Shadowcount Sial

Tarek Delrin's page

884 posts. Organized Play character for copmc.


Full Name

Tarek Delrin

Race

Aasimar

Classes/Levels

Oracle/4th/ Spells 1st:7/7 2nd:4/4 | Hp:25| AC: 22|Perc:+10| Init:+1| Fort:+1| Ref:+2| Will:+6

Gender

Male

Size

5'-11' 170lbs

Age

78 (young)

Special Abilities

Darkvision,Divine Casting

Alignment

Chaotic Good

Deity

Qi Zhong

Languages

Common, Celestial, Sylvan

Strength 15
Dexterity 12
Constitution 10
Intelligence 12
Wisdom 14
Charisma 17

About Tarek Delrin

Tarek was born to a Chelaxian merchant and a Tian-Shu maiden. Due to his unusual racial characteristics, he was given to monks in the city of his mother's origin. He was raised and trained to be a holy warrior of Qi Zhong. He was denied entrance into the final school to be trained as a Paladin due to his free spirit nature and failure to adhere to the laws of the church. Tarek felt that upholding good should not be limited by laws, rather dictated by morality. Nothing should stand in the way of seeing good prevail.

Tarek Delrin
Male aasimar oracle 4 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Bestiary 7)
CG Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +10
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Defense
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AC 22, touch 11, flat-footed 21 (+8 armor, +1 Dex, +3 shield)
hp 25 (4d8+2)
Fort +1, Ref +2, Will +6
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 falcata +8 (1d8+4/19-20/×3) or
. . chakram +5 (1d8+3) or
. . chakram +5 (1d8+3) or
. . dagger +6 (1d4+3/19-20)

Spell-Like Abilities (CL 4th; concentration +7)
. . 1/day—daylight
Oracle Spells Known (CL 4th; concentration +7)
. . 2nd (4/day)—cure moderate wounds, fog cloud, resist energy
. . 1st (7/day)—cause fear (DC 14), cure light wounds, divine favor, enlarge person (DC 14), shield of faith
. . 0 (at will)—detect magic, ghost sound (DC 13), guidance, mage hand, mending, read magic, spark[APG] (DC 13), stabilize
. . Mystery Battle
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Statistics
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Str 16, Dex 12, Con 10, Int 12, Wis 14, Cha 17
Base Atk +3; CMB +6; CMD 17
Feats Exotic Weapon Proficiency (falcata), War Blessing[ACG], Weapon Focus (falcata)
Traits anatomist, Magical Talent (Create Water)
Skills Acrobatics -5 (-9 to jump), Diplomacy +11, Heal +9, Knowledge (engineering) +7, Knowledge (history) +6, Knowledge (planes) +5, Knowledge (religion) +7, Perception +10, Sense Motive +8; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common, Tien
SQ oracle's curse (haunted), revelations (skill at arms, weapon mastery)
Combat Gear scroll of comprehend languages, scroll of cure light wounds, scroll of cure light wounds, scroll of cure light wounds, scroll of cure light wounds, scroll of cure light wounds, scroll of cure light wounds, healer's kit; Other Gear +1 banded mail, +1 heavy steel shield, +1 falcata[APG], chakram[APG], chakram[APG], dagger, bandolier[UE], candle (4), canteen[UE], masterwork backpack[APG], scroll box[UE], scroll case, silk rope (50 ft.), spell component pouch, trail rations, wooden holy symbol of Good, 3693 gp, 9 sp,
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.

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Boons
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Embeth Hound: The Embeth Travelers gift you with a loyal Embeth hound at no cost. An Embeth hound
is a riding dog who receives a +4 racial bonus on all Climb and Swim checks in place of a riding dog’s
typical +4 racial bonus on Acrobatic checks while jumping. An Embeth hound is trained for combat and
additionally knows the Track trick. If the Embeth hound dies, cross this boon off your Chronicle sheet.
Henbane’s Token: Inquisitor Henbane leaves you with a token of her favor. This enchanted flower from
a henbane plant allows its wearer to step outside of the flow of time. As a purely mental move action,
you can destroy the flower to disappear completely one round. While you are out of time, you cannot be
affected by any new spells or effects, and any ongoing durations of spells or effects affecting you do not
continue to progress. You also cannot take any actions while out of time. At the beginning of your next
turn afer disappearing from time, you reappear in the same square you lef (or the closest open space if
it is occupied). Once you expend the token’s power, cross this boon off your Chronicle sheet.

Touched by Time: You have passed through time-distorting portals in Uringen, and residual magic from
that experience clings to you. You may cast either haste or slow as a spell-like ability, using your character
level as your caster level and Charisma as your key ability score. When you use this boon, cross it off your
Chronicle sheet.