energies can also provide divine benefits. These effects last until you rest for 8 hours and make your daily preparations. Your curse has the curse, divine, and necromancy traits. You can't mitigate, reduce, or remove the effects of your oracular curse by any means other than Refocusing and resting for 8 hours.
Minor Curse: As your life force seeps outward, it becomes more difficult to keep your body functioning. YEffects that restore hit points to you take a status pentalty of half your level (minimum 1) to the number of HP you can recover.
Moderate Curse: The flow of life energy away from you can't be reversed. In addition to minor effects, you can't be healed by magical effects originating from other creatures. However, if you are unconscious, magical effects can resture you to 1 HP (but no higher). You are affected normally by healing elixers, potions, and other items. When you cast heal and all of your targets are living creatures, you heal for more. Whenever you finish casting a non-cantrip spell, restore Hit Points equal to the spell rank to your choice of either one target of the spell or the creature nearest you. You cannot heal yourself this way. This healing has the healing, necromancy, and positive traits, as well as the tradition trait of the spell.
Major Curse: Life energy tears through you to empower your magic. Some of your spells carry positive healing with them. Each time you use a spell slot to cast a 5th-level or higher spell that takes 2 or more actions to cast, you disperse positive energy in a 30-foot burst with the effect of a 3-action heal spell with a level 4 lower than that of the spell you cast. This healing occurs immediately after you finish casting the spell. You don't benefit from this healing. Instead, you lose double the number of hit points rolled for the heal spell.
Mystery Domain Spell (Healing) (1)
Stabilize: 30 ft; targets 1 dying creature; Life energy shuts death's door. The target loses the dying condition, though it remains unconscious at 0 hit points.
Revelation Spells (1)
The powers of your mystery manifest in the form of revelation spells, which are a type of focus spell. Casting a revelation spell costs 1 Focus Point and increases the effect of your oracular curse. You start with a focus pool of 2. Refill your focus pool during daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to reconcile the conflicting or unconventional nature of your divine mystery. All revelation spells have the cursebound trait. You learn two revelation spells at 1st level. The first is determined by your mystery, and the second is an initial domain spell pending the domain you choose. You can have a max of 3 focus points.
Domain Acumen (Death) (2)
Choose an additional domain for which you don't already have an initial domain spell. You gain the domain spell from that domain, which you cast as a revelation spell. It gains the cursebound trait. Increase the number of Focus Points in your focus pool by 1.
Skill Feats:
Stitch Flesh (2)
You can use Treat Wounds to restore Hit Points to undead creatures, not just living ones. The techniques you use to do so vary, but all require sutures, bandages, and other tools included in healer's tools. Some conditions that might raise the DC of treating undead's wounds can differ from living creatures.
Spells:
Revelation Spells (3 Focus Points):
Healer's Blessing (1 Action)
30 ft; Concentrate; Targets 1 willing living creature; Duration 1 minute; Your words bless a creature with an enhanced connection to vital energy. When the target regains hit points from a healing vitality spell, it regains 2 additional hit points. The target regains additional hit points from healer's blessing only the first time it regains hit points from a given healing spell, so a spell taht heals a creature repeatedly over a duration would restore additional hit points only once, when they are first healed. Heightened (+1): The additional healing increases by 2 HP.
Life Link (1 Action)
Somatic; 30 feet; Positive; Targets 1 creature other than you; Duration 1 minute; You forge a connection of life energy between you and your target, distributing harm between both of you. When you first cast the spell, the target recovers 1d4 hit points. The first time each round taht the target takes damage, reduce the amount of damage it takes by 3 (to a minimum of 0). You lose 3 hit points each time, or the total damage dealth if less than 3; this damage ignores any immunities or resistances you have and can't otherwise be mitigated in any other way. The spell ends immediately if you fall unconscious. You can Dismiss the spell. Heightened (3rd): You can target 2 creatures; increase initial healing to 3d4 and max damage reduced and hit points lost to 5. Heightened (6th): Target 3; 6d4 healing and 10 mitigation. Heightened (9th): Target 4; 9d4 healing and 15 mitigation.
