Undine

Akali Saris's page

No posts. Alias of Tin Foil Yamakah.


Full Name

Akali Saris

Race

Aasimar Oracle(Spirit Guide) 1

Classes/Levels

HP: 12 | AC: 17| T: 11 | FF: 17| Fort: 3| Ref: 0 | Will: 3(+1 mind affecting) | Init: 0

Gender

FCB HP

Size

Channel(1d6) Will 17 5/day

Strength 10
Dexterity 10
Constitution 16
Intelligence 10
Wisdom 12
Charisma 18

About Akali Saris

Racial:

Ability Score Modifiers: Aasimars are insightful, confident, and personable. They gain +2 Wisdom and +2 Charisma.
Type: Aasimars are outsiders with the native subtype.
Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Aasimars have a base speed of 30 feet.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill pagefor more information about these languages.
Defense Racial Traits

Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Feat and Skill Racial Traits

Skilled: Aasimar have a +2 racial bonus on Diplomacy and Perception checks.
Magical Racial Traits

Spell-Like Ability (Sp): Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar’s class level).
Senses Racial Traits

Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

Skills 4/Level:

Acrobatics: 0
Appraise: 0
Bluff: 8
Climb: -2
Craft: 0
Diplomacy: 17
Disable Device: 0
Disguise: 8
Escape Artist: 0
Fly: 0
Handle Animal: 8
Heal: 4
Intimidate: 8
Knowledge (Arcana): 3
(Dungeoneering): 3
(Engineering): 3
(Geography): 3
(History):
(Local): 3
(Nature): 3
(Nobility): 3
(Planes): 3
(Religion): 3
Linguistics: 0
Perception: 9
Perform: 8
Profession: 0
Ride: 0
Sense Motive: 0
Sleight of Hand: 0
Spellcraft: 17
Stealth: 0
Survival: 0
Swim: -2
UMD: 17

Spirit Guide:

Through her exploration of the universe’s mysteries, a spirit guide opens connections to the spirit world and forms bonds with the entities that inhabit it.
Class Skills: A spirit guide gains all Knowledge skills as class skills. This replaces the bonus class skills gained from the oracle’s mystery.

Bonded Spirit (Su): At 3rd level, a spirit guide can form a temporary bond with a spirit, as the shaman’s wandering spirit class feature (see page 37). She must make this selection each day when she refreshes her spells. A spirit guide cannot bond with a spirit that is incompatible with her alignment, ethos, or mystery (GM’s discretion).

A spirit guide gains one hex of her choice from the list of hexes available from that spirit. She uses her oracle level as her shaman level, and she switches Wisdom for Charisma and vice versa for the purpose of determining the hex's effects.

At 4th level, she adds the bonded spirit’s spirit magic spells to her oracle spells known for that day, but only of spell levels she can cast. At 7th level, she gains the spirit ability of her current bonded spirit. At 15th level, she gains the greater spirit ability of her current bonded spirit.

This ability replaces the revelations gained at 3rd, 7th, and 15th levels.

Life Spirit:

Hexes: A shaman who chooses the Life spirit can select from the following hexes.
Life Link (Su): The shaman creates a bond between herself and another creature within 30 feet. Each round at the start of the shaman’s turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and the shaman takes 5 points of damage. The shaman can have one bond active per shaman level. The bond continues until the bonded creature dies, the shaman dies, the distance between her and the bonded creature exceeds 100 feet, or the shaman ends it as an immediate action. If the shaman has multiple bonds active, she can end as many as she wants with the same immediate action.

Spirit Ability: A shaman who chooses the Life spirit as her spirit or wandering spirit gains the following ability.

Channel (Su): The shaman can channel positive energy like a cleric, using her shaman level as her effective cleric level when determining the amount of damage healed (or dealt to undead) and the DC. The shaman can use this ability a number of times per day equal to 1 + her Charisma modifier.

Healer's Touch (Su): The shaman gains a +4 bonus on Heal checks. As a standard action, the shaman can move up to half her speed and touch up to six dying creatures. Each creature is automatically stabilized without the need of a Heal check.

Life Mystery:

Bonus Spells: detect undead (2nd), lesser restoration (4th), neutralize poison (6th), restoration (8th), breath of life (10th), heal (12th), greater restoration (14th), mass heal (16th), true resurrection (18th).
Revelations: An oracle with the Life mystery can choose from any of the following revelations.

Channel (Su): You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier

Enhanced Cures (Su): Whenever you cast a cure spell, the maximum number of hit points healed is based on your oracle level, not the limit based on the spell. For example, an 11th-level oracle of life with this revelation may cast cure light wounds to heal 1d8+11 hit points instead of the normal 1d8+5 maximum.

Curse:
Accursed: You are cursed with misfortune and sorrow, and you cannot gain benefit from morale bonuses. However, you gain a +4 bonus to all saving throws against curse effects. At 5th level, add ill omenAPG to your list of spells known. At 10th level, add greater brandAPG to your list of spells known. At 15th level, you are immune to curse effects except for your own oracle curse.

Variant Channel:
Rulership: Heal—Creatures gain a channel bonus on Diplomacy checks and to the DC of their language-dependent and charm effects until the end of your next turn. Harm—Creatures are dazed for 1 round.

Gold:
162

Magic Items:
Belt:
Body:
Chest:
Eyes:
Feet:
Hands:
Head:
Headband:
Ring 1:
Ring 2:
Ring 3:
Ring 4:
Shield:
Shoulders:
Weapons: Morningstar 1D8
Armor: Breastplate, Buckler
Wrist:

Future Magic:
ring of protected life, phylactery of negative/positive channel, malleable symbol, ghostvision gloves, greyflame enchant