Zhen Yu (Korsakovia)

===Basic Information===
 Race: Human
 Class: Oracle
 Level: 1
 Experience: 0 Current / 1,300 Till Next Level
 Alignment: Neutral Good
 Languages: Common, Celestial, Landadel
 Deity: Amenthia
 First Seen: Dunn Wright Inn
 Location: Warehouse Sitting
 Background: Open/Closed
===Abilities===
 STR: 10 +0 (00 pts)
 DEX: 14 +2 (05 pts)
 CON: 12 +1 (02 pts)
 INT: 12 +1 (02 pts)
 WIS: 11 +0 (01 pts)
 CHA: 18 +4 (10 pts) Racial +2
===Combat Statistics===
 (Max-2) HP: 10 = [1d8 + CON (01) + FC (01)] (Oracle)
 AC: 15 = [10 + DEX (02) + Armor (03) + Shield (00) 
 + Natural (00) + Size (00) + Misc (00)]
 AC Touch: 12 = [10 + DEX (02) + Size (00) + Misc (00)]
 AC Flatfooted: 13 = [10 + Armor (03) + Shield (00) + Natural (00) + Size 
 (00) + Misc (00)]
 INIT: +02 = [DEX (02) + Misc (00)]
 BAB: +00 = [Oracle (00)]
 CMB: +00 = [BAB (00) + STR (00) + Misc (00)]
 CMD: 12 = [10 + BAB (00) + STR (00) + DEX (02) + Misc (00)]
 Fortitude: +01 = [Oracle (00) + CON (01) + Misc (00)]
 Reflex: +02 = [Oracle (00) + DEX (02) + Misc (00)]
 Will: +02 = [Oracle (02) + WIS (00) + Misc (00)]
 Special Save Bns: +4 Competence Bonus to Saves made vs. Disease
 Speed: 20' w/Gear, Base 30'
 Damage Reduction: 00/Any
 Spell Resistance: 00
 Spell Failure: 00
===Weapon Statistics===
 Mace, Heavy: Attack: +00 = [BAB (00) + Ability (00) + Misc (00) + Magic (00)]
 Damage: 1d8+0, Crit: 20/x2, Special: -
 Dagger: Attack: +00 = [BAB (00) + Ability (00) + Misc (00) + Magic (00)]
 Damage: 1d4+0, Crit: 19-20/x2, Special: -
 Th. Dagger: Attack: +02 = [BAB (00) + Ability (02) + Misc (00) + Magic (00)]
 Damage: 1d4+0, Crit: 19-20/x2, Special: Range 10ft
 X-bow, Lt: Attack: +02 = [BAB (00) + Ability (02) + Misc (00) + Magic (00)]
 Damage: 1d8+0, Crit: 19-20/x2, Special: Range 80 ft. 50 Bolts
===Racial Features===
 Ability Adjustments: +2 Charisma
 Size: Medium
 Speed: 30 feet
 Bonus Feat: Humans gain a single Bonus feat at first level.
 Skilled: Humans gain an additional skill rank at first
 level and an additional skill rank at each consecutive level 
 thereafter.
 Languages: Humans begin play speaking Common, as well 
 as a Regional Language of their choice. Humans with high Intelligence 
 scores can learn an additional language of their choice for each point 
 of Intelligence Modifier that they have.
===Class Features===
Oracle
 Oracle
 
 Weapon / Armor Proficiency Oracles are proficient with Simple Weapons, 
 Light Armor, Medium Armor, and Shields (except 
 Tower Shields).
 
 Spells Oracles cast divine spells. An Oracle has to have a Charisma of 
 10 + the Spell Level in order to cast the spell. Spell DC is 
 determined as follows: 10 + Spell Level + Charisma Modifier. Oracles
 receive bonus spells based on their Charisma score. Oracles 
 automatically know and can cast all "Cure" Spells of all of the levels 
 that he can cast. At 4th Level and every even-numbered level there-after
 an Oracle can replace one of the spells that he can cast with one that 
 he can't already cast.
 
