Leb von Fielding

Freedom Fighter

XP 515
Human oracle 1
CG Medium humanoid (human)
Init +1; Senses Perception +4
AC 18, touch 11, flat-footed 17 (+5 armor, +1 Dex, +2 shield)
hp 9 (1d8+1)
Fort +1, Ref +1, Will +3; +2 vs. Fear
Speed 30 ft. (20 ft. due to armor)
Melee longsword +2 (1d8+2/19–20)
or dagger +2 (1d4/19-20)
Ranged light crossbow +1 (1d8/19–20)
or dagger +1 (1d4+2/19-20)
Spells per day 1st—4
Str 14, Dex 12, Con 13, Int 10, Wis 10, Cha 16
Base Atk +0; CMB +2; CMD 13
Feats Combat Casting, Saving Shield
Skills Diplomacy +7, Sense Motive +4, Perception +4, Knowledge (engineering) +4, Profession (brewer) +4
Traits Bastard, Courageous
Temperature Bonus +20/+35/+50/+70
Languages Common, Celestial
Revelations Skill at Arms
Curse Curse of Tongues: Celestial
Gear scale mail, heavy wooden shield, longsword, dagger (2), light crossbow, 20 bolts
Personal Gear backpack, cold weather outfit, chalk (10), flint and steel, inkpen, ink vial, paper (10)
Adventuring Gear [on mule] bedroll, feed, hemp rope, pack saddle, saddle bags, shovel, trail rations (10), traveler’s outfit (2), water skin, whetstone, winter blanket
Animal Companions mule


School enchantment (compulsion) [mind-affecting]; Level oracle 1
Casting Time 1 standard action
Components V, S, DF
Range 50 ft.
Area The caster and all allies within a 50-ft. burst, centered on the caster
Duration 1 min./level
Saving Throw none; Spell Resistance yes (harmless)
Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.
Bless counters and dispels bane.
Create Water
School conjuration (creation) [water]; Level oracle 0
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels
Effect up to 2 gallons of water/level
Duration instantaneous
Saving Throw none; Spell Resistance no
This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles. This water disappears after 1 day if not consumed.
Note: Conjuration spells can’t create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.
Cure Light Wounds
School conjuration (healing); Level oracle 1
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw Will half (harmless); Spell Resistance yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 1d8+1 points of damage. Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
Divine Favor
School evocation; Level oracle 1
Casting Time 1 standard action
Components V, S, DF
Range personal
Target you
Duration 1 minute
Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn’t apply to spell damage.
School divination; Level oracle 0
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration 1 minute or until discharged
Saving Throw Will negates (harmless); Spell Resistance yes
This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.
School evocation [light]; Level oracle 0
Casting Time 1 standard action
Components V, DF
Range personal
Target object touched
Duration 10 min./level
Saving Throw none; Spell Resistance no
This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.
You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.
School transmutation; Level oracle 0
Casting Time 10 minutes
Components V, S
Range 10 ft.
Target one object of up to 1 lb./level
Duration instantaneous
Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)
This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs). This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.


His family left New Stetven to start a new life in the south. He learned brewing from his mother, who was well known locally for her skill and was eager for him to learn the trade. His whole family was captured or killed in a bandit raid on a small settlement community in the Stolen Lands when he was 13. Separated from his family, he was forced into slavery by the bandits. Five years later, he was severely beaten while trying to protect another slave from being killed. That night, a mysterious man showed up, gave him a sword, complemented him on the quality of his beer, unlocked his bonds and told him to escape. He ran from the camp but vowed to put an end to slavery in the region. In the meantime, he works as a brewer when he can but spends most of his time as a mercenary and adventurer. He found he had a talent for fighting, despite never being trained, and he can perform holy magic. He was never a religious person, so this confuses him, but he figures he can put it to good use.


Age: 20

Date of Birth: 3 Abadius 4691

Leb von Fielding

The Taming of the Stolen Lands SpaceButler