Keleshite Wizard

Al'Khain's page

82 posts. Alias of caps.


Full Name

Al'Khain

Classes/Levels

- INACTIVE - (GM abandoned game)

Alignment

NG

Strength 18
Dexterity 10
Constitution 14
Intelligence 12
Wisdom 10
Charisma 16

About Al'Khain

Male Angel-Blooded Aasimar Spirit Guide Oracle 5
humanoid (human), outsider (native)
NG Medium Human
Init +0; Senses Perception +9 Darkvision 60ft.

STATISTICS
Str (20)
Dex 10
Con 14
Int 12
Wis 10
Cha 16
Base Atk +3

DEFENSE
AC 23; Touch 14; Flat-footed 20; (+9 armor, +3 Cha, +1 Deflection)
HP 38 (5d8 base + 10 Con)
Fort +4; Ref +5; Will +5;
CMB +8; CMD 19

OFFENSE
Speed 20 ft.

MELEE
+1 Large Keen Katana +7 (2d6+8, 15-20/x2, S, magic)
Silvered Lucerne Hammer +8 (1d12+7, x2, B or P, Brace, Reach, +2 Sunder vs. med/hvy armor)
Spear +8 (1d8+7, x3, P, Brace)
Cestus +8 (1d4+5, 19-20/x2, B or P, ALWAYS EQUIPPED)
Cold Iron Dagger +8 (1d4+5, 19-20/x2, S or P)
Armor Spikes +8 (1d6+5, x2, P, ALWAYS EQUIPPED)

RANGED
Sling +3 (1d4+5, x2, B, 50ft.)
Cold Iron Dagger +3 (1d4+5, 19-20/x2, P or S, 10ft.)
Spear +3 (1d8+7, x3, P, 20ft.)

Space 5 ft.; Reach 5 ft.

FEATS
Extra Revelation (Prophetic Armor)
Exotic Weapon Proficiency (Katana)
Celestial Servant

TRAITS
Seeker (+1 perception and it is a class skill)
Arcane Archivist (+1 UMD, class skill)

FAVORED CLASS BONUS
+5/6 Oracle Level for Lunar Companion revelation (freaking nerf-errata!)

SKILLS (25 ranks from 5*4 Oracle + (5 * 1 Int))
+9 Climb** (1 rank + 3 class + 5 Str),
+8 Diplomacy (2 ranks + 3 class + 3 Cha),
+11 Diplomacy, 1-on-1 (Diplomacy + legalistic)
+9 Handle Animal (3 rank + 3 class + 3 Cha),
+13 Handle Animal Companion (Handle Animal +4)
+4 Heal (1 rank + 3 Class),
+7 Intimidate, (1 rank + 3 class + 3 Cha),
+10 Intimidate, 1-on-1 (Intimidate + legalistic)
+5 Knowledge (History) (1 rank + 3 class + 1 Int),
+5 Knowledge (Nature) (1 rank + 3 class + 1 Int),
+5 Knowledge (Nobility) (1 rank + 3 class + 1 Int),
+7 Knowledge (Planes) (1 rank + 3 class + 1 Int + 2 Skilled racial bonus),
+5 Knowledge (Religion) (1 rank + 3 class + 1 Int),
+9 Perception (5 ranks + 3 class + 1 trait),
+3 Sense Motive, 1-on-1
+5 Spellcraft (1 ranks + 3 class + 1 int),
+9** Swim (1 rank + 3 class + 5 Str)
+12 Use Magic Device (5 rank + 3 class + 3 Cha + 1 Trait)
**add -3 Armor Check Penalty

LANGUAGES
Common, Celestial, Abyssal

SQ
Scion of Humanity - counts as Outsider (native) and humanoid (human) for any race-related effects (include feat prerequisites and spells). Can pass for human without using the Disguise skill.

Crusading Magic: Many aasimars feel obligated to train to defend the world against fiends. These aasimars gain a +2 racial bonus on caster level checks to overcome spell resistance and on Knowledge (planes) checks. This racial trait replaces the skilled and spell-like ability racial traits.

Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Darkvision 60ft.

Legalistic Oracle Curse (Ex) - Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual.
At 5th level, you gain a +3 competence bonus on Diplomacy, Intimidate, and Sense Motive checks while talking to an individual one-on-one.

Lunar Oracle Mystery
Primal Companion (Ex):
You gain the service of a faithful animal of the night. You can select from a bear, boar, crocodile, shark, tiger, or wolf. This animal functions as a druid's animal companion, using your oracle level as your effective druid level.

Prophetic Armor (Lunar Revelation) (Ex)
You are so in tune with your primal nature that your instincts often act to save you from danger that your civilized mind isn't even aware of. You may use your Charisma modifier (instead of your Dexterity modifier) as part of your Armor Class and all Reflex saving throws. Your armor's maximum Dexterity bonus applies to your Charisma, instead.

