Demon Slayer

Calistan the Wanderer's page

527 posts. Organized Play character for rpblue.

Full Name

Trade Prince Calistan the Wanderer


Solar Wind 8/9 | Spells - 1st: 8/8; 2nd: 8/8; 3rd: 7/7 4th: 4/4 | CLW 30/50 | Sungazer: 8/8 | Astral Caravan: 8/8


Active Spells/Abilities:
Constant Detect Poison/Disease


Trade Prince 8 HP: 75/75 | AC 29 | T 12 | FF 27 | Fort +5 | Ref +2 | Will +9 | CMD 15 | Init. +0 | Perc. +0 (Auto-fail Sound) | Diplomacy +18 | Knowledge(Planes/Religion) +14 | Spellcraft +12






Neutral Good






Common, Celestial, Sylvan, Lipreading



Strength 8
Dexterity 10
Constitution 16
Intelligence 12
Wisdom 16
Charisma 24

About Calistan the Wanderer

Trade Prince Calistan the Wanderer
PFS # 73433-6
Male Aasimar Dual-cursed Oracle of Pharasma 8
N Medium Outsider (Native)
Initiative +0;


AC 29, touch 12, flat-footed 28 (+12 armor, +4 shield, +1 deflection, +1 natural armor, +1 dodge)
HP 75 (8d8+32)
Fort +5, Ref +2, Will +9
Defensive Abilities


Speed 20 ft.
Melee masterwork whip +6 (1d8-1 | x2) [B/P]


Oracle - CL 8
0th: [8 Known] Detect Magic; Detect Poison; Guidance; Purify Food and Drink; Stabilize; Mending; Light
1st: 8/day [5+2 Known] Ill Omen*, Cure Light Wounds*, Shield of Faith, Burning Disarm, Bless, Liberating Command, Protection from Evil
2nd: 8/day [3+2 Known] Oracle's Burden*, Cure Moderate Wounds*, Silence, Lesser Restoration, Spear of Purity
3rd: 7/day [2+2 known] Bestow Curse*, Cure Serious Wounds*, Greater Stunning Barrier, Mind Maze
4th: 4/day [1+2 Known] Dimension Door*, Cure Critical Wounds*, Forceful Strike


Str 8, Dex 10, Con 16, Int 12, Wis 16, Cha 24
Base Attack +6; CMB +5; CMD 15
Feats: Dodge*, Wind Stance*, Spell Focus (Evocation), Exotic Weapon Proficiency, Extra Revelation (x2)
Skills (40 Ranks)
Diplomacy +18; Heal +10; Knowledge(Planes) +14; Knowledge(Religion) +14; Linguistics +3; Spellcraft +12
Languages Common, Celestial, Sylvan, Personal Sign Language, Lipreading
Traits Blessed Touch - +1 to all healing done by lay on hands, channel energy and cure spells; Spirit Guide - +2 to Knowledge(Religion) and it becomes a class skill
Racial Traits Darkvision 60’; Heavenborn: +2 bonus on Knowledge (planes) checks and they cast spells with the good or light descriptor at +1 caster level; Deathless Spirit: Resistance 5 against negative energy damage; Do not lose hit points when they gain a negative level; +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school.
SQ Mystery (Solar), Revelations(Astral Caravan, Serpent in the Sun, Solar Wind, Starlight Agility, Sungazer, Misfortune), Curse(Deaf, Powerless)
Combat Gear Full Plate +3, Light Steel Shield +3, Headband of Alluring Charisma +4, Belt of Constitution +2, Ring of Protection +1, Amulet of Natural Armor +1, Physician's Spectacles
Other Gear Masterwork Backpack, Bedroll, Medium Tent, Trail Rations (x10), Heavy Blanket, Hempen Rope 50 ft., Oracle’s Kit, Wand of CLW; Porter [to carry his stuff]

Special Abilities::

Astral Caravan (Su): As a full-round action, you can step into the planar border where the Astral Plane abuts the Material Plane, pulling up to one additional person per class level with you. You can't travel fully into the Astral Plane or any of the other planes it borders, but while using this ability you can cover incredible distances, traversing 50 miles per hour, as per the shadow walk spell. You can travel for up to 1 hour per day per oracle level. This duration need not be continuous, but it must be spent in 1-hour increments.

