Moby Quixlot (fggs02)

===Basic Information===
 Race: Tiefling
 Class: Oracle
 Level: 1
Experience: 0
 Alignment: Lawful Good
 Languages: Common, Abyssal
 Deity: Issolatha, the Whisperer, goddess of divination
===Abilities===
* Please indicate Racial and Level Adjustments
STR: 14 +2 (05 pts)
DEX: 12 +1 (00 pts) (+2 Racial)
CON: 11 +0 (01 pts)
INT: 09 -1 (-04 pts) (+2 Racial)
WIS: 11 +0 (01 pts)
CHA: 16 +3 (17 pts) (-2 Racial)
====Combat Statistics===
* Please specify the nature of Special and Miscellaneous Adjustments
* Please note your choice for HP Method ('Roll' or 'Max-2') where it says '(HP Option)'
(Roll) HP: 11 = [1d08 + CON (00) + FC (00) + Toughness (03)] Oracle
 [0d00 + CON (00) + FC (00)] (Class 02)
 AC: 16 = [10 + DEX (01) + Armor (05) + Shield (00) + Natural (00) + Size (00) + Misc (00)]
 AC Touch: 11 = [10 + DEX (01) + Size (00) + Misc (00)]
 AC Flatfooted: 15 = [10 + Armor (05) + Shield (00) + Natural (00) + Size (00) + Misc (00)]
 INIT: +01 = [DEX (01) + Misc (00)]
 BAB: +00 = [Oracle (00)]
 CMB: +02 = [BAB (00) + STR (02) + Misc (00)]
 CMD: 13 = [10 + BAB (00) + STR (02) + DEX (01) + Misc (00)]
 Fortitude: +01 = [Oracle (00) + CON (00) + Resilient (01)]
 Reflex: +01 = [Oracle (00) + DEX (01) + Misc (00)]
 Will: +02 = [Oracle (02) + WIS (00) + Misc (00)]
 Speed: 20'
Damage Reduction: 00/Any
Spell Resistance: 00
===Weapon Statistics===
* Please specify the nature of Special and Miscellaneous Adjustments
Heavy Mace: Attack: +02 = [BAB (00) + Ability (02) + Misc (00) + Magic (00)]
 Damage: 1d08+2, Crit: 20/x2, Special: None
Heavy Crossbow: Attack: +01 = [BAB (00) + Dex (01) + Misc (00) + Magic (00)]
 Damage: 1d10, Crit: 19-20/x2, Range 120 feet Special: none
===Racial Traits===
Ability Adjustments: +2 (Dex), +2 (Int), -2 (Cha)
 Size: Medium
 Speed: 30'
 Favored Class: Oracle
 Darkvision: Tieflings see in the dark up to 60 feet.
 Skilled: Tieflings have a +2 racial bonus on Bluff and Stealth 
 checks.
 Spell-Like Ability: Tieflings can use darkness 1/day as a 
 spell-like ability. (CL1)
Fiendish Resistance: Cold Resistance 5, Electricity Resistance 5, 
 Fire Resistance 5
 Languages: Moby begins play speaking Common and Abyssal.
 
===Class Features===
Oracle
Armor/Weapons: Oracles are proficient with all simple weapons, light armor, 
 medium armor, and shields(except tower shields). Some Oracle
 revelations grant additional proficiencies.
 Spells: An oracle casts divine spells drawn from the cleric spell lists.
 She can cast any spell without preparing it ahead of time. To
 learn or cast a spell, an oracle must have a charisma score 
 equal to at least 10 + the spell level. The difficulty class 
 for a saving throw against an oracle's spell is 10 + the spell's
 level + the Oracle's Charisma modifier. Like other 
 spellcasters, an oracle can cast only a certain numbe of spells 
 per day of each spell level. In addition, she receives bonus 
 spells per day if she has a high charisma score. An oracle 
 begins play knowing four 0-level spells and two 1st level spells
 of her choice. Moby also adds all inflict spells to her list 
 of spells known. Upon reaching 4th level, and at every even 
 numbered oracle level after that, an oracle can choose to learn 
 a new spell in place of one she already knows. The new spell's
 level must be the same as that of the spell being exhanged. An 
 oracle may swap only a single spell at any given level. She 
 cannot swap any inflict spells, nor can she swap any spells 
 gained from her mystery. Oracles do not need to provide a 
 divine focus to cast spells that list divine focus as part of
 components. Spells per Day: 4-1st, Spells Known: 4/2
 Mystery: Lore, Class skills: Appraise, spellcraft, all knowledge skills.
 Revelations: Automatic writing(Su): 1/day Moby can spend a full hour 
 in meditation while his hands produce mysterious writing.
 The prophetic writing manifests as an Augury spell with 90%
 effectiveness.
Oracle's Curse: Haunted, Malevolent spirits follow you wherever you go,
 causing minor mishaps and strange occurances. 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.
 Orisons: Oracles learn a number of 0-level spells. These spells are 
 cast like any other spells, but they do not consume any slots
 and may be used again.
 