Life Shaman Spirit
Life Link

Oracle Spells
+2 CL vs. Spell Resistance
2 (DC 15, 5/5): CMW, Dust of Twilight*, Lesser Restoration**, Silence, + one of Aid, Life Pact, and Shield Other (haven't decided which one yet)
1 (DC 14, 5/7): CLW, Detect Undead**, Divine Favor, Fumbletongue*, Sanctuary, Shield of Faith, Weapons Against Evil
0 (DC 13): Detect Magic, Enhanced Diplomacy, Guidance, Light, Resistance, Stabilize
*Mystery spell
**Spirit spell

ANIMAL COMPANION - Wolf - “Moonjaw"
STARTING STATISTICS
Acid, Cold, Electricity Resistance 10, DR 5/evil, SR 10
Size: Medium; Speed: 50 ft.
HP 37 (5d8 HD + 5 * 3 Con)
AC: 17 (10 + 3 Dex + 4 natural armor), CMD: 18
Fort +7, Ref +7, Will +2
bite +5 (1d6+6 plus trip)
CMB +5, BAB +3
Str 14, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Special Qualities: low-light vision, dark vision 60ft., scent, Smite Evil 1/day (+0 attack, +5 damage against evil foes)
Feats: Blind Fight, Power Attack (always on), Weapon Focus (bite)
Skills: +7 Acrobatics (1 rank + 3 class + 3 Dex), +7 Perception (3 ranks + 3 class + 1 Wis), +7 Stealth (1 rank + 3 class + 3 Dex)
Tricks: flank, attack II, come, defend, down, guard, and heel
Al’khain can handle his animal companion as a free action, or push it as a move action, even if he doesn't have any ranks in the Handle Animal skill. He gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

COMBAT GEAR
+3 Breastplate of Luck (from loot)
//MWK Spiked Breastplate (350/40lbs.)
+1 Keen Large Katana (8400/8lbs.)
Silvered Lucerne Hammer (195/12lbs.)
Cestus (5/1lb.)
Cold Iron Dagger (4/1lb.)
Spear (2/6lbs.)
Sling (0/0lbs.)
20 Cold Iron Bullets (.4/10lbs.)
10 Silvered Bullets (2.1,5lbs.)

MAGIC GEAR
CLW Wand (150gp) 20/20
Shield Wand (150gp) 20/20
Potion of
Oil of Bless Weapon (50)
+1 Cloak of Resistance

OTHER GEAR
Acid [2] (20gp/2lbs.)
Alchemist's Fire [1] (20gp/1lbs.)
Antitoxin [1] (50gp/0lbs.)
backpack MWK [1] (0gp/0lbs.)
bedroll [1] (0.1gp/5lbs.)
Bell [1] (1gp/0lbs.)
belt pouch [1] (1gp/0.5lbs.)
Caltrops [2] (2gp/4lbs.)
Candle [2] (0.02gp/0lbs.)
Chalk [2] (0.02gp/0lbs.)
Crowbar [1] (2gp/5lbs.)
Earplugs [2] (0.6gp/0lbs.)
Fishhook [2] (0.2gp/0lbs.)
flint and steel [1] (1gp/0lbs.)
Grappling Arrow [1] (1gp/0.5lbs.)
Grappling Bolt [1] (1gp/0.5lbs.)
Grappling Hook [1] (1gp/4lbs.)
Hammer [1] (0.5gp/2lbs.)
Magnet [3] (1.5gp/1.5lbs.)
Manacles [1] (15gp/2lbs.)
Oil [3] (0.3gp/3lbs.)
Paper [5] (2gp/0lbs.)
Parchment [5] (1gp/0lbs.)
pitons [10] (1gp/5lbs.)
Powder [6] (0.6gp/3lbs.)
Sack [1] (0.1gp/0.5lbs.)
Sewing Needle [1] (0.5gp/0lbs.)
Signal Whistle [1] (0.8gp/0lbs.)
Silent Whistle [1] (0.9gp/0lbs.)
Silk Rope (50ft.) [1] (10gp/5lbs.)
Spring-loaded wrist sheath [2] (2gp/2lbs.)
String/Twine (50ft.) [2] (0.2gp/1lbs.)
Sunrod [2] (4gp/2lbs.)
Tindertwig [3] (3gp/0lbs.)
torches [10] (1gp/10lbs.)
trail rations [5] (2.5gp/5lbs.)
Vermin Repellant [2] (10gp/0lbs.)
Wandermeal [10] (0.1gp/5lbs.)
waterskin [1] (1gp/4lbs.)
Weapon Cord [1] (0.1gp/0lbs.)
Whetstone [1] (0.02gp/1lbs.)

MISC.
6'1" tall
200 lbs.

78.5 gp
158lbs. EQ weight (less than 200lb. Medium encumbrance, which matches Medium armor)

10500 gp
- (976.5) weapons and armor
- (50) potions
- (159) mundane equipment
- (300) wands
- (8000gp) magically enhance Katana
- (1000gp) +1 cloak of resistance

= 14.5gp remaining

83 lbs. Combat EQ weight
75 lbs. mundane EQ weight

future purchases:
1000gp magically enhance armor
3000gp improve cloak of resistance
2000gp amulet of natural armor?
2100gp +1 mithral chain shirt?