ASHCCARA SANICRI

Elf Nephilim • Oracle 5

Ashccara Sanicri
🔥 Ashes Mystery

ATTRIBUTES

STR 10 +0
DEX 14 +2
CON 12 +1
INT 14 +2
WIS 16 +3
CHA 19 +4
🛡 AC 21
HP 51
👣 Speed 30 ft
🛡 Shield +2

COMBAT QUICK REF

Fort
+8
Ref
+9
Will
+12
Melee
+8
Spell Atk
+11
Spell DC
21

INITIATIVE

Perception +12
Diplomacy/Intimidation +13
Prescience (1 MP) +15
Prescience bonus +1 AC/saves 1st turn

SPELLS (Divine)

Spell Attack: +11 • Spell DC: 21

Cantrips (auto-heightened to rank 3)

🔥
Ignition
2 actions • 30 ft/melee • 4d4/4d6 fire
Actions
2 (S, V)
Range
30 ft or melee
Attack
Spell +11
Damage
4d4 ranged / 4d6 melee

Snap fingers and target smolders. Crit: Double damage + 3d4 persistent fire.

Melee version uses d6 dice instead of d4.

Heighten (+1): +1d4 damage, +1d4 persistent
DamageFire
Electric Arc (Primal)
2 actions • 30 ft • 4d4 elec
Actions
2 (S, V)
Range
30 ft
Targets
1-2 creatures
Save
Basic Reflex

Arc of lightning hits 1-2 targets. Each takes 4d4 electricity.

Heighten (+1): +1d4 damage
DamageElectricity
🛡
Shield
1 action+1 AC • Block: H10
Actions
1 (V)
Duration
Until next turn
AC Bonus
+1 circ
Shield Block
Hardness 10

+1 AC. Can Shield Block (H10). After blocking, can't recast for 10 min.

Heighten: 1st: H5 | 3rd: H10 | 5th: H15
Defense
Guidance
1 action • 30 ft • +1 status to check
Actions
1 (V)
Range
30 ft
Duration
Until used or 1 min

Target gets +1 status bonus to one attack, Perception, save, or skill check. Then spell ends.

Buff
👁
Detect Magic
2 actions • 30 ft cone • detect auras
Actions
2 (S, V)
Area
30 ft cone

Detect presence and school of magical auras in the area.

Detection
💬
Message
1 action • 120 ft • whisper
Actions
1 (V)
Range
120 ft
Duration
See text

Whisper message to target. They can whisper reply once.

Communication

1st Level (4 slots/day)

Heal
1-3 actions • touch/30 ft • 1d8 heal
1 Action
Touch, heal 1d8
2 Actions
30 ft, heal 1d8+8
3 Actions
30 ft emanation, heal 1d8 all
vs Undead
Vitality damage, Basic Fort

Signature spell - can heighten freely. At rank 3: 3d8 (+24 for 2-action).

Heighten (+1): +1d8 healing, +8 to 2-action
HealingVitality
Bless
2 actions • 15 ft emanation • +1 attack
Actions
2 (S, V)
Area
15 ft emanation
Duration
1 minute
Effect
+1 status to attacks

Allies in area get +1 status bonus to attack rolls. Moves with you.

BuffParty
🔥
Breathe Fire
2 actions • 15 ft cone • 2d6 fire
Actions
2 (S, V)
Area
15 ft cone
Save
Basic Reflex
Damage
2d6 fire
Heighten (+1): +2d6 damage
DamageFireAoE
👼
Summon Lesser Servitor
3 actions • 30 ft • summon creature
Actions
3 (M, S, V)
Range
30 ft
Duration
Sustained 1 min

Summon celestial or fiend creature level -1 or lower. Gets 2 actions/turn. Needs Sustain each turn.

Summon

2nd Level (4 slots/day)

Dispel Magic
2 actions • 120 ft • counteract d20+11
Actions
2 (S, V)
Range
120 ft
Counteract
d20+11

Attempt to counteract one spell effect on target. Signature - heighten freely for higher level spells.

Abjuration
Spiritual Armament
2 actions • 120 ft • 2d8 spirit
Actions
2 (S, V)
Range
120 ft
Attack
Spell +11
Duration
Sustained 1 min

Create ghostly weapon. Spell attack for 2d8 damage (weapon type or Spirit if better).

Sustain: Repeat attack against any target in 120 ft.

Uses and contributes to MAP.

Heighten (+2): +1d8 damage
DamageSpirit
🔮
Augury
10 min • divination • weal/woe
Cast Time
10 minutes
Duration
Instant

Ask about outcome of specific action within 30 minutes.

