Luddita Graves
Lvl 5 oracle [5]
Human
LN - All lawful deities
Str 16 +3
Con 12 +1
Dex 15 +2
Int 12 +1
Wis 10 +0
Cha 16 +3
Hp - 37
Initiative +2
Comprehensive Education (lose skill bonus, gain all knowledge skills as class)
BAB +3
Cmb +10
Cmd +23
AC 21 flat ac 19 touch ac 13
Fort +5
Reflex +3
Will +6
Melee attacks at +6 [5 w/ TWF and +1 weapons Or 7 w/ 1 weapon]
Ranged attacks at +5
Mystery - clockwork
Dual cursed
Shield bearer trait
Benefit When performing a shield bash, you deal 1 additional point of damage. Also, once per day on your turn as a free action, you may provide one adjacent ally a +2 trait bonus to his Armor Class. This bonus lasts for 1 round, so long as you and the target remain adjacent to one another. You can only use this ability if you are using a shield. You retain your shield bonus to your armor class when using this ability.
Artistic Dilettante trait
Information Overload drawback
Feats:
Improved shield bash
Two weapon fighting
Somatic Weapon
Shield focus
Weapons and armor:
+1 Small Steel Morningstar
Effective Magic Bonus: +1
Cost:2308 gp
Weight:3 lb
Weapon Wield:One-handed Weapon
Type:Simple Weapon
Mode:Melee
Attack Bonus:+1
Damage Bonus:+1
Attack:B and P 1d6 + 4 C20/×2
+1 Chain Shirt Armour
Effective Magic Bonus:+1
Cost:1250 gp
Weight:25 lb
Armour Bonus:+5
Max Dex Bonus:+4
Armour Check Penalty:–1
Arcane Spell Fail:20%
Type:Light
Move (30'):30'
Move (20'):20'
+1 Mithral Bashing Heavy Shield
Effective Magic Bonus:+2
Cost:5021 gp
Weight:7.5 lb
Armour Bonus:+3
Armour Check Penalty:–0
Arcane Spell Fail:5%
+1 attack, extra damage for shield bash
Attack:B 1d8+5 C20/×2
Skills. Total. Base. Ranks. Misc
Acrobatics +1 +2 -1
Appraise +4 +1 +2 +1
Bluff +3 +3
Climb +8 +3 +5
Craft [Construct] +9 +1 +4 +4
Diplomacy +7 +3 +1 +3
Disable Device +1 +2 -1
Disguise. +3 +3
Escape Artist. +1 +2 -1
Handle Animal. +3 +3
Heal. +0
Intimidate. +5 +3 +2
Knowledge [All*] +3 +1 +1 +1
Knowledge [history] +4 +1 +1 +2
Knowledge [planes] +4 +1 +1 +2
Knowledge [religion] +4 +1 +1 +2
Linguistics. +1 +1
Perception. +0 +0
Perform. +3 +3
Profession [Engineer] +0
Ride. +1 +2 -1
Sense Motive. +0
Sleight of Hand +1 +2 -1
Spellcraft +1 +1
Stealth. +1 +2 -1
Survival. +0
Swim. +6 +3 +3
Use Magic Device. +4 +3 +1
Spells Known
0 - 6
Spark
Stabilize
Read magic
Light
Guidance
Purify food and drink
1 - 4
Spiked Armor
Shield of Faith
Air Bubble
Iron Beard
2 - 2
Aboleth's Lung
Boneshaker
Bonus spells
Abstemiousness (Racial/Favored Class)
Ill omen
oracle’s burden
Per day
1 - 7
2 - 5
Equipment
Armor
Shield
Mace
Hand of the mage
Boots of the cat
Backpack
Bedroll
Fishing net
Climber kit
Deluxe dungeoneering kit
Crowbar
Blanket
Compass
Revelations
Clockwork Familiar
Construct expert
You gain a +4 bonus to monster knowledge checks regarding constructs. As long as you are of the requisite caster level, you can build a construct even if you do not meet the other prerequisites
CI Mech Arms
Curses
Shadowbound (Curse of Corruption)
Your pigmentation is oddly colorless, and your eyes are highly sensitive to light.
You are blinded for 1 round when exposed to normal or bright light and dazzled while in such a lit area. You gain darkvision to a range of 30 feet.
Branded
Your brand cannot be disguised or altered, even with magic, although you can still benefit from cover or concealment, and you can cover it by wearing a hood or robe (as appropriate). Some NPCs may recognize the brand and become hostile, per the GM’s choice. As a supernatural ability, you can touch an enemy for 1d6 +(1/2 your curse level) fire damage; any opponent who takes damage bears your symbol until an equal amount of damage is healed. Any branded opponent takes -2 to save versus your spells and spell-like abilities. You can perform this branding touch a number of times per day equal to 1 +your Charisma bonus (minimum 1).
At 5th level, you may add your Charisma bonus to your Fortitudesaving throw bonus.
At 10th level, you gain fire resistance 5.
At 15th level, your fire resistance increases 10. The penalty branded opponents take increases to -4, and you may roll twice to overcome the SR of branded opponents.
Mechmach Clockwork Familiar
diminuitive Construct - 5
HP - 27
AC 18 touch 7 flat 15
Lowllight Vision
Darkvision 60 ft
Inititiative +3
5 BAB
cmb + 3
cmd +8, (+12 vs trip)
Str +1, Dex 16, Con n/a, Int 2 Wis 12 Cha 7
Skills climb +5 Stealth +10 Swim +5
+2 to Will (Master)
As a move action, a hedgehog can roll itself up into a spiny ball. While rolled up, it gains a +1 enhancement bonus to its existing natural armor, and any creature attempting to grapple the hedgehog takes 1d3 damage on making a grapple check. While rolled up, a hedgehog cannot take any action other than leaving this state. The hedgehog can leave this state as a move action.