Male Aasimar Barbarian 1 Oracle 6
NG Medium Outsider (Native)
Init +1; Senses Darkvision (60 feet); Perception +10
AC 21, touch 12, flat-footed 20. . (+7 armor, +2 shield, +1 Dex, +1 deflection)
hp 47 (1d12+6d8+7)
Fort +5, Ref +3, Will +6
Immune fatigue; Resist acid 5, cold 5, electricity 5
Speed 30 ft.; Reach 5 ft.
Melee +1 Halfling sling staff +7 (1d6+2/20/x2) B
Melee Light shield bash +6 (1d3+1/20/x2) B
Melee Masterwork cold iron longsword +7 (1d8+1/19-20/x2) S
Melee Sap +6 (1d6+1/20/x2) nonlethal B
Melee Mithral dagger +7 (1d4+1/19-20/x2) P or S
Melee Unarmed strike +6 (1d3+1/20/x2) nonlethal B, provokes
Ranged +1 Halfling sling staff +7 (1d8+2/20/x3) 80 ft., B with sling bullets, P or S with sharpstone, nonlethal B with softstone
Ranged Mithral dagger +7 (1d4+1/19-20/x2) 10 ft., P or S
Spell-Like Abilities Daylight (1/day)
Oracle Spells Known (CL 6, +6 melee touch, +6 ranged touch):
3 (4/day) Cure Serious Wounds (DC 17), Neutralize Poison (DC 17), Remove Curse (DC 17)
2 (6/day) Summon Monster II, Restoration, Lesser (DC 16), Make Whole, Cure Moderate Wounds (DC 16)
1 (7/day) Summon Monster I, Shield of Faith (DC 15), Detect Undead, Sanctuary (DC 15), Bless, Cure Light Wounds (DC 15)
0 (at will) Stabilize, Read Magic (DC 14), Purify Food and Drink (DC 14), Create Water, Detect Magic, Guidance, Enhanced Diplomacy
Str 12, Dex 12, Con 12, Int 12, Wis 12, Cha 18
Base Atk +5; CMB +6; CMD 18; Concentration +16
Feats Ammo Drop, Combat Casting, Juggle Load, Spell Focus: Conjuration
Traits Adopted (Halfling), Focused Mind, Helpful
Skills Acrobatics +7, Climb +4, Diplomacy +13, Escape Artist +0, Fly +0, Handle Animal +8, Heal +10, Intimidate +8, Knowledge (History) +5, Knowledge (Nature) +5, Knowledge (Planes) +5, Knowledge (Religion) +5, Linguistics +3, Perception +10, Ride +4, Sense Motive +8, Spellcraft +8, Stealth +0, Survival +6, Swim +4, Use Magic Device +5
Languages Aquan, Celestial, Common, Halfling, Sylvan
SQ Antitoxin (vial), Bandages of Rapid Recovery, Campfire Bead, Channel Positive Energy (Su), Channel Positive Energy 3d6 (5/day) (DC 17) (Su), Cleats, Compass, Earplugs, Energy Body (1d6+6) (6 rounds/day) (Su), Fast Movement +10 (Ex), Footprint Book, Map Maker's Kit, Muleback Cords, Rage (5 rounds/day) (Ex), Smoked Goggles, Swarmsuit, Weapon Familiarity
Carried & Worn 2179 gp, 1 sp, 8 cp, +1 Halfling sling staff (with fortifying stone), +1 Light steel shield, +1 Mithral breastplate, +1 Ring of protection, Brooch of shielding, Explorer's outfit, Masterwork cold iron longsword, Muleback cords, Sap, Sharpstone bullets (10), Sling bullets (20), Softstone bullets (10), Spell component pouch
Spring-Loaded Wrist Sheath (1 @ 0.5 lbs) Mithral dagger
Handy Haversack (92 @ 116 lbs) Acid Flask (2), Alchemist's fire flask, Alchemist's kindness, Alkali flask, Antiplague (vial), Antitoxin (vial), Bandages of rapid recovery, Bear trap, Bloodblock, Bodybalm, Caltrops (vicious), Campfire bead, Chalk piece (2), Chalkboard, Cleats, Climber's kit, Collapsible plank, Compass, Cooking kit, Earplugs, Fishhook (2), Flint and steel, Folding ladder (10-foot), Footprint book, Fuse grenade, Grappling hook, Hammer, Healer's kit (10 uses), Holy water flask (2), Ioun torch, Map maker's kit, Mug/Tankard (clay), Periscope, Piton (8), Potion of jump, Potion of protection from arrows, Potion of touch of the sea, Powder (2), Sack (empty) (2), Sewing needle, Signal whistle, Silk rope (100 ft.), Smelling salts, Smoked goggles, Soothe syrup, String (50'), Surgeon's tools, Tanglefoot bag, Thread (50 ft.), Thunderstone, Trail rations (per day) (7), Universal solvent, Vermin repellent, Wand of ant haul (5), Wand of comprehend languages (5), Wand of cure light wounds (50), Wand of delay poison (5), Wand of divine favor (5), Wand of disguise self (5 - UMD), Wand of endure elements (5), Wand of feather step (5 - UMD), Wand of hide from animals (2 @ CL 4 - UMD), Wand of hide from undead (2 @ CL 4), Wand of lesser restoration (5), Wand of longstrider (5 - UMD), Wand of pass without trace (2 @ CL 4 - UMD), Wand of protection from evil (5), Wand of remove fear (5), Wand of resist energy (5), Waterskin, Whetstone
Strapped to the Haversack Bedroll, Swarmsuit, Winter blanket
Ammo Drop Swift or move action to reload a sling with no attack of opportunity.
