Darl Quethos

Ando Gallonica's page

219 posts. Organized Play character for andreww.

Full Name

Ando Gallonica


Init +17 | HP 78|102 | AC30, T13, FF30 | Fort +14, Ref +10, Will +12, +2 vs death, +8 vs mind affecting | CMD 19 | Perception +15, SM +12, Lifesense 30'


AntH, DelayP, Ext MVest x2, BBPill, EndEele, LongsS, LifeB, AirW, SoF, DeathW
Channel 8|9, LoH8|9, Reroll: Unused
Spell slots:
Conditions: MI 2|2


NG Human Male Life Oracle 11

About Ando Gallonica

Ando is a tall, pale, chelaxian man, well dressed and clean shaven. He looks uncomfortable in his armour but seems able to get about, despite his slight frame.

In his youth he travelled widely, crossing over into Tien Xia where he learned the obscure medicinal arts of the pei-zin practitioners. He is always happy to discuss the nature of his work, explaining how everyone and everything is bound by an invisible energy field which can be manipulated if you only know how. Joining the society has given him the chance to meet new people and further develop his skills as Pathfinders seem to come to blows with amazing regularity.

Stat block:

Ando Gallonica
Male human oracle (pei zin practitioner) 11
NG Medium humanoid (human)
Init +11; Senses lifesense 30 ft.; Perception +19

AC 27, touch 10, flat-footed 27 (+12 armor, +5 shield)
hp 102 (11d8+44)
Fort +14, Ref +10, Will +12 (+8 bonus vs. mind-affecting effects); +2 vs. death

Speed 30 ft. (20 ft. in armor)
Melee dagger -1/-6 (1d4-2/19-20)
Special Attacks channel positive energy 9/day (DC 23, 8d6)

Oracle (Pei Zin Practitioner) Spells Known (CL 11th; concentration +22)

. . 5th (5/day)—breath of life (DC 23), mass cure light wounds, greater forbid action[UM] (DC 23), plane shift (DC 23)
. . 4th (8/day)—air walk, blessing of fervor[APG] (DC 22), cure critical wounds, death ward, holy smite (DC 22), restoration, spiritual ally[APG], wall of fire
. . 3rd (8/day)—borrow fortune[APG], cure serious wounds, dispel magic, invisibility purge, magic vestment, neutralize poison, communal resist energy[UC], sand whirlwind (DC 21)
. . 2nd (8/day)—burst of radiance (DC 20), clermonacy, cure moderate wounds, delay poison, flaming sphere (DC 20), grace[APG], light prison (DC 20), page-bound epiphany, pilfering hand[UC], lesser restoration, scorching ray
. . 1st (8/day)—ant haul[APG] (DC 19), barbed chains (DC 19), burning hands (DC 19), cure light wounds, detect undead, liberating command[UC], murderous command[UM] (DC 19), sanctuary (DC 19), shadow trap (DC 19), shield of faith, tap inner beauty, unbreakable heart[ISWG], unwelcome halo (DC 19)
. . 0 (at will)—create water, detect magic, detect poison, guidance, mending, purify food and drink (DC 18), read magic, spark[APG] (DC 18), stabilize
. . Mystery Life

Str 7, Dex 11, Con 18, Int 14, Wis 7, Cha 26
Base Atk +8; CMB +6; CMD 16

Feats Fey Foundling[ISWG], Liberation Channel, Noble Scion of War[ISWG], Persistent Spell[APG], Selective Channeling, Skill Focus (Profession [herbalist]), Steadfast Personality[ACG]

Traits extremely fashionable, fate's favored

Skills Acrobatics -7, Bluff +28, Diplomacy +28, Disguise +13, Intimidate +12, Knowledge (arcana) +3, Knowledge (dungeoneering) +3, Knowledge (engineering) +3, Knowledge (geography) +3, Knowledge (history) +6, Knowledge (local) +3, Knowledge (nature) +3, Knowledge (nobility) +8, Knowledge (planes) +16, Knowledge (religion) +10, Linguistics +4, Perception +19, Profession (herbalist) +34, Sense Motive +16, Spellcraft +6, Survival -2 (+0 to avoid becoming lost), Use Magic Device +23

