Cassandra

Strength: 10 → 8
Dexterity: 16 → 18
Constitution: 17
Intelligence: 16
Wisdom: 12
Charisma: 22

Race: HumanHalfling
Age: 15 → 22
Height: 5'8'' → 3'
Weight: 140 lb → 29 lb
Alignment: Neutral Evil
Class: Oracle
Oracle Mystery: Bones
Languages: Common, Chondathan, Illuscan, Dwarven, Elven
Linguistics: Goblin, Read lips, Infernal, Abyssal, Aquan, Auran, Ignan, Terran, Draconic
Worships: No single deity but draws strength from several different deities that coincide with her beliefs. These are the most prominent:
- Shar – Pursues subversive tactics rather than direct confrontation.
- Mask – Wealth rightfully belongs to those who can acquire it.
- Loviatar – Inflicting physical and psychological suffering.
- Sharess – Indulge in every pleasure imaginable.

Background

Principles

To cause pain both physical but mainly emotional is a joy.
To slowly suck the last droop of life from someone is like a mind-blowing orgasm.
Love is just a tool used to cause pain.
It is always more rewarding to get someone else to to your work than to do it yourself.
Step in and do it yourself only if it is needed.
Always step on the weak if you get away with it.
Always let other do your dirty work.
Finding out peoples secrets is fun.
Using their secrets against them without them knowing it is the way to do it.
Always get the big bad boys to watch over you.
Is't always fun to let the boys fight for you (and each other).
Use any means necessary for gathering information or to kill someone.

Oracle’s Curse (Ex):

Cassandra The Wench Clouded Vision: Your eyes are obscured, making it difficult for you to see. You cannot see anything beyond 30 feet, but you can see as if you had darkvision. At 5th level, this distance increases to 60 feet. At 10th level, you gain blindsense out to a range of 30 feet. At 15th level, you gain blindsight out to a range of 15 feet.

Oracle Spells

Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components.

Racial Abilities

  • Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
  • Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
  • Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
  • Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.
  • Fleet of Foot: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.

Traits

Charming: Blessed with good looks, you’ve come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.

Focused Mind: Your childhood was either dominated by lessons of a horrible home life that encouraged your ability to block out distractions to focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.

Revelations

Cassandra The Warrior Raise the Dead (Su)
As a standard action, you can summon a single skeleton or zombie to serve you. The undead creature has a number of Hit Dice equal to your oracle level. It remains for a number of rounds equal to your Charisma modifier. At 7th level, you can summon a bloody skeleton or fast zombie. At 15th level, you can summon an advanced skeleton or zombie. You can use this ability once per day plus one additional time per day at 10th level. Skeleton stats, Zombie stats, Undead creature type

Undead Servitude (Su)
You gain Command Undead as a bonus feat. You can channel negative energy a number of times per day equal to 3 + your Charisma modifier, but only to use Command Undead. You can take other feats to add to this ability, such as Improved Channeling, but not feats that alter this ability, such as Alignment Channel. DC to save is equal to 10 + 1/2 the oracle’s level + the oracle’s Charisma modifier.

Command Undead
Using foul powers of necromancy, you can command undead creatures, making them into your servants.
Benefit: As a standard action, you can use one of your uses of Undead Servitude to enslave undead within 30 feet. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your oracle level + your Charisma modifier. Undead that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead. Intelligent undead receive a new saving throw each day to resist your command. You can control any number of undead, so long as their total Hit Dice do not exceed your oracle level. If an undead creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict.

Death’s Touch (Su)
You can cause terrible wounds to appear on a creature with a melee touch attack. This attack deals 1d6 points of negative energy damage +1 point for every two oracle levels you possess. If used against an undead creature, it heals damage and grants a +2 channel resistance for 1 minute. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Voice of the Grave (Su)
You can speak with dead, as per the spell, for a number of rounds per day equal to your oracle level. These rounds do not need to be consecutive. At 5th level, and every five levels thereafter, the dead creature takes a cumulative –2 penalty on its Will save to resist this effect. DC to save is equal to 10 + 1/2 the oracle’s level + the oracle’s Charisma modifier.
Will Save: 10 + 8/2 + 7 + 8/5 * 2 = 23
- What’s behind that door over there?
- Where’s your treasure hoard?
- What traps should I watch out for?

Feats

Weapons: All simple weapons
Armor: Light, Medium and Shields.
Human: Spell Focus - Necromancy
Level 1: Silent Spell
Level 3: Extra Revelation - Death’s Touch
Level 5: Spell Focus - Enchantment
Level 7: Still Spell
Level 9: Quicken Spell
Level 11: Spell Penetration

Interesting Feats Spontaneous Metafocus

Skills

Skill Descriptions
The Oracle class skills:
Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Bone mystery class skills:
Bluff (Cha), Disguise (Cha), Intimidate (Cha), Stealth (Dex).

