Tarquin

Anis Aniland's page

126 posts. Organized Play character for Bearded Ben.


Race

Gnome

Classes/Levels

| 10/10 HP | AC 15/13/13, CMD 11 | Init +4, Per +1 (low light) | F +2, R +2, W +3

About Anis Aniland

ANIS ANILAND (PFS #60867-8)
Male Oracle 1
Neutral Good Small Humanoid (Gnome Male)
Init +4; Senses Perception +1, Low-light Vision
==DEFENSE==
AC 15, touch 13, flat-footed 13 (+2 armor, +2 dex, +1 size)
hp 10 (1d8+2)
Fort +2, Ref +2, Will +3
Armor Leather, Light
Defensive Abilities Illusion Resistant (PFCR 23)
==OFFENSE==
Spd 20 ft/x4
Melee Longspear +2 (1d6+1) 20/x3 reach
Melee Light Mace +2 (1d4+1) 20/x2
Ranged Sling +3 (1d3+1) 20/x2
==STATISTICS==
Str 12, Dex 14, Con 14, Int 10, Wis 8, Cha 18
BAB +0, CMB +0, CMD +11
Feats Armor Proficiency (LIGHT / MEDIUM) (PFCR 118), Shield Proficiency (PFCR 133), Iron Will
Skills Diplomacy +9, Linguistics +4, Knowledge (religion) +4, Knowledge (planes) +6, Spellcraft +4
SQ Keen Senses (PFCR 23), Gnome Magic (PFCR 23), Academician (PFAPG 14)
Traits Reactionary, Sacred Conduit
Languages Common, Gnome, Sylvan, Draconic, Ancient Osiriani
XP 1, PA 2, Fame 2
Spells known
1st (DC 15) - Bless, Command, Cure Light Wounds
0th (DC 14) - Detect Magic, Guidance, Read Magic, Stabilize, mage hand, ghost sound

Spells per Day
1st - 3/4

Channels per Day
4/5

Gear:

Magic
Spell component pouch 5 gp 2 lb
Holy water (2x) 25 gp 1 lb
Scroll of Comprehend Languages 25 gp -
Scroll of Protection from Evil 25 gp -
Wand of Endure Elements (2 PP, 46 charges),
a potion of Touch of the Sea (50 gp),

Mundane
Mace, light 5 gp 2 lb
Longspear 5 gp 4.5 lb
Sling - -
Bullets, sling (10) 0.1 gp 2.5 lb
Leather 10 gp 7.5 lb
a cold-weather outfit (8 gp; 1.75 lb)
some furs (12 gp; 1.25 lb)
a masterwork backpack (50 gp, 1 lb),
Rope, silk (50 ft.) 10 gp 5 lb
Grappling hook 1 gp 4 lbs.
Waterskin 1 gp 1 lb
Pen, ink, paper 10 gp 0 lb

Gear on mule:
a mule (8 gp),
a pack saddle (5 gp; 15 lb),
a bit and bridle (2 g; 1 lb),
10 days rations (10x5 sp; 10x0.25 lb),
a bedroll (1 sp; 1 lb),
a winter blanket (5),
2 tindertwigs (2x1 gp),
and a small tent (10 gp; 5 lb).

Entertainer's outfit - 1 lb

Encumbrance 34.5 lbs (light load [37.5])
263.3 gp

Haunted: Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known. At 5th level, add levitate and minor image to your list of spells known. At 10th level, add telekinesis to your list of spells known. At 15th level, add reverse gravity to your list of spells known.

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 [14+1]. You can use this ability a number of times per day equal to 1 + your Charisma modifier [5].

Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.

Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.

Gift of Tongues: Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces the defensive training and hatred racial traits.