Calathar
Male Angel-Blooded Aasimar (Angelkin) Oracle 4/Marshal 1
LG Medium outsider (native)
Hero Points 1
Init +2;
Senses darkvision 60 ft.; Perception +6
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Defense
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AC 19, touch 10, flat-footed 19 (+9 armor)
hp 39 (4d8+16)
Fort +3,
Ref +1,
Will +3 (+5 vs. charm and compulsion)
Defensive Abilities hard to kill;
Resist oracle's curses (tongues), acid 5, cold 5, electricity 5
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Offense
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Speed 20 ft.
Melee dagger +7 (1d4+4/19-20) and
. . masterwork nodachi +9 (1d10+6/18-20)
Ranged composite longbow +3 (1d8+4/×3)
Special Attacks mythic power (5/day, surge +1d6)
Oracle Spells Known (CL 4th; concentration +8):
2nd (4/day)—
cure moderate wounds, cure moderate wounds, fog cloud
1st (7/day)—
bless, comprehend languages, cure light wounds, enlarge person (DC 15), shield of faith
0 (at will)—
detect magic, enhanced diplomacy, guidance, light, purify food and drink (DC 14), read magic
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Statistics
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Str 19,
Dex 10,
Con 14,
Int 10,
Wis 8,
Cha 18
Base Atk +3;
CMB +7;
CMD 17
Feats Dual Path [M], Extra Revelation, Toughness, Weapon Focus (nodachi)
Traits irrepressible, reactionary
Skills Diplomacy +11, Heal +5, Intimidate +8, Knowledge (planes) +6, Knowledge (religion) +4, Perception +6, Sense Motive +6, Use Magic Device +8;
Racial Modifiers +2 Heal, +2 Knowledge (planes)
Languages Celestial, Common, Draconic
SQ hero points, mysteries (mystery [battle]), revelations (skill at arms, war sight, weapon mastery)
Other Gear full plate, arrows (20), composite longbow, dagger, masterwork nodachi, backpack, masterwork, bedroll, belt pouch, block and tackle, canteen, chalk (5), crowbar, flint and steel, hammer, mess kit, piton (5), signal horn, silk rope, 912 gp, 9 cp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Focus (Su) When ally within 30 ft uses surge, it rolls bonus die twice and takes higher result.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Inspired Spell (Su) Use 1 power, cast one divine spell from your class spell list at +2 CL, it doesn't need to be known/memorized.
Irrepressible You can use your Charisma modifier instead of Wisdom for Will saves vs. charm & compulsion.
Mythic Power (5/day, Surge +1d6) Use this power to perform your mythic abilities.
Rally (Su) As a swift action, use 1 power to grant allies in 30 ft a d20 reroll before your next turn.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Tongues (Celestial) You can only understand and speak one language in combat.
War Sight (Su) Take your choice of 2 initiative rolls.
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