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Wing Clipper

Harlan Starshine's page

1,365 posts. Alias of Balodek.




Oracle of Life/13


|| Per +15 | Fort +10 Ref +11 Will +12 | BAB +9 | CMB +7 | CMD 22 || Init +3


Common, Elven, Halfling, Skald, Tien

Strength 9
Dexterity 16
Constitution 12
Intelligence 12
Wisdom 10
Charisma 21

About Harlan Starshine

AC 24, touch 16, flat-footed 21 (+8 armor, +2 deflection, +3 Dex, +1 size)
hp 95 (13d8+13)
Fort +10 (+5 circumstance bonus vs. cold weather), Ref +11, Will +12; +2 vs. fear
Defensive Abilities fortification 25%; Immune fatigue
Weakness oracle's curses (lame)

Speed 15 ft.
Melee dagger +9/+4 (1d3-1/19-20)
Ranged +1 holy light crossbow +14/+9 (1d6+1/19-20 plus 2d6 vs. evil)
Special Attacks channel positive energy 6/day (DC 21, 7d6)


Acrobatics +2
Appraise +1
Bluff +5
Climb -2
Diplomacy +21
Escape Artist +0
Fly +2
Heal +5
Intimidate +5
Knowledge: Planes +8
Knowledge: Religion +15
Linguistics +3
Perception +15
Profession: Cook +15
Ride +9
Sense Motive +4
Spellcraft +17
Stealh +4
Survival +5
Swim -4

Channel Positive Energy (Su) Channel Positive Energy
Energy Body (1d6+13, 13 rounds/day) (Su) Elemental subtype and deal 1d6+13 to undead who touch you or heal 1d6+13 to allies who enter your square.
Oracle Channel Positive Energy 7d6 (6/day, DC 21) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Fearless +2 morale bonus vs Fear saves.
Fortification (light) 25% chance to ignore critical hit/sneak attack.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Immune to Fatigue You are immune to the fatigued condition.
Lame One of your legs is permanently wounded, reducing your base land speed by 5 feet. At 5th level you are immune to fatigue.
Safe Curing (Su) Casting healing spells does not provoke AoO
Slow and Steady (Ex) At 10th level, your speed is never reduced by armor.
Spirit Boost (13 HP, 13 rounds) (Su) Healing beyond maximum becomes temporary HP.

Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quick Channel Channel energy faster by expending more uses
Rapid Reload (Light crossbow) You can reload fast with one type of Crossbow or Firearm.
Selective Channeling Exclude targets from the area of your Channel Energy.


30.75/67.5lbs Medium Load
22/45/67.5 Light/Medium/Heavy
Money = 0pp 10,188gp 17sp 9cp

Combat Gear
Bolts, Crossbow (60)
Light Crossbow +1 Holy
+2 Breastplate of Light Fortification

Other Gear
Backpack (3 @ 12.5 lbs)
Cloak of Resistance, +3
Cold weather outfit
Cooking kit
Pot, iron
Soap, Bar (50 uses)
Wand of Cure Light Wounds 16/50
Wand of Cure Light Wounds 50/50
Scroll of CMW
Scroll of Remove Disease
Scroll of CSW x5
Ring of Protection +2
Ring of Sustenance
Efficient Quiver
20 +1 Arrows
Circlet of Mystic Healing

    This finely-wrought circlet is made from gold and red steel, decorated with a red-gold sunburst at the front, the rays of which flow and intertwine to become the headband.

    While worn, the circlet provides a +1 competence bonus to your caster level when casting cure spells. The circlet also has 4 charges, which are renewed each day at dawn. As a swift action, you can spend a number of these charges to boost the next cure spell you cast before the end of your turn: 1 charge adds +2d8 points of healing, 2 charges adds +3d8 points of healing, 3 charges adds +4d8 points of healing. Additionally, as a standard action, all 4 charges can be spent to apply a heal effect to a touched target, using the wearer's caster level +1.


Born in Sandpoint and living there his whole life, Harlan has never adventured far from his home. His parents were killed in one of the many goblin attacks on the town, and he has been raised by Sandru, who treated him as a younger brother. Although unusual for a halfling to be raised by humans, Harlan has never felt anything but love and gratitude for his adopted family.

Harlan is a red-haired halfling, destined to be a cleric of Sarenrae, Harlan has instead become an Oracle of Life in service to that deity.

Harlan is tall for a halfling, with fiery red hair and green eyes. He walks with a limp, a permanent reminder of the attack that cost him his parents.