Skill Ranks per Level: 4 + Int modifier (3) + Race (1) → 8

Skill Ranks Placed C1C2C3C4C5C6C7C8C9C10Total
Acrobatics
Appraise
*Bluff 1 1 1 1 1 1 3
Climb
*Craft
*Diplomacy 1 1 1 1 1 1 2 1
Disable Device
*Disguise 1 1 1 1 1 1
Escape Artist
Fly
Handle Animal
*Heal 1
*Intimidate 1 2 1 1 1 2
Knowledge (Arcana)
Knowledge (Dungeoneering)
Knowledge (Engineering)
Knowledge (Geography)
*Knowledge (History)
Knowledge (Local)
Knowledge (Nature)
Knowledge (Nobility)
*Knowledge (Planes) 1
*Knowledge (Religion) 2
Linguistics 1 1 2 4 1
Perception
Perform (Dance) 1
*Profession
Ride
*Sense Motive 1 1 1 1 1 1
Sleight of Hand
*Spellcraft 1 1 1 1 1
*Stealth 1 1 1 1 1 1
Survival
Swim
Use Magic Device 6 1 1 1
Hit Points (no Con) 9 5 2 3 7 5 6 7 7
Favored Class Bonus hphphphpspspspspsp

Resourses

  • Copper: 5
  • Silver: 20
  • Gold: 3826
  • Platina: 0

Magic Items

  • Potions
    • 1 Invisibility
  • Scrolls
    • 3 Lesser restoration
    • 1 Restoration (CL7)
    • 0 Greater Magic Weapon (CL9)
    • 0 Desecrate (200gp)
    • 1 Create Undead (CL14)
  • Wands
    • Shield (CL 1) - 1 min/lvl, personal → +4 force shield → Charges: 44
  • Rods
  • Weapons
    • Mithral Dagger (Small)

Equipped Magic Items

  • Armor: (suits of armor) → Mithral Breastplate +1 (Small)
  • Belts: (belts and girdles) →
  • Body: (robes and vestments)
  • Chest: (mantles, shirts, and vests)
  • Eyes: (eyes, glasses, and goggles)
  • Feet: (boots, shoes, and slippers)
  • Hands: (gauntlets and gloves)
  • Head: (circlets, crowns, hats, helms, and masks) → Hat of Disguise → Use disguise self at will
  • Headband: (headbands and phylacteries) → Headband of Alluring Charisma +2 (Small)
  • Headband: (headbands and phylacteries) → Headband of Alluring Charisma +2 (Medium to be traded in Redfield for Equivilent)
  • Neck: (amulets, brooches, medallions, necklaces, periapts, and scarabs) → Hand of the Mage (Use mage hand at will, 30 ft., max 5 lbs.)
  • Neck: (amulets, brooches, medallions, necklaces, periapts, and scarabs) → Amulet of Natural Armor +2
  • Ring #1: (rings)
  • Ring #2: (rings)
  • Shield: (shield)
  • Shoulders: (capes and cloaks) → Cloak of Resistance +1 (Small)
  • Wrist: (bracelets and bracers)

Wish List

  • Wands Lvl 1 → 750gp
    • Longstrider - 1 h/lvl, personal → +10 foot enhancement bonus to your base speed
    • Pass without Trace - 1 h/lvl, 1 creature/lvl → Leaves no footprints or a scent trail.
    • Expeditious Retreat - 1 min/lvl, personal → +30 foot enhancement bonus to your base speed
    • Borrow Skill - 1 round/lvl → Make a skill check using another’s ranks.
    • Detect Secret Doors - 1 min/lvl → Reveals hidden doors within 60 ft.
    • Identify - 3 round/lvl → +10 bonus to identify magic items.
  • Light Armor
    • Mithral Breastplate - 4200gp → Armor bonus +6, ACP -1, Max Dex +5
    • Chain Shirt +2 - 5250 gp → Armor bonus +6, ACP -1, Max Dex +4
    • Mithral heavy shield +2 - 5020gp → Shield Bonus +4, ACP 0

Spells Used

DC = 10 + Level + Charisma bonus +7 (24) + Spell Focus +1

  • Level 0 – DC 17/18
  • Level 1 – DC 18/19 (6+2 per day): 4
  • Level 2 – DC 19/20 (6+2 per day): 3
  • Level 3 – DC 20/21 (6+2 per day): 3
  • Level 4 – DC 21/22 (4+1 per day): 4
  • Level 5 – DC 22/23 (0+0 per day): 0

Spells Known

Lvl 0 - DC 17/18

Lvl 1 - DC 18/19

Lvl 2 - DC 19/20

Lvl 3 - DC 20/21

Lvl 4 - DC 21/22

Lvl 5 - DC 22/23

  • Slay Living (necromancy)
  • Air Walk Communal (++++)
  • Command Greater (+++)(enchantment)
  • Forbid Action, Greater (+++)(enchantment) – Attack + Move

Spells Known progression

  • Level 10
    • 0th - 1
    • 4th - 0 + 1 change
    • 5th - 1

Summon Monster

Level 1

Level 2

Level 3

Level 4

Bone Mystery Bonus Spells

  • Cause Fear (2nd)
  • False Life (4th)
  • Animate Dead (6th)
  • Fear (8th)
  • Slay Living (10th)
  • Circle of Death (12th)
  • Control Undead (14th)
  • Horrid Wilting (16th)
  • Wail of the Banshee (18th)