 Life Mystery The Oracle adds the following skills to his class skills list:
 Handle Animal, Knowledge (Nature), and Survival. Further the Oracle 
 learns the following spells in addition to his normal allowance of
 spells known: Detect Undead (2nd), Lesser Restoration (4th),
 Neutralize Poison (6th), Restoration (8th), Breath of Life (10th),
 Heal (12th), Greater Restoration (14th), Mass Heal (16th), 
 True Resurrection (18th). This Mystery also grants access to the
 following Revelations:
 Channel Positive Energy The Oracle can channel energy as a 
 Cleric of the same level. The Oracle can use this ability
 1 + his Charisma Modifier Times Per Day. Targets may 
 recieve a Will Save with a DC of 10 + 1/2 the Oracles 
 Level + the Oracles Charisma Modifier to take half the 
 effect of this ability. This ability has a 30 foot radius 
 centered on the Oracle, and it does or heals 1d6 damage
 for every 2 Oracle Levels. This ability does damage to 
 creatures aligned with Negative Energy.
 Healing Hands The Oracle gains a +4 bonus on Heal Checks. 
 The Oracle may provide First Aid to two people, or treat two 
 people for poison as a standard action (make a separate heal
 check for each individual target). When using a heal check 
 to treat wounds from Caltrops (and so on), treat deadly 
 wounds, treat poison, treat disease, or provide long-term 
 care, you may treat double the normal number of people that
 you normally could treat simultaneously. You may provide 
 long-term care for yourself.
 
 Wasting Curse –4 penalty on Charisma-based skill checks, except for
 Intimidate. +4 competence-bonus on saves made against disease.
 
 Orisons Oracles learn a number of 0-level spells. These spells are
 cast like any other spell, but they do not consume any spell
 slots and may be cast multiple times without needing to be 
 re-memorized.
===Feats===
 Extra Revelation (Level 1): You gain one additional revelation (Healing Hands).
 Selective Channeling (Racial/Human): When you channel energy, you can choose a
 number of targets in the area up to your CHA-Mod. These targets are 
 not affected by your channeled energy.
===Traits===
 Sacred Conduit (Faith): Whenever you channel energy, you gain a +1 trait bonus
 to the save DC of your channeled energy.
 Focused Mind (Magic): You gain a +2 trait bonus on concentration checks.
===Skills===
 Skill Points: 06 = [[Base(4) + INT(1) + Human(1)] x Level + FC(0)] (Oracle-1)
 