In Game:

HP = 95/95
AC/T/FF = 24/16/21 (25% ignore sneak/critical)
Weapon Equipped = +1 Holy Light Crossbow
Bolts = 60/60
Speed = 15'
Channel = 6/6 (7d6)
Energy Body = 13/13
Oracle Spells Known (CL 13th; concentration +18)
6th 4/4—mass cure moderate wounds, greater dispel magic, heal, wind walk
5th 7/7—break enchantment, breath of life*, mass cure light wounds, wall of stone, wall of time
4th 7/7—air walk, blessing of fervor*, cure critical wounds, holy smite*, restoration, tongues
3rd 7/7—cure serious wounds, dispel magic, invisibility purge, magic circle against evil, neutralize poison, stone shape
2nd 7/7—aid, cure moderate wounds, ghostbane dirge*, resist energy, lesser restoration, shield other, spiritual weapon
1st 8/8—bless, burning disarm*, command*, cure light wounds, detect evil, detect undead, sun metal*
0 (at will)—create water, detect magic, detect poison, guidance, light, mending, purify food and drink*, spark*, stabilize
* Save DC = 15 + Level
Status Effects = None


Male Dog, Riding
NN Medium Animal
Init +2; Senses Low-Light Vision, Scent; Perception +8
AC 13, touch 12, flat-footed 11. . (+2 Dex, +1 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1
Spd 30 ft.
Melee Bite (Dog, Riding) +3 (1d6+3/20/x2) and
. . Unarmed Strike +3 (1d3+2/20/x2)
Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +3; CMD 15 (19 vs. Trip)
Feats Skill Focus: Perception
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]
Skills Acrobatics +3, Climb -1, Escape Artist -1, Fly -1, Perception +8, Ride -1, Stealth -1, Swim -1 Modifiers +4 to Survival when tracking by Scent, Acrobatics (Jump) +8
SQ Combat Riding [Trick]
Other Gear Bedroll, Blanket, Cauldron, Harlan, Harlan's Gear, Saddle (Riding), Saddlebags (1 @ 5 lbs)
+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Acrobatics (Jump) +8 (Ex) You gain the specified bonus to acrobatics checks made to jump.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Sandru's Caravan:

Level 11 Caravan

Primary Statistics
Offense 1
Defense 5
Mobility 5
Morale 5

Derived Statistics
Attack +6 (+4 morale) (+1 Circumstance)
Armor Class 18
Security +11 (+4 morale) (+2 Circumstance))
Resolve +11 (+4 morale) (+2 Circumstance)

Unrest 0

Speed 52 miles per day

Hit Points 150/150
Wagons = 7/7
Covered Wagon = 2 (Enhanced Undercarriage)
Fortune Teller's Wagon = 1 (Enhanced Undercarriage)
Supply Wagon = 3+3 (Enhanced Undercarriage)
Armored Wagon = 1 (Enhanced Undercarriage)

Travelers/Capacity 15+27/25+27
Cargo/Capacity 39+30/39+30

Wagons = 10+3
Travelers = 12+27

Total = 22+30/day (-2 if stores)

Repair Materials = 0 units
Stores = 37 units (370 person days)
Cold Weather Gear = 1
Trade Goods = 1 units
Sashimono of Comfort

Efficient Consumption (-2 on Consumption)
Scavengers = DC 15 Security check 1/week to gain 1 unit Repair Materials. +1 Unit per 5 over DC.
Enhanced Caravan (+1 Mobility +1 Morale)
Enhanced Caravan (+1 Mobility +1 Defense)
Enhanced Caravan (+1 Mobility +1 Defense)
Extra Wagons
Extra Wagons
Extra Wagons
Faster (4 extra miles/day)
Faster (4 extra miles/day)
Faster (4 extra miles/day)

Sandru = Driver
Koya = Fortune Teller (1/week reroll any one Attack, Security, or Resolve check and take the higher)
Ameiko = Entertainer
Shalelu = Scout (2 units provisions or +1 Security/day. Does not add to Consumption)
Bevelek = Driver
Vankor = Driver
Kelda = Guard (+1 to Offense and +1 to Security to avoid surprise)
Ulf = Guide
Harlan = Cook (-2 Consumption as long as we have 1 cargo unit of stores)
Heng = Guide/Hero
Kiyomi = Entertainer/Hero
Malnival = Scout/Hero (2 units provisions or +1 Security/day. Does not add to Consumption)
Parity = Driver/Hero
NPC Driver 1 = Driver
NPC Driver 2 = Driver

Jobs/Monthly Wages
Cook = x 10gp
Driver = 2 x 10gp
Entertainer = x 50gp
Fortune-Teller = PC/NPC Ally only
Guard = x 100gp
Guide = 0 x 50gp
Healer = x 50gp
Hero = PC Only
Passenger = x 0gp
Scout = x 100gp
Spellcaster = PC/NPC Ally only
Trader = x 10gp
Wainwright = x 10gp

Total Wages = 20gp/month

Caravan Funds:

0 GP

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