About Ashmed Rannol
Male half-orc oracle 3
LN Medium humanoid (orc, human)
Init +1; Senses darkvision 60 ft., Perception +6
DEFENSE
AC 17, touch 10, flat-footed 17 (+7 armor)
hp 22 (3d8+6)
Fort +2, Ref +1, Will +3
OFFENSE
Speed 20 ft.
Melee glaive +1 (two handed) +7 ((two handed) 1d10+5/x3)
Melee gauntlet +5 (1d3+3)
Known Oracle Spells (CL 3rd, concentration +6): 1st (6/day)—bless, divine favor, protection from evil, enlarge person (DC 14), cure light wounds
0 (at will)—create water, detect magic, light, read magic, spark (DC 13)
STATISTICS
Str 16, Dex 11, Con 13, Int 10, Wis 10, Cha 16
Base Atk +2; CMB +5; CMD 15
Feats Power Attack, Weapon Focus (Glaive)
Skills Acrobatics -6 , Acrobatics (Jump) -10 , Bluff -1 , Climb -3 , Diplomacy +5 , Disguise -1 , Escape Artist -6 , Fly -6 , Intimidate +5 , Knowledge (History) +5 , Knowledge (Religion) +6 , Linguistics +1 , Perception +6 , Perform (Untrained) -1 , Ride -6 , Stealth -6
Traits scholar of ruins (knowledge (dungeoneering)), veteran of battle (gorum)
Languages Common, Orc, Orision
SQ battle mysteries, darkvision, intimidating, orc blood, orc ferocity, orisons, skill at arms, war sight, wasting
Gear banded mail, glaive +1, ioun torch
SPECIAL ABILITIES
Battle Mysteries You draw upon the divine mystery of Battle to grant your spells and powers.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Intimidating (Ex) Half-orc receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race.
Orc Ferocity (Ex) Once per day, when a half-orc is brought below 0 hit points, but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Scholar of Ruins (Knowledge (Dungeoneering)) From the moment you could walk and talk, the ruins of ancient civilizations have fascinated you. Because of this, you have special insight into geography as well as expertise in exploring lost places. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (dungeoneering) checks. One of these skills (your choice) is always a class skill for you.
Skill at Arms (Ex) You gain proficiency in all martial weapons and heavy armor.
Veteran of Battle (Gorum) You have fought in several battles, and each time felt the presence of Gorum guiding your sword-arm, making you ready to act at a moment's notice. You gain a +1 trait bonus on Initiative checks, and if you are able to act during a surprise round, you may a draw a weapon (but not a potion or magic item) as a free action during that round.
War Sight (Ex) You roll twice for initiative and take either result.
Wasting Your body is slowly rotting away.
Weapon Familiarity (Ex) Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.