Antitoxin (vial) If you drink a vial of antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Bandages of Rapid Recovery These linen bandages have the same color and softness as the feathers of a dove, but their antiseptic smell suggests a less natural origin. Any creature wrapped in these bandages recovers from wounds and ability damage each day as if receiving complete bed rest regardless of activity (Pathfinder RPG Core Rulebook 191). A creature actually receiving long-term care (from the Heal skill) or complete bed rest while wearing the bandages gains a +4 bonus to its effective level or Hit Dice when determining how many hit points it recovers each day. The bandages are destroyed once removed or when the wearer recovers all hit points and ability damage, whichever comes first.
Campfire Bead On command bead becomes 2 ft tall fire for up to 8 hrs.
Channel Positive Energy (Su) Channel Positive Energy
Channel Positive Energy 3d6 (5/day) (DC 17) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleats -50% walking penalty for slick surfaces.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Daylight (1/day) (Sp) Daylight once per day.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Energy Body (1d6+6) (6 rounds/day) (Su) Elemental subtype and deal 1d6+6 to undead who touch you or heal 1d6+6 to allies who enter your square.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Focused Mind +2 to Concentration checks
Footprint Book +2 to identity a creature by its tracks.
Helpful Aid another grants allies a +4 bonus (instead of usual +2).
Immune to Fatigue You are immune to the fatigued condition.
Juggle Load Free action to load a sling with no attack of opportunity.
Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th level, you are immune to the fatigued condition (but not exhaustion). At 10th level, your speed is never reduced by armor. At 15th level, you are immune to the exhausted condition.
Map Maker's Kit +2 Circumstance for Survival to avoid becoming lost.
Muleback Cords These thick leather cords wrap around the wearer’s biceps and shoulders; when worn, they make the muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity (see Pathfinder RPG Core Rulebook page 171). This bonus does not apply to combat, breaking items, or any other Strength-related rolls except the amount of equipment or material the wearer can carry.
Rage (5 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Smoked Goggles +8 save vs. visual effects, -4 sight-based Perception and you treat all opponents as having 20% concealment.
Swarmsuit DR 5/- vs. Diminutive Swarms, DR 10/- vs. Fine swarms.
Weapon Familiarity Halflings (and their adoptees) are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.
Tudan's parents were fairly stereotypical halflings for the region, moving every few years, but pretty much sticking to Brevoy and a few preferred River Kingdoms. That was odd, because Tudan was an aasimar (a human with rather obvious celestial ancestry). Haydon and Lassira Davken would set up shop in a thriving working-class neighborhood, serving good ale and hearty meat pies until the itch for a change of scenery became too strong to resist, then pack it all up and do it all over again somewhere else. Unfortunately, they were never able to conceive, so they started looking to adopt; but there was fierce competition for halfling and gnome orphans, due to the natural assumption that it would be too hard for them to manage a child from a larger race.
Eventually, they heard of an infant both blessed and cursed by the gods, such that none were willing to take on the challenge and risk... not even his own mother. With metallic hair indicating divine lineage, and yet legs incurably twisted so that he would never walk right, it was obvious that his guardians would be under greater-than-normal scrutiny from beyond. The Davkens rose to that challenge with optimism and a sense of humor, joking to their friends that at least he wouldn't be able to outrun them.
As he grew, Tudan learned in the taverns how to put people at ease with good humor: "Nothing's wrong with my legs, I'm just going two ways at once!" In the villages, he learned how to join in community defense with clubs and spears: "Hold the handle, and either bash 'em with the heavy end or stick 'em with the pointy end. Got it." At home, his parents taught him the finer points of slingcraft on purpose, and how to be unobtrusively helpful by unconscious example. But as happy as he was, there was no escaping his difference.
Although his parents were homebodies and loved their creature comforts, Tudan spent more and more time out of doors over the years, feeling more at home in the woods than in a house. Learning by exploring, experimenting, and the fearless questions of the young, Tudan was already adept at wilderness survival by the time he discovered an instinctive talent for healing magic and the like, courtesy of his other-planar heritage. At the age of 21, he was young for a halfling to be striking out on his own, but old for a human to still be at home -- and who knew what was normal for a celestial?
Fortunately, Haydon and Lassira understood that love wasn't enough to keep him from exploring his nature and finding where he fit. Saying goodbye with teary-eyed hugs, they gifted him with a kit suggested by a Pathfinder who stopped at their establishment for a bite and a pint. Tudan lived off the land, traveling by whim until hearing about a call for adventurers. He wasn't sure if it was right for him, but he knew that he'd be good at it, and there wasn't any better way to find out if it was something he'd like than by trying. So, he went and he made the best case that he could that he should be part of it.
Standing 6' tall and weighing in at 160 lbs., Tudan is proportioned like a half-elf. However, his features are mostly Taldan -- bronze skin with expressive green eyes -- except for his metallic golden hair, almost as bad as a halo for announcing his race.
Friendly yet reserved, confident yet unassuming, this aasimar is a study in contrasts. Dressed like an explorer, armed like village militia, and as helpful as a halfling, he walks on twisted legs with a strange gait that never goes fast and never slows down.
Tudan is pretty self-sufficient. His handy haversack is stuffed to the brim with almost everything he might ever possibly need. Although Tudan can load his +1 halfling sling staff one-handed as a free action, he has so many other things he can do that I'm not sure how much use it will see.
In particular, when faced with a larger group of foes, Tudan likes to cast sanctuary to protect himself, and then start summoning monsters to his aid. This keeps him busy for a couple of rounds, but then he has an extra action each round through the monster -- and that can keep on going up if he keeps on summoning more.
In general, Channel Energy will be a post-combat thing (unless facing undead). If a teammate is in need of healing, then Tudan can use his Acrobatics skill to make his way to them and cast a cure spell. In the meantime, he can cast shield of faith to prevent damage that he then won't have to heal.