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Alian Zaigan's page

63 posts. Alias of Cuàn.




Oracle 2








Neutral Good




Abyssal, Common, Celestial, Draconic, Infernal, Elven, Shadowtongue, Sylvan

Strength 16
Dexterity 10
Constitution 14
Intelligence 14
Wisdom 14
Charisma 16

About Alian Zaigan

Base Stats:

2 Spare PB point

HP: 17
Initiative: +2
Speed: 20 ft

BAB: +1
Melee: +4
Ranged: +1
CMB: +4

AC: 20 FF: 17 T: 13
CMD: 17
Fort: +2
Ref : +3
Will: +5



[ ] Acrobatics -3
[C] Appraise +2
[ ] Bluff +3
[ ] Climb +0
[C] Craft [ ] +2
[C] Diplomacy +8 (trained)
[ ] Disable Device -3
[ ] Disguise +3
[ ] Escape Artist -3
[ ] Fly -3
[ ] Handle Animal +3
[C] Heal +2
[ ] Intimidate +3
[C] Knowledge [Nature] +10 (trained)
[C] Knowledge [Planes] +7 (trained)
[C] Knowledge [Religion] +7 (trained)
[ ] Linguistics +5 (trained)
[ ] Perception +2
[ ] Perform [] +3
[C] Profession [] +2
[ ] Ride -3
[C] Sense Motive +9 (trained)
[ ] Sleight of Hand -3
[C] Spellcraft +7 (trained)
[ ] Stealth -3
[ ] Survival +2
[ ] Swim +0
[ ] Use Magic Device +3

Traits & Feats:

Reactionary: +2 Initiative

Magical Knack: Oracle Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t increase your caster level higher than your current Hit Dice.

Level 1: Skill Focus (Knowledge: Nature)

Racial Abilities:

Deathless Spirit:
Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school.

There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics.

Spell-Like ability (Sp):
Angelkin can use Alter Self once per day as a spell-like ability (caster level equal to the aasimar's class level).

Darkvision 60 ft

Class Abilities:

Favored Class: 1 Skill Point
Armor Proficiency: Light, Medium, Shields (not tower)
Weapon Proficiency: Simple

Mystery: Lore
Class Skills: An oracle with the lore mystery adds Appraise, Spellcraft, and all Knowledge skills to her list of class skills.

Bonus Spells: identify (2nd), tongues (4th), locate object (6th), legend lore (8th), contact other plane (10th), mass owl’s wisdom (12th), vision (14th), moment of prescience (16th), time stop (18th).

Oracle's Curse (Ex): Haunted
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.
At 5th level, add levitate and minor image to your list of spells known.
At 10th level, add telekinesis to your list of spells known.
At 15th level, add reverse gravity to your list of spells known.


Sidestep Secret (Su):
Your innate understanding of the universe has granted you preternatural reflexes and the uncanny ability to step out of danger at the very last second. Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws. Your armor’s maximum Dexterity bonus applies to your Charisma instead of your Dexterity


Spells known:
Level 0: 5+2+1 DC: 13
Detect Magic
Ghost Sound
Mage Hand
Purify Food and Drink

Level 1: 2+1+1
Cure Light Wounds
Divine Favor
Shield of Faith

Spells per day:
Level 1: 5

Spell-Like abilities:
Alter Self, 1/day


Armor: Breastplate +1


AC: +7
ACP: -3
ASF: 25%
Max Dex: +3
Type: Medium
Speed: 20 ft
Weight: 30 lbs

1800 G left to pick

Other Equipment:


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