Garuda-Blooded Aasimar

Bloody Blind Pete's page

21 posts. Organized Play character for Chad Newman.


Full Name

Peter De'Mortis "Bloody Blind Pete"

Race

Agathion Blooded Aasimar

Classes/Levels

Oracle (Life) 8 / Paladin 2

Gender

Male

Strength 8
Dexterity 12
Constitution 18
Intelligence 14
Wisdom 10
Charisma 24

About Bloody Blind Pete

Bloody Blind Pete
Male agathion-blooded aasimar (idyllkin) oracle (dual-cursed oracle) 8/paladin 2 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Advanced Race Guide 84, Pathfinder RPG Ultimate Magic 58)
LG Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 26, touch 11, flat-footed 25 (+11 armor, +1 Dex, +4 shield)
hp 105 (10 HD; 8d8+2d10+50)
Fort +20, Ref +14, Will +20; +2 vs. death, +2 vs. death, energy drain, negative energy, or necromancy spells, +2 circumstance vs. blinded or dazzled, +2 vs. death, +4 Competence bonus vs. disease
Resist negative energy 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee sword cane +7/+2 (1d6-1)
Special Attacks channel positive energy 8/day (DC 23, 8d6), smite evil 1/day (+7 attack and AC, +2 damage)
Spell-Like Abilities (CL 10th; concentration +17)
. . 1/day—lesser age resistance
Paladin Spell-Like Abilities (CL 0th; concentration +7)
. . At will—detect evil
Oracle (Dual-Cursed Oracle) Spells Known (CL 10th; concentration +17)
. . 4th (4/day)—blessing of fervor[APG] (DC 21), cure critical wounds, restoration
. . 3rd (7/day)—bestow curse (DC 20), cure serious wounds, dispel magic, invisibility purge
. . 2nd (8/day)—burst of radiance (DC 19), cure moderate wounds, oracle's burden[APG] (DC 19), lesser restoration, suppress charms and compulsions
. . 1st (8/day)—ant haul[APG] (DC 18), bless, burning disarm (DC 18), cure light wounds, ill omen[APG], murderous command[UM] (DC 18), weapons against evil
. . 0 (at will)—create water, detect magic, enhanced diplomacy, guidance, light, purify food and drink (DC 17), read magic, stabilize
. . Mystery Life
--------------------
Statistics
--------------------
Str 8, Dex 12, Con 18, Int 14, Wis 10, Cha 24
Base Atk +8; CMB +7; CMD 18
Feats Channeled Revival[UC], Extra Channel, Fey Foundling[ISWG], Selective Channeling, Toughness
Traits magical knack, omen
Skills Acrobatics -5 (-9 to jump), Bluff +3, Diplomacy +16, Disguise +3, Heal +8, Intimidate +21 (+23 circumstance vs. evil creatures), Knowledge (history) +16, Knowledge (nobility) +6, Knowledge (planes) +15, Knowledge (religion) +6, Sense Motive +4, Spellcraft +14
Languages Celestial, Common, Draconic, Tien
SQ deathless spirit, halo, immortal spark, lay on hands 10/day (3d6), oracle's curses (clouded vision, wasting), revelations (energy body, life link, misfortune, channel)
Combat Gear potion of cure moderate wounds (2), potion of fly (2), potion of invisibility, potion of levitate, potion of spider climb, scroll of breath of life (x3), scroll of raise dead, scroll of restoration (x2), wand of cure light wounds, wayfinder, shining; Other Gear +2 full plate, +2 heavy steel shield, sword cane, clear spindle ioun stone, pink and green sphere ioun stone, belt of mighty constitution +4, bracers of the merciful knight, cloak of resistance +4, handy haversack, phylactery of positive channeling, belt pouch, blanket, canteen, flint and steel, scroll case, 41 pp, 4,455 gp, 5 sp
--------------------
Special Abilities
--------------------
Bracers of the merciful knight (1/day) Can cause a lay on hands to also apply lesser restoration.
Channeled Revival May expend channel energy to cast breath of life
Clouded Vision You cannot see beyond 60 ft
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deathless Spirit +2 saves vs death, necromancy, and negative energy effects, and don't lose hp from negative levels.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Energy Body (1d6+8, 8 rounds/day) (Su) Elemental subtype and deal 1d6+8 to undead who touch you or heal 1d6+8 to allies who enter your square.
Energy Resistance, Negative Energy (5) You have the specified Energy Resistance against Negative Energy attacks.
Fey Foundling Magical healing works better on you
Halo +2 to intimidate vs evil creatures and to saves against becoming blinded or dazzled.
Immortal Spark You gain +2 to saves vs death.
Ioun stone (clear spindle) Sustains bearer without food or water.
Lay on Hands (3d6 hit points, 10/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Life Link (8 max bonds, 100 feet) (Su) As a standard action, establish bond that drains your HP to heal other below -5 hp.
Magical Knack (Oracle [Dual-Cursed Oracle]) +2 CL for a specific class, to a max of your HD.
Misfortune (Ex) At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it's worse than the o
Omen (1/day) As a swift action, Demoralize an opponent.
Oracle Channel Positive Energy 8d6 (8/day, DC 23) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Riftwardens (1/session) +1 to att & dam vs Blackfire Adepts. +4 bonus to Know (planes) if active.
Scroll of breath of life (x3) Add this item to create a scroll with spells on it.
Scroll of raise dead Add this item to create a scroll with spells on it.
Scroll of restoration (x2) Add this item to create a scroll with spells on it.
Selective Channeling Exclude targets from the area of your Channel Energy.
Smite Evil (1/day) (Su) +7 to hit, +2 to damage, +7 deflection bonus to AC when used.
Wasting +4 competence bonus to save vs. Disease
Wayfinder, dayfinder (1 @ 0 lbs) Similar to a normal wayfinder in all external ways, this rare form of wayfinder differs in the potency of its light-emitting abilities. Once per day, the light generated by an active dayfinder replicates a daylight spell for a duration of 1 minute. These powerful tools against darkness are granted to experienced Pathfinders by generous venture-captains, and may only be purchased on the black market within the Society itself, and even then only by exchanging favors—never for gold.