Languages Common, Hallit, Infernal, Sylvan, Tien

SQ healer's way (5d6), master healing technique, master herbalist, oracle's curse (blackened), revelations (life link, lifesense, channel)


Magic items lesser extend metamagic rod, mnemonic vestment, belt of mighty constitution +4, circlet of persuasion, cloak of resistance +4, cracked magenta prism ioun stone (sense motive), cracked pale green prism ioun stone (saves), eyes of the eagle, handy haversack, lesser talisman of beneficial winds[OA], lucky horseshoe, page of spell knowledge (sanctuary, unbreakable heart, unwelcome halo), phylactery of positive channeling, ring of revelation (lesser), rod of splendor, sleeves of many garments, wayfinder, mind crystal (extra save vs mind affecting effects)

Potions and scrolls oil of daylight, scroll of air bubble, scroll of bestow grace (x3), scroll of comprehend languages (x2), scroll of darkvision (x4), scroll of dimension door, scroll of heroism (x2), scroll of janni's jaunt, scroll of lesser restoration (x2), scroll of life bubble, scroll of mirror image (x5), scroll of obscuring mist (x2), scroll of planar adaptation, scroll of remove fear (x2), scroll of remove paralysis (x5), scroll of remove sickness (x2), scroll of resist energy (x2), scroll of ride the waves, scroll of sanctify corpse, scroll of talisman of reprieve, scroll of tongues (x2), scroll of unseen servant (x2)

Wands wand of bless (43 charges), wand of cure light wounds (33 charges), wand of endure elements (45 charges), wand of glitterdust (3 charges), wand of heightened awareness (41 charges), wand of longstrider (46 charges), wand of protection from evil (6 charges)

Mundane Gear acid (2), alchemical grease (2), alchemist's fire, alkali flask (2), anointing oil (4), antiplague (2), antitoxin (2), blood-boiling pill (3), diamond dust (2100gp), holy water (2), vermin repellent (2), bedroll, blanket, cheat sheath, disguise kit, earplugs, masterwork backpack, masterwork tools (bluff, diplomacy, perception, sense motive, UMD, profession herbalism), pathfinder chronicles (one for each knowledge skill), silk rope (50 ft.), smoked goggles, soap, spell component pouch (2), sunrod, tattoo holy symbol of Pharasma, waterskin

Armour and weapons mwk full plate, heavy wooden shield, dagger

Master Healer DCs:

MASTER HEALER TECHNIQUE (Profession Herbalism):
DC20: Fatigued, Shaken, Sickened
DC25: Dazed, Staggered
DC30: Confused, exhausted, frightened, nauseated
DC35: Blind, deaf, paralysed, stunned

Faction info:

FACTION (Season 8)

GM 5 games (2 goals)
Recruit an NPC (1 goal)
Undermine rival (1 goal)
2/2 Identify prospect (1 goal)

Always gains 25gp/2 goals completed for day job and reimburse fees up to day job result

1/scenario use craft or profession skill for disable, engineering or UMD as if trained


Air Affinity x3
Earth Affinity x1
Elemental Transformation: 2 uses of +2 on save versus bleed, paralysis, poison, sleep or stunning
Oreads Favour
Worthy Foe: 3 uses of +2 SR checks, +1DC and +2 saves against undead
Uneasy Alliance
Foe of All Winds: 3 uses of gust of wind (CL6), wind wall (CL8) or Wind Walk (CL10), 1/adventure
Shores of Heaven: 2 uses, add 1d6 to a knowledge religion check after rolling but before results
Halflight Path: Gain underground favored terrain (+2) for 1 scenario,
ES15: Immediate action shield and prot chaos, 2 rounds

PSF Info:

PFS# 44523-6
Faction: Exchange
Advancement: Normal