Upianshe

Adelrin Érgwÿnn's page

2 posts. Alias of Valjoen_KC.


Race

Half-Elven Oracle 2 | HP: 21/21 | AC: 14 ,14T, 10FF | +4F, +6R, +7W | Per +8, Init +2 | Move 30'

Classes/Levels

Current - HP:21 | AC:14

Strength 13
Dexterity 10
Constitution 12
Intelligence 13
Wisdom 12
Charisma 18

About Adelrin Érgwÿnn

Adelrin Érgwÿnn
Female half-elf oracle (dual-cursed oracle, spirit guide) 3 (Pathfinder RPG Advanced Class Guide 106, Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Ultimate Magic 58)
CG Medium humanoid (elf, human)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +8 (+6 when further than 10 feet from a fallen ally)

Defense:

AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 21 (3d8+3)
Fort +4, Ref +6, Will +7; +2 vs. enchantments
Defensive Abilities dual minded[APG]; Immune sleep

Offense:

Speed 30 ft.
Melee dagger +1 (1d4-1/19-20) or
. . quarterstaff +1 (1d6-1)
Oracle (Dual-Cursed Oracle, Spirit Guide) Spells Known (CL 3rd; concentration +7)
. . 1st (6/day)— color spray (DC 16), cure light wounds, ill omen, mage armor, obscuring mist, shadow trap (DC 16), shield of faith, silent image (DC 16), Vanish (DC 16)
. . 0 (at will)— create water, detect magic, ghost sound (DC 15), guidance, light, mage hand, mending, purify food and drink (DC 14), read magic, scrivener's chant
. . Mystery: Lunar
. . Curses: Haunted, Tongues (Celestial)
. . Revelations: (misfortune[UM], primal companion, prophetic armor)
. . Wandering Spirit: Lore
. . Arcane Enlightenment Spells: Color Spray, Mage Armor, Silent Image, Vanish

Statistics:

Str 13, Dex 10, Con 12, Int 13, Wis 12, Cha 18
Base Atk +2; CMB +1; CMD 11
Feats Extra Revelation[APG], Extra Revelation[APG], Spell Focus (illusion)
Traits forlorn, reactionary, seeker
Languages Celestial, Common, Elven, Undercommon
SQ bonded spirit, bonded spirit hex (arcane enlightenment), elf blood, illustrious urbanite, oracle's curses (haunted, tongues [celestial]), overprotective, spirit ()
Other Gear dagger, shortspear, cloak of resistance +1, 1,997 gp

Skills:

Acrobatics +0 (-2 when further than 10 feet from a fallen ally), Appraise +1 (-1 when further than 10 feet from a fallen ally), Bluff +4 (+2 when further than 10 feet from a fallen ally), Climb -1 (-3 when further than 10 feet from a fallen ally), Diplomacy +10 (+8 when further than 10 feet from a fallen ally), Disguise +4 (+2 when further than 10 feet from a fallen ally), Escape Artist +0 (-2 when further than 10 feet from a fallen ally), Fly +0 (-2 when further than 10 feet from a fallen ally), Heal +5 (+3 when further than 10 feet from a fallen ally), Intimidate +4 (+2 when further than 10 feet from a fallen ally), Knowledge (arcana) +6 (+4 when further than 10 feet from a fallen ally), Knowledge (local) +6 (+4 when further than 10 feet from a fallen ally), Perception +8 (+6 when further than 10 feet from a fallen ally), Ride +0 (-2 when further than 10 feet from a fallen ally), Sense Motive +6 (+4 when further than 10 feet from a fallen ally), Spellcraft +6 (+4 when further than 10 feet from a fallen ally), Stealth +0 (-2 when further than 10 feet from a fallen ally), Survival +1 (-1 when further than 10 feet from a fallen ally), Swim -1 (-3 when further than 10 feet from a fallen ally)

Special Abilities:

Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Arcane Enlightenment (Su) Add Charisma bonus wizard spells to your spells known list.
Bonded Spirit Gain a wandering spirit each day.
Darkvision (60 feet) You can see in the dark (black and white only).
Dual Minded +2 Will saves.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Illustrious Urbanite You may leave buildings & structures undamaged when casting spells of the chosen school.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Misfortune (Ex) At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it's worse than the o
Overprotective -2 to attacks and skill checks when further than 10 feet from a fallen ally.
Prophetic Armor (Ex) You may apply your Charisma modifier instead of Dexterity to AC and Reflex saves.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.
Tongues (Celestial) You can only understand and speak one language in combat.