Death's Call (Reaction)
Concentrate; Trigger: a living creature within 20' dies OR undead creature within 20' is destroyed; Duration 1 minute; Seeing another pass from this world invigorates you. You gain temporary hitpoints equal to the triggering creature's level plus your spellcasting attribute modifier. If the triggering creature was undead, double the number of temporary hit points you gain. These last for the duration of the spell, and the spell ends if all the temporary hit points are depleated earlier.
Cantrips:
Read Aura:
Cast 1 minute; 30'; Targets 1 object; you focus on the target object, opening your mind to perceive magical auras. When the casting is complete, you know whether that item is magical. You or anyone you advise about the aura gains a +2 circumstance bonus to Identify Magic on the item. If the object is illusory, you detect this only if the effect's rank is lower than the rank of your read aura spell. Heighted (3rd): Target 10 objects. Heightened (6th): Target any number of items.
Divine Lance:
Somatic, verbal; 30'; You unleash a beam of divine energy. Make a ranged spell attack against the target's AC. On a hit, the target takes 2d4 spirit damage, doubled on critical hit. Heightened (+1): Damage increases by 1d4.
Torturous Trauma:
Somatic, verbal; 30'; FORT save; You batter a creature's internal organs, leaving no external signs of the immense pain you delivered. The target takes bludgeoning damage equal to 1d4+4 with a basic Fortitude save. If it critically fails, the target is also fatigued until the start of your next turn. Creatures that lack internal organs are unaffected by this spell.
Guidance:
Verbal; 30'; lasts 6 seconds; You ask for divine guidance, granting the target a +1 bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour.
Needle Darts:
Metal; 60'; You shape needles out of a piece of metal in your possession and send them flying in a tight group toward one target. On hit, the needles deal 3d4 piercing damage and might cause bleeding. All the needles are made of the same metal, and the metal returns to you after the attack. A critical hit is twice as effective as normal and deals bleed damage, while a regular hit the target takes normal damage. If the metal has special properties, they also apply to this spell (eg: cold metal would cause additional cold damage, etc).
Stabilize:
Somatic, verbal; 30'; requires 1 dying creature; Positive energy shuts death's door. The target loses the dying condition, though it remains unconscious at 0 Hit Points.
Spell Rank 1 (3 Spell Slots):
Fear:
Somatic, verbal; Concentrate; 30'; WILL save; You plant fear in the target. They make a will save. On critical success nothing happens, on success they are frightened (-1 all checks), on failure they are frightened 2 (-2 all checks), and on critical failure they're frightened 3 (-3 all checks) and fleeing for 1 round. The frightened condition decays with each round (every 6 seconds).
Heal*:
Healing, Vitality (Positive); 30'; 1-3 cast with varying ranges and requirements; you channel positive energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 HP. If the target is undead, you deal that amount of positive damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
1: somatic; range of touch.
2: somatic, verbal; 30'; if creature is living it gains extra HP on top of the roll.
3: material, somatic, verbal; 30' emanation; targets all creatures in emanation. (Heals living, hurts undead.)
Flense:
Somatic, verbal; Touch; 1 creature or corpse; With a touch, you strip off the flesh, muscle, and internal organs off your target, leaving only bare bones. The effect depends on whether the target is a living creature, undead creature, or inanimate corpse. A creature or corpse that lacks flesh, muscle, and internal organs is immune to this spell.
Inanimate Corpse: The flesh, muscle, viscera, and organs are stripped from the corpse and vanish, leaving only bare bones behind.
Living Creature: Make a spell attack roll. On a hit, the target takes slashing damage. On a critical hit, double the damage, and the target also takes persistent bleed damage. If this spell's damage kills the target, the corpse is only bones.
Undead Creature: Make a spell attack roll. On a hit, the target takes slashing damage. On a critical hit, double the damage, and the target also becomes enfeebled 1 for 1 minute. If this spell's damage destroys the target, only its bare bones remain behind.