Oracle

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“I haven’t lost a battle …. except once. That battle left me never wanting to lose a battle again. It was then that I was bought low to the Earth and touched by the Gods. My soul is stirred to battle – mayhap it be a gift of Gorum – Lord in Iron, or it could be that I am still fighting that one battle, I don’t know. I do know that I am haunted by the spirits of those who died that day”
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Oracle of Battle

Str 17, Dex 10, Con 14, Int 10, Wis 8, Cha 14

AC 15 (17) HP 13 Stability 11
Initiative + 2 Perception + 3 Sense Motive – 1
Base Atk + 0; CMB + 3; CMD 14
Fort + 2 Ref + 0 Will + 1
Move 30 (20 in Medium Armour)
Carrying Capacity: 86lbs Light 173lbs Medium 260lbs Heavy

Weapons
Great Sword + 4 (2d6+4)
Gladius + 3 (1d6+3)
Dagger + 3 (1d4+3)
3 Javelins + 0 (1d6+3)

Languages: Common

Feats: Extra Revelation (Weapon Mastery – Weapon Focus: Great Sword), Toughness
[Simple weapon proficiency. Light Armor proficiency, Medium Armor proficiency and Shield proficiency + Heavy Armor proficiency and Martial weapon proficiency].

Traits: Subject of Study (Undead: + 1 damage vs undead), Reactionary (+2 Initiative)

Skills (incl. Fav Class and Human) (6): Diplomacy 1 + 6, Knowledge 1 (Engineering) + 4, Knowledge 1 (History) + 4, Knowledge (Religion) 1 + 4, Intimidate 1 + 6, Perception 1 + 3,
Bonus Skill: Profession (Mercenary) 1 + 3

Class Abilities:
Class Skills: An oracle with the battle mystery adds Intimidate, Knowledge (engineering), Perception, and Ride to her list of class skills.

Oracles Curse: Haunted: Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known. At 5th level, add levitate and minor image to your list of spells known. At 10th level, add telekinesis to your list of spells known. At 15th level, add reverse gravity to your list of spells known..

Revelation: Skill at Arms (Ex): You gain proficiency in all martial weapons and heavy armor.

Weapon Mastery (Ex): Select one weapon with which you are proficient. You gain Weapon Focus with that weapon. At 8th level, you gain Improved Critical with that weapon. At 12th level, you gain Greater Weapon Focus with that weapon. You do not need to meet the prerequisites to receive these feats.

Spells Known
1st-command (DC 13) (2 + Cure): Bless, Magic Weapon and Cure Light Wounds.
0-at will (4+Revelation): Create Water, Ghost Sound, Guidance, Light, Mage Hand, Purify Food and Drink

Spells Per Day
1st- 4
0- Unlimited

Combat Gear: Scalemail Armour (50gp), Medium Wooden Shield (7gp), Great Sword (50gp), Gladius (15gp), Dagger (2gp), 3 Javelins (3gp)
Price 127 gp; Weight 45 lbs (55lb with shield).

Non Combat Gear: Kit, Oracle’s
This kit includes a backpack, a bedroll, a belt pouch, candles (10), a flint and steel, an iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.
Price 9 gp; Weight 29 lbs

14 gp remaining

Pivotal Background
Your career started and nearly ended with a single battle. You disguised yourself, concealed your age and enlisted as a recruit in the service of a noble, hopefully to serve as a soldier.

It was on your way to camp that the walking dead attacked. You saw all manner of horrors that day. A dead man impaled on a spear to walk his body up the shaft to tear the head of the corporal holding it, farm boys disemboweled by rotting fingers and at the last, a decaying arm that you only glimpsed before you were knocked out.

You don’t remember what happened, only that when you came to, you awoke amid the corpses of your troop and it was up to you and you alone to not only find your way to safety but also to report the events of the battle. It was fortunate for you that Professor Lorrimor was there at the castle – being a somewhat recognised expert on the undead, he collaborated as much as your story as he could and your story was accepted.

You never ended taking service – that night the dead of your troop visited you, leaving you a screaming panicked mess. Thought mad by the soldiers, they said you weren’t suitable for service. With no prospects and living under a constant fear of seeing and hearing those who died along side you that day, you should have lived your life as a lunatic but the Professor took you in to his lodgings and slowly helped you deal with your new reality, including helping you understand the undead that nearly ended your life as well as how best to use your anger to put them to rest.

You ended up still pursuing a living at arms, as a mercenary, though its been difficult to make ends met at times. Its acknowledged that you are a bit crazy, that you seem to see or hear the dead and that unexplained things happen in your presence but its also undeniable that you have solid leadership skills and those who fight by your side are inspired to greater fervor when you call upon Gorum.

Faith:
Mercenaries don’t tend to be overly religious but there is seldom any atheists among them either. You venerate Gorum (pronounced GOR-um), the god of battle above all others; it is said that Gorum’s manifestation is that of a gigantic humanoid being in darkened heavy armor. His helmet covers all defining features except for a pair of fiery crimson eyes and that if there is ever a time with no more conflicts to be fought, he would rust away into nothingness.

Known as the Lord in Iron, his faithful believe he is present in every iron weapon of war that is forged. He believes in strength and power, the verdict of the sword, and the music of clashing iron. He does not favor good or evil, only the joy of conflict, and the only right he confers is the right of mortals to fight for their next breath. As long as people struggle against themselves and each other, Gorum’s teachings live on. The greatest moments in a Gorumite’s life are those spent locked in close quarter combat, with every moment threatening annihilation — all else is dull and dreary.


Subject of Study: Professor Lorrimor approached you as part of his studies, as he had heard that you had survived a recent encounter with a strange monster or had another fateful encounter. Interested in the conditions of the run-in and the means by which you avoided death or injury, he met with you and maintained frequent correspondence until several months ago. The scars of your experience and his continual reminders of the encounter prompted you to hone your skills lest you someday face the same type of creature again. The professor assisted you in this endeavor, providing you with insight into the anatomy and defenses of the creature that attacked you. Years of study have improved your combat effectiveness against your chosen foe.

Benefit: Choose a non-humanoid creature type (and subtype if outsider). You gain a +1 bonus on damage rolls against creatures of this type

Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Oracle

The Carrion Crown Helaman