My oracle is a bona fide fucking damned good healer. My AC went from 21 to 30 in one game because I finally spent pretty much all my gold. I upgraded my entire team's weapons and armor, too, with my feat. Not to mention, my channel is 7d6+1, I can swift channel thus channelling twice per round.
Just trying to figure out a good level 5 spell. Ugh. -.-
Duncan Moir
Male the mysterious ones oracle 10 (Pathfinder RPG Advanced Player's Guide 42)
CN Medium humanoid (human)
Init +2; Senses darkvision 60 ft.; Perception +10
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Defense
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AC 30, touch 14, flat-footed 28 (+9 armor, +2 deflection, +2 Dex, +3 natural, +4 shield)
hp 77 (10d8+25)
Fort +6, Ref +6, Will +10
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Offense
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Speed 30 ft., swim 30 ft.
Melee +1 morningstar +10/+5 (1d8+3)
Ranged light crossbow +9 (1d8/19-20)
Special Attacks channel positive energy 5/day (DC 19, 7d6+1)
Oracle Spells Known (CL 10th; concentration +14)
. . 5th (3/day)—breath of life (DC 19), mass cure light wounds
. . 4th (6/day)—blessing of fervor[APG] (DC 18), cure critical wounds, freedom of movement, restoration
. . 3rd (7/day)—archon's aura[UM] (DC 17), cure serious wounds, communal delay poison[UC], neutralize poison, prayer, searing light
. . 2nd (7/day)—burst of radiance (DC 16), calm emotions (DC 16), cure moderate wounds, grace[APG], instrument of agony[UC], lesser restoration
. . 1st (7/day)—bane (DC 15), bless, cure light wounds, detect evil, detect undead, shield of faith, stone shield[ARG]
. . 0 (at will)—create water, detect magic, detect poison, guidance, light, mending, purify food and drink (DC 14), read magic
. . Mystery Life
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Statistics
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Str 14, Dex 14, Con 14, Int 12, Wis 14, Cha 23
Base Atk +7; CMB +9; CMD 23
Feats Craft Magic Arms & Armor, Extra Channel, Extra Revelation[APG], Quick Channel[UM], Reach Spell[APG], Selective Channeling
Traits blessed touch, friend in every town, touched by the sea
Skills Acrobatics +3 (+7 to move through a threatened square or enemy's space), Bluff +7, Climb +4, Craft (ships) +10, Diplomacy +20, Heal +9, Knowledge (geography) +5, Knowledge (history) +6, Knowledge (local) +8, Knowledge (religion) +13, Linguistics +5, Perception +10, Profession (sailor) +7, Sense Motive +6, Spellcraft +14, Swim +14, Use Magic Device +5
Languages Abyssal, Aquan, Chelaxian, Common, Dwarven, Infernal
SQ defiant mind, interaction bonus, mark of slavery, oracle's curse (legalistic), revelations (energy body, life link, channel, safe curing), vow to self
Combat Gear potion of water breathing, sandals of the lightest step[UE], scroll of divination, wand of cure light wounds (16 charges), wand of summon monster iv; Other Gear +3 glamered mithral chainmail, +3 buckler, +1 morningstar, light crossbow, amulet of natural armor +3, bag of holding ii, belt of tumbling[UE], besmara's tricorne, cloak of resistance +1, headband of alluring positive action, helm of underwater action, ring of protection +2, ring of the iron skull, rod of swift channel[APG], bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), masterwork backpack[APG], mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 317 gp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Defiant Mind At 10th level, you can make a new saving throw each minute to resist mind-affecting effects as your subconscious searches for loopholes.
Energy Body (1d6+10, 10 rounds/day) (Su) Elemental subtype and deal 1d6+10 to undead who touch you or heal 1d6+10 to allies who enter your square.
Interaction Bonus +3 bonus to one-on-one Diplomacy, Intimidate, and Sense Motive checks.
Legalistic The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your ob
Life Link (10 max bonds, 100 feet) (Su) As a standard action, establish bond that drains your HP to heal other below -5 hp.
Mark of Slavery -2 to skills and attacks after failing a skill check, unless you're retrying the skill check,
Oracle/Oracle Channel Positive Energy 7d6+1 (5/day, DC 19) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Quick Channel Channel energy faster by expending more uses
Reach Spell You can cast a spell with a range of touch, close, or medium as one range category higher.
Safe Curing (Su) Casting healing spells does not provoke AoO
Selective Channeling Exclude targets from the area of your Channel Energy.
Swimming (30 feet) You have a Swim speed.
Vow to Self (1/day) +4 morale bonus to one role to keep a promise.