 Skills Total Rank CS Ability ACP Misc
 Acrobatics -1 0 2 -3 +0
 Appraise +1 0 1 +0
 Bluff 0 0 4 -4 (Wasting)
 Climb -3 0 0 -3 +0
 Craft ( ) +1 0 0 1 +0
 Diplomacy +4 1 3 4 -4 (Wasting)
 Disable Device 0 2 -3 +0
 Disguise 0 0 4 -4 (Wasting)
 Escape Artist -1 0 2 -3 +0
 Fly -1 0 2 -3 +0
 Handle Animal 0 0 4 -4 (Wasting)
 Heal +8 1 3 0 +4 (Healing Hands)
 Intimidate +4 0 4 +0
 Knowledge (Arcana) 0 1 +0
 Knowledge (Dngnrng) 0 1 +0
 Knowledge (Engnrng) 0 1 +0
 Knowledge (Geography) 0 1 +0
 Knowledge (History) +5 1 3 1 +0
 Knowledge (Local) 0 1 +0
 Knowledge (Nature) +5 1 3 1 +0
 Knowledge (Nobility) 0 1 +0
 Knowledge (Planes) 0 0 1 +0
 Knowledge (Religion) +5 1 3 1 +0
 Linguistics 0 1 +0
 Perception +0 0 0 +0
 Perform ( ) 0 0 4 -4 (Wasting)
 Profession ( ) 0 0 0 +0
 Ride -1 0 2 -3 +0
 Sense Motive +0 0 0 0 +0
 Sleight of Hand 0 2 -3 +0
 Spellcraft +5 1 3 1 +0
 Stealth -1 0 2 -3 +0
 Survival +0 0 0 0 +0
 Swim -3 0 0 -3 +0
 Use Magic Device 0 4 -4 (Wasting)
===Oracle Spells Per Day & Spell DC===
 LEVEL - SPD / Known / Save DC
 Orisons - Infinite / 4 / 14
 1st Lv. - 4 / 2 / 15
===Oracle Spells Known===
 Orisons First Level 
 * Detect Magic * Bless 
 * Guidance * Murderous Command 
 * Read Magic * Cure Light Wounds
 * Stabilize
===Equipment===
 Equipment Cost Weight
 Mace, Heavy 12 gp 08 lb
 Dagger 02 gp 01 lb
 Crossbow, Light 35 gp 04 lb
 Bolts (50) 05 gp 05 lb
 Studded Leather Armor 25 gp 20 lb
 Explorer's Outfit 00 lb
 Holy Symbol, Wooden 01 gp 00 lb
 Backpack, Common 02 gp 02 lb
 Bedroll .1 gp 05 lb
 Blanket, Common .2 gp 02 lb
 Rations, Trail (10 days) 05 gp 10 lb
 
 
 Total Weight: 57 lb
 
 Light Medium Heavy Overhead Off Ground Push/Drag
 Max Weight: 0-33 34-66 67-100 0-100 0-200 0-500
===Finances===
 PP: 00 Starting GP: 150.00 GP
 GP: 63 First Adventure Payout: +0000.00 GP
 SP: 07 ====================================
 CP: 00 Total Earned: 150.00 GP
 Current Inventory: - 87.30 GP
 Gems/Jewelry/Other: Consumed or Destroyed: -0000.00 GP
 0000 ====================================
 Remaining GP: 62.70 GP
===Details===
 Size: Medium
 Gender: Female
 Age: 18
 Height: 5 ft. 6 in.
 Weight: 108 lbs
 Hair Color: Light Brown
 Eye Color: Brown
 Skin Color: Peach
 Appearance: Zhen Yu is reserved, slender young woman. When not 
 wearing the requiste armor for adventuring, she prefers 
 to wear bright and vibrant dresses. Green and yellow/gold 
 are among her favorites, with these colors symbolzing life
 and vitality in her eyes. Her hair is a lighter shade of 
 brown than her earthen hue eyes, and she tends to style 
 her hair in a bun when possible. 
 Demeanor: Reserved and distant at first, Zhen Yu warms up when with 
 friends and comrades or those in need of healing and care. 
 In combat her persona is a cold fury toward those that wish 
 to do harm. When not in immediate life or death situations, 
 or when channeling her healing energy, her personality becomes
 softer and less harsh and angular.
===Background===
Born in Tritower to a merchant family, Zhen Yu barely made it through her first few years of life. Her mother died soon after her birth, her life claimed by the same divine magic a cleric of Amenthia wielded to save the life of the unborn child. Even then her body was cursed with a nameless wasting disease that left her weak, feeble, and bedridden in her early years. Her birth and survival hailed as a miracle from Amenthia, she was tutored by the goddess's followers in the city. Focusing on her prayers and lessons throughout the days and well into the nights in some cases, she found that channeling the healing energy of her goddess and her healing arts came almost naturally to her.
As she came of age Zhen Yu left Tritower, wanting to offer her skills to those who needed them and, more importantly for herself, to understand her life and the power she was gifted with.
===Adventure Log===
Warehouse Sitting
 XP Received: 1,884 XP
 Treasure Received: 1,729 GP
===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 (6/12/2012) (DalkonCledwin) level 1
*Approval (6/14/2012) (jkason) level 1
Category:Approved Characters