Oracle, Battle 6

str 16 +3 hp 80 Languages
dex 14 +2 Common
con 14 +2 init 6 +2 +4 Celestial
int 12 +1 Dwaven
wis 13 +1 base move 30 30
cha 16 +3 2857 sc
Second wind 4 2 +2 1
Spell pts 40 +25 +3 +12 Action pts 10 1 +2 +4 +3

fort 5 +2 +2 +1 ac
ref 5 +2 +2 +1 normal 23 10 +2 +6 +4 +1
will 7 +1 +5 +1 flat 21 10 +6 +4 +1
touch 13 10 +2 +1
Adm long 3015 sc
bab +4 cmb 7 +4 +3
melee +7 +4 +3
range +6 +4 +2 cmd 20 10 +4 +3 +2 +1

Armor ACP move Qty Description
Breast Plate +6 +5 -1 20 ft. Masterwork, Agile, Mithral – climb/jump acp 0
+1 Shield, Darkwood +4 — 0 — Masterwork, Darkwood, Magical
Chain Shirt +4 +4 -1 30 ft. Masterwork

Martial Weapons
Blades, Heavy 8 1d8 +3 19–20/×2 Long sword
One handed 7 1d8 +3 19–20/×2 Flail, silver -1 dam
Light 7 1d6 +3 19–20/×2 Dagger

One handed 7 1d6 +3 20/×2
Light 7 1d4 +3 20/×2

Ranged range
Small 6 1d8 + 2 20/x3 80 Bow, Short, Masterwork, Str +2
Large 6 1d10 20/x3 120

Wands Potions
Cure Light 50 Cure Light 4 Spider Bracelet
Cure Mod 1 +1 defection
Rings +1 resist saves
Feather Fall 1 use 2/day healing

skill 9/lvl – 4 + 2 + 2 + 1/lvl Total Ranks Ora Untrained Armor Check Penalty Key Ability Misc
Acrobatics 6 4 Yes -1 +2
Appraise Yes +1
Bluff Yes +3
Climb Yes -0 +2
Craft +3 Yes +1
Diplomacy 12 6 +3 Yes +3
Disguise Yes +3
Escape Artist Yes -1 +2
Fly Yes -1 +2
Heal 10 6 +3 Yes +1
Intimidate +3 Yes +3
Knowledge (Engineering) 10 6 +3 No +1
Knowledge (History) 10 6 +3 No +1
Knowledge (Planes) 10 6 +3 No +1
Knowledge (Religion) 10 6 +3 No +1
Perception 10 6 +3 Yes +1
Perform Yes +3
Profession – soldier 6 1 +3 No +1
Ride 6 1 +3 Yes -1 +2
Sense Motive 10 6 +3 Yes +1
Spellcraft 10 6 +3 No +1
Stealth Yes -1 +2
Survival Yes +1
Swim Yes -1 +2

Class Skills
The oracle’s class skills are Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). In addition, oracles receive additional class skills depending upon their oracle mystery.
Skill Ranks per Level: 4 + Int modifier.

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

Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies.

Haversack Bedroll Lantern, bullseye Outfits
Sack 2 Blanket Torch 2 Explorer’s
Hammock Tinder Box Cold-Weather
Waterskin Soldier’s
Rope, silk 50’ Snow Cleats
Pick, small Snowshoes

Spider Bracelet, Mithril:
+1 Resistance Bonus to all saves
+1 Defection Bonus to AC
Retributive Healing 2/day
Retributive Healing – Swift action, Before the end of your turn any healing effect cast on another also heals you for the same amount

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

Weapon Mastery (Ex):
Select one weapon group 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.

Weapon Group:
Blades, Heavy: dueling sword, bastard sword, chakram, double chicken saber, double walking stick katana, elven curve blade, falcata, falchion, flambard, greatsword, great terbutje , katana, khopesh, klar, longsword, nine-ring broadsword, nodachi, scimitar, scythe, seven-branched sword, shotel, temple sword, terbutje, and two-bladed sword.

War Sight (Su):
Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results.

Resiliency (Ex): You are not disabled and you do not gain the staggered condition if you are reduced to exactly 0 hit points. At 7th level, you gain Diehard as a bonus feat. At 11th level, you do not lose a hit point when you take a standard action while disabled. You do not need to meet the prerequisite to receive the Diehard feat.

Extra Revelation Gain one additional revelation – Weapon Mastery
Extra Revelation Gain one additional revelation – War Sight
Improved Initiative +4 bonus on initiative checks
Craft Magic Arms and Armor create magic armor, shields, and weapons

Feats, teamwork
Lookout Act in surprise round if ally can act

Lookout (Combat, Teamwork)
Your allies help you avoid being surprised.
Benefit: Whenever you are adjacent to an ally who also has this feat, you may act in the surprise round as long as your ally would normally be able to act in the surprise round. If you would normally be denied the ability to act in the surprise round, your initiative is equal to your initiative roll or the roll of your ally –1, whichever is lower. If both you and your ally would be able to act in the surprise round without the aid of this feat, you may take both a standard and a move action (or a full-round action) during the surprise round.

Extra Revelation
You have discovered a new aspect of your mystery.
Prerequisite: Revelation class feature.
Benefit: You gain one additional revelation. You must meet all of the prerequisites for this revelation.
Special: You can gain Extra Revelation multiple times.

Improved Initiative (Combat)
Your quick reflexes allow you to react rapidly to danger.
Benefit: You get a +4 bonus on initiative checks.

Craft Magic Arms and Armor (Item Creation)
You can create magic armor, shields, and weapons.
Prerequisite: Caster level 5th.
Benefit: You can create magic weapons, armor, or shields. Enhancing a weapon, suit of armor, or shield takes 1 day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must use up raw materials costing half of this total price.

The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.

You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item in the first place.
See magic item creation rules for more information.

Oracle’s Curse (Ex) – Tongues
In times of stress or unease, you speak in tongues.

Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran.
Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language.

At 5th level, pick an additional language to speak in combat and add it to your list of known languages.
At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat.
At 15th level, you can speak and understand any language, but your speech is still restricted during combat.

Spells Know: # – mystery spell ! – cure spell

Create Water
Detect Magic
Detect Poison
Read Magic

Cure Light Wounds !
Divine Favor
Endure Elements
Remove Sickness
Shield of Faith
Enlarge Person #

Cure Moderate Wounds !
Fog Cloud #
Restoration, Lesser
Weapon of Awe

Cure Serious Wounds !
Dispel Magic
Magic Vestment #



The Siege of Akaris Groutknoll