Serpent in the Sun (Su): So long as you are exposed to at least 4 hours of sunlight per day, you no longer need to eat to survive and you gain +2 bonus on saves against diseases.
At 5th level, you become immune to non-magical diseases and no longer need to drink water to survive. At 10th level, you become immune to magical diseases, gain a +2 bonus on saving throws against poisons, and only need to sleep half as long to rest or recover from fatigue or exhaustion.
At 15th level, you become immune to poison and fatigue.
You lose these benefits if you fail to spend at least 4 hours in sunlight in a 24-hour period.

Solar Wind (Su): You can unleash a blast of searing wind at a single target within 30 feet as a ranged touch attack with no range increment. Your solar wind deals 1d6 points of fire damage + 1 for every 2 oracle levels you possess. At 7th level, you can also knock an opponent back, treating the blast as a bull rush combat maneuver that uses your caster level + your Charisma modifier in place of your CMB. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Starlight Agility: You gain Dodge as a bonus feat. At 8th level, you gain Wind Stance as a bonus feat. At 15th level, you gain Lightning Stance as a bonus feat. You do not need to meet the prerequisites to receive these feats.

Sungazer (Sp): You can study the sun and gaze upon any place its light touches. You can use clairaudience/ clairvoyance as a spell-like ability, but only for visual observation and you can only place your sensor in places currently being touched by sunlight. At 10th level, you can instead use scrying to observe any area touched by sunlight. At 15th level, you can use greater scrying instead.
You must be at least 5th level to select this revelation.
You can sungaze for 1 minute per day per oracle level; the duration need not be continuous, but it must be used in 1-minute increments.

Misfortune (Ex): 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 original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day.

Powerless Prophecy Curse (Ex): You are forewarned of danger but can’t act to prevent it. You gain uncanny dodge, as the rogue class feature. However, you can’t take any actions in a surprise round, including free actions, except for flash of insight (see Revelations below). In the absence of a surprise round, you are staggered for the entire first round of combat.

At 5th level, you gain a +4 insight bonus on initiative checks.

Deaf Curse (Ex): You cannot hear and suffer all of the usual penalties for being deafened. You cast all of your spells as if they were modified by the Silent Spell feat. This does not increase their level or casting time.

Deaf Penalties: A deafened character cannot hear. He takes a –4 penalty on initiative checks, automatically fails Perception checks based on sound, takes a –4 penalty on opposed Perception checks, and has a 20% chance of spell failure when casting spells with verbal components. Characters who remain deafened for a long time grow accustomed to these drawbacks and can overcome some of them.[/b]


Race: Aasimar - ARG
Alternate Racial Traits: Heavenborn - ARG; Deathless Spirit - ARG
Class(es): Oracle - APG
Archetype(s): Solar - Harrow Handbook; Deaf - APG; Powerless Prophecy - ISMC; Dual-Cursed - UM
Feats: Extra Revelation - APG
Traits: Blessed Touch - Champions of Purity; Spirit Guide - Inner Sea Gods
Weapons and Armor: All CRB
Gear: All CRB except Physician's Spectacles - ACG
0th-Level Spells: All CRB
1st-Level Spells: All CRB except Ill Omen - APG; Liberating Command - UC
2nd-Level Spells: All CRB except Oracle's Burden - APG
3rd-Level Spells: All CRB except Greater Stunning Barrier - ACG; Mind Maze - Inner Sea Monster Codex
4th-Level Spells: All CRB except Forceful Strike - ISM


GP: 5,285
PP: 22
Fame: 32


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