Answers: Weal (good), Woe (bad), Weal and Woe (both), Nothing (neither/unclear).

Divination
🌫
Mist
3 actions • 120 ft, 20 ft burst • concealment
Actions
3 (M, S, V)
Range
120 ft
Area
20 ft burst
Duration
1 minute

Creates mist cloud. All creatures in area are concealed (flat DC 5 to target).

DefenseAoE

3rd Level (3 slots/day)

💥
Crisis of Faith
2 actions • 30 ft • 6d6 mental
Actions
2 (S, V)
Range
30 ft
Damage
6d6 mental (6d8 vs divine caster)
Save
Will

Assault target's faith with doubt and mental turmoil.

Success: Half damage

Failure: Full damage; divine casters also stupefied 1 for 1 rd

Crit Fail: Double damage, stupefied 1, can't cast divine spells for 1 rd

Heighten (+1): +2d6 (or +2d8 vs divine caster)
DamageDebuffMental
🌙
Moonlight Ray
2 actions • 120 ft • 5d6 cold (+5d6 vs unholy)
Actions
2 (S, V)
Range
120 ft
Attack
Spell +11
Damage
5d6 cold (silver)

Beam of freezing moonlight. Cold damage counts as silver.

vs Unholy: Extra +5d6 spirit damage.

Can counteract magical darkness if passes through or hits affected creature.

Heighten (+1): +2d6 cold, +2d6 spirit vs unholy
DamageColdLight

Focus Spells ◉◉ 2 FP

🔥
Ashen Wind
2 actions • 30 ft cone • 2d6 fire + concealment
Actions
2 (S, V)
Area
30 ft cone
Save
Basic Reflex
Damage
2d6 fire

Gust of wind and volcanic ash. Damage + creates smoke that provides concealment in area until start of your next turn.

Heighten (+2): +2d6 damage
DamageFireAoE
👁
Cinder Gaze
1 action • see through smoke • +2 vs fire
Actions
1 (V)
Duration
1 minute
Bonus
+2 status vs fire

You can see through smoke and fire as if it weren't there. Gain +2 status bonus to saves and AC vs fire effects.

BuffFire

EQUIPMENT

🪄
Staff of Final Rest
Magical Staff • 1d4 B • +1 vs undead
Damage
1d4 B (two-hand 1d8)
vs Undead
+1 circ damage

White marble staff with Lastwall symbol. Functions as wooden stake vs vampires.

Spells (5 charges/day):

Disrupt Undead (1) - cantrip, 30 ft, 3d6 vitality vs undead

Gentle Repose (2) - prevent decay, 24 hours

Harm (1-3) - 1d8 void damage or heal undead

magical staff necromancy
🔱
+1 Spear
Melee/Thrown 20 ft • 1d6 P • +8
Attack
+8 to hit
Damage
1d6 Piercing
Range
Thrown 20 ft
Potency
+1 rune
magical thrown
🛡
Steel Shield
Hardness 5 • HP 20 • +2 AC
AC Bonus
+2 circ (Raise Shield)
Hardness
5
HP
20 (BT 10)

Raise Shield (1 action): +2 AC until next turn.

Shield Block (reaction): Reduce damage by Hardness, shield takes remaining.

shield
🧥
Armored Coat
Light Armor • +2 AC • Dex Cap +3
AC Bonus
+2
Dex Cap
+3
Check Penalty
-1
Speed Penalty
None
light armor
🩹
Healer's Toolkit
Medicine • required for checks

Required for:

Battle Medicine - heal in combat once/day per target

Treat Wounds - heal 2d8 out of combat (DC 15)

Ward Medic - treat 2 targets at once

gear medicine
15 gp

SKILLS

Medicine E +12
Religion E +12
Diplomacy T +11
Intimidation T +11
Nature T +10
Acrobatics T +9
Arcana T +9
Occultism T +9
Society T +9
Stealth T +9
Fortune-Telling Lore E +11
Elysium Lore E +11

FEATS

🌿
Nephilim Lore
Ancestry 1

Traits: Nephilim

You excel at understanding the subtleties of the world around you. You gain the trained proficiency rank in your choice of either Arcana, Nature, Occultism, or Religion.

Additionally, you gain the Additional Lore general feat for a Lore skill associated with the Outer Planes you can trace your lineage to (such as Heaven Lore or Abaddon Lore).