 </pre>
===Feats===
Toughness (Level 1 Feat): Moby gains 3 hit points.
===Spell Lists (Known)===
Spells/Day: 4
Spells Known: 4/2, mage hand, ghost sound, and all inflict spells.
0 Level Level 01 
*Spark *Detect Evil
*Mending *Magic Weapon
*Resistance *Inflict Light Wounds (DC14)
*Guidance
*Mage Hand
*Ghost Sound (DC13)
===Spell Lists (Prepared)===
0 Level Level 01 Level 02 Level 03
* Spell Name * Spell Name * Spell Name * Spell Name
* Spell Name * Spell Name * Spell Name * Spell Name
===Skills===
* Please specify the nature of Miscellaneous or Special Adjustments.
* Skills with a blank 'Total' may not be used untrained.
Skill Points: 04 = [Base (04) + INT (-01)/Level; FC (01), Misc (00)] Oracl
 
Skills Total Rank CS Ability ACP Misc
Acrobatics -03 0 0 1 -4 +0
Appraise* 03 1 3 -1 +0
Bluff 05 0 0 3 +2 (Skilled)
Climb -02 0 0 2 -4 +0
Craft ( ) 00 0 0 0 +0
Diplomacy 00 0 0 3 +0
Disable Device 0 0 0 -0 +0
Disguise 03 0 0 3 +0
Escape Artist -03 0 0 1 -4 +0
Fly -03 0 0 1 -4 +0
Handle Animal 0 0 0 +0
Heal 00 0 0 0 +0
Intimidate 03 0 0 3 +0
Knowledge (Arcana)* 0 0 0 +0
Knowledge (Dngnrng)* 03 1 3 -1 +0
Knowledge (Engnrng)* 0 0 0 +0
Knowledge (Geography)* 0 0 0 +0
Knowledge (History)* 0 0 0 +0
Knowledge (Local)* 03 1 3 -1 +0
Knowledge (Nature)* 00 0 0 -1 +1 (Child of nature)
Knowledge (Nobility)* 0 0 0 +0
Knowledge (Planes)* 0 0 0 +0
Knowledge (Religion)* 0 0 0 +0
Linguistics 0 0 0 +0
Perception 00 0 0 0 +0
Perform ( ) 03 0 0 3 +0
Profession ( ) 0 0 0 +0
Ride -03 0 0 1 -4 +0
Sense Motive* 00 0 0 0 +0
Sleight of Hand -04 0 0 0 -4 +0
Spellcraft* 03 1 3 -1 +0
Stealth -01 0 0 1 -4 +2 (Skilled)
Survival* 00 0 0 0 +0 (Child of Nature)
Swim -02 0 0 2 -4 +0
Use Magic Device 0 0 0 +0
* Class skills
===Traits===
Child of Nature (Religion): You gain a +2 trait bonus on Survival checks to find
 food and water, and a +1 trait bonus on Knowledge(Nature)checks. Survival 
is always a class skill for you.
Resilient (Combat): You gain a +1 trait bonus on Fortitude saves.
===Equipment===
Equipment Cost Weight
Scale Mail 50 gp 30 lb
Heavy Mace (Melee) 12 gp 08 lb
Heavy Crossbow (Ranged) 50 gp 08 lb
 Crossbow Bolts (10) 01 gp 01 lb
Spell Component Pouch 05 gp 02 lb
Backpack 02 gp 02 lb
 Parchment (10 sheets) 02 gp 00 lb
 Inkpen 01 sp 00 lb
 Ink (1oz vial) 08 gp 00 lb
 Puzzle Box 15 gp 02 lb
 Total Weight: 53 lb
 Light Medium Heavy 
Max Weight: 0-58 59-116 117-175
===Finances===
PP: 00
GP: 05
SP: 09
CP: 00
Gems/Jewelry/Other:
0000
===Details===
Size:Medium
Gender:Male
Age:23
Height:5'4"
Weight:183lbs
Hair Color:Blonde
Eye Color:Topaz
Skin Color:Grey
Appearance:Moby has long curling fingernails. He has never cut his fingerrnails,
but sometimes they get too long and drop off. Moby used to have a tail,
but he cut it off to hide his hertitage. Now there is just a healed over
stump left over. Moby wears his long hair in a long pony tail which he keeps well
groomed at all times.
 
Demeanor: Moby thinks that he is extremely intelligent and knowledgeable about all
things. In fact, he really isn't all that smart, but with dilligence he may one
day be knowledgeable in certain areas.
Background: Moby has made a poor living with his automatic writing as a 
fortune-teller. His best friend Boz goes out and finds him clients.
Unfortunately, since Boz is a halfling, he tends to steal things from the
clients while they are in the tent. This makes it diffcult to get paid, 
but occasionally they do. Moby thinks that his talents would serve people 
better with a more active life. That is why he has been hanging out in
the Dunn Wright Inn lately. Perhaps he could pitch in and really do some good.
===Adventure Log===
[link=Twist Tree adventure here]
 XP Received: 0000
Treasure Received: 0000 GP
 0000 Gems/Jewelry
 Items
===Level Ups===
 Level 2:
 Class: Class
 BAB: +0 to +0
 Fort: +0 to +0
 Ref: +0 to +0
 Will: +0 to +0
 Feat: Feat
 Features: Class Features
 HP: Max -2 or Link to IC Roll, +1 FC Bonus (If Chosen)
Skill Pts: +0 = +0 (Class) +0 (Race) +00 (Old Total) +1 (FC Bonus if Chosen) = 00 (New Total)
 
Level 2 to Level 3 Next, and so on . . .
===Approvals===
*Approval (Date) (Judge 01) level 1
*Approval (Date) (Judge 02) level 1
Category:In Progress/Character