🌿
Wildborn Magic
Ancestry 5

Traits: Elf

You have learned to access the old magic of wild places. You can cast one cantrip from the primal spell list. If you have the primal spellcasting class feature, you gain a primal cantrip of your choice from the primal spell list instead; this cantrip must be one you don't already have in your spell repertoire.

Glean Lore
Class 2

Traits: Oracle

Prerequisites: Ancient memories

You tap into your primal memories to gain knowledge. You gain the Glean Lore activity, which lets you Recall Knowledge on any topic with a DC adjusted by your mystery.

Domain Acumen
Class 4

Traits: Oracle

Your studies of divine magic let you gain more benefit from your domain focus spells. Increase the number of Focus Points in your focus pool by 1. You can Refocus even if you already have 3 Focus Points.

💬
Battle Medicine
Skill 1

Prerequisites: Trained in Medicine

Traits: General, Healing, Manipulate, Skill

Action: 1 action

You can administer first aid to an adjacent creature as a single action. Attempt a Medicine check with the same DC as for Administer First Aid, and restore the corresponding amount of Hit Points. You can't use this on a creature again until 1 hour has passed.

💬
Ward Medic
Skill 2

Prerequisites: Trained in Medicine

Traits: General, Skill

You've studied in large medical wards, treating several patients at once. When you Treat Wounds, you can treat up to two targets. If you have master proficiency in Medicine, you can treat up to four targets, and if you have legendary proficiency, you can treat up to eight targets.

Incredible Initiative
General 3

Traits: General

You react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls.

🎩
Medic Dedication
Archetype 2

Prerequisites: Trained in Medicine, Battle Medicine

Traits: Archetype, Dedication

You become an expert in Medicine and gain the Doctor's Visitation activity, allowing you to tend to patients. You gain a +1 circumstance bonus to Medicine checks to Treat Disease and Treat Poison when using healer's tools.

Special: You cannot select another dedication feat until you have gained two other feats from the Medic archetype.

🎩
Doctor's Visitation
Archetype 4

Prerequisites: Medic Dedication

Traits: Archetype, Exploration

You move from patient to patient, treating their wounds. While traveling, you can make a Medicine check against the very hard DC for your level to Treat Wounds for multiple patients as you travel.

👑
We've Met Before
Mythic 2 (Homebrew)

Traits: Divination, Fortune, Mythic, Prediction

Note: This is a homebrew/campaign-specific feat.

Your connection to fate allows you to experience future encounters before they occur. When you meet someone for the first time, you've already "lived" this meeting in prophetic visions, giving you uncanny familiarity with them.

Effect: When you encounter a creature for the first time and attempt a Diplomacy check to Make an Impression or a Deception check to Impersonate or Lie, you gain a +2 circumstance bonus to the check. Additionally, you can recall one true fact about the creature (their name, occupation, or a significant personality trait) as if you'd previously researched them.

The GM determines what information your visions revealed. This doesn't work on creatures immune to divination or prediction effects.

Special: This ability triggers automatically when appropriate and doesn't require an action. Once you've used this ability on a specific creature, you can't use it on them again.

👑
Prescience
Mythic 4 (Homebrew)

Traits: Divination, Fortune, Mythic

Frequency: Three times per day

Trigger: You roll a d20 for a check, attack roll, or saving throw.

Cost: 1 Mythic Point

Note: This is a homebrew/campaign-specific feat.

Your oracular curse grants you fleeting glimpses of branching futures, allowing you to choose the most favorable outcome from multiple timelines.

Effect: Before the GM declares the result of your roll, you can spend 1 Mythic Point as a free action to reroll the d20 and use the better result. You must decide to use this ability before knowing whether the original roll succeeded or failed.

This is a fortune effect and can't be used if another fortune or misfortune effect has already been applied to the roll.

Special: Each time you use this ability in a day, your oracular curse worsens by one stage temporarily (lasting until your next daily preparations). If this would advance your curse beyond its maximum stage, you can't use Prescience again until you rest.

👼
Nephilim
Versatile Heritage

Traits: Lineage, Nephilim

You descend from celestials, fiends, or monitors. You gain the nephilim trait, low-light vision (or darkvision if your ancestry already has low-light vision), and can choose from nephilim feats whenever you gain an ancestry feat.

📜
Whispers of Weakness
Awarded 1 (Homebrew)

Note: This is a campaign-specific feat from Chosen One background.

You can identify weaknesses in your enemies through supernatural intuition.

📜
Additional Lore (Elysium)
Background 1

Traits: General, Skill

Your knowledge has expanded to encompass Elysium Lore. You are trained in it, and gain additional skill increases at 3rd, 7th, and 15th levels.