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Chun Hei's page
368 posts. Organized Play character for Pirate Rob.
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Full Name |
Chun Hei |
Race |
1 |
Classes/Levels |
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Gender |
F Nagaji "Paladin 14" | HP 114/157 DR 10/Adamantine (130) | AC 32* T 15* FF 30* (50% fort) | CMD 31 | F +13 R +12 W +12 (+2 vs. mind-affecting effects, poison & cold) Slippery Mind | Init +8 (Roll 3x, always act in surprise) | Perception -2 ll |
Alignment |
LN |
Deity |
Yaezhing |
Strength |
26 |
Dexterity |
16 |
Constitution |
18 |
Intelligence |
10 |
Wisdom |
7 |
Charisma |
20 |
About Chun Hei
Chun Hei
Nagaji oracle (dual-cursed oracle) 14 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Bestiary 4 199, Pathfinder RPG Ultimate Magic 58)
LN Medium humanoid (reptilian)
Init +8; Senses low-light vision; Perception -2
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Defense
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AC 23, touch 13, flat-footed 20 (+7 armor, +3 Dex, +3 natural)
hp 157 (14d8+84)
Fort +13, Ref +12, Will +12; +2 vs. mind-affecting effects and poison
Defensive Abilities fortification 50%; Immune fatigue
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Offense
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Speed 20 ft.
Melee +1 extraplanar-bane ghost touch holy impervious cold iron nodachi +21/+16 (1d10+13/15-20 plus 2d6 vs. Extraplanar and 2d6 vs. evil) or
. . mwk silver heavy mace +19/+14 (1d8+8) or
. . bite +13 (1d4+4)
Spell-Like Abilities (CL 14th; concentration +19)
. . 1/day—hypnotic gaze[ARG][ARG]
Oracle (Dual-Cursed Oracle) Spells Known (CL 14th; concentration +19)
. . 7th (3/day)—control weather, mass cure serious wounds, greater restoration
. . 6th (5/day)—mass bull's strength, cold ice strike[UM] (DC 21), mass cure moderate wounds, heal
. . 5th (7/day)—breath of life (DC 20), mass cure light wounds, life bubble[APG] (DC 20), righteous might, true seeing
. . 4th (7/day)—air walk, blessing of fervor[APG] (DC 19), cure critical wounds, dimensional anchor, greater magic weapon, wall of fire
. . 3rd (7/day)—bestow curse (DC 18), cure serious wounds, dispel magic, magic circle against evil, magic vestment, communal resist energy[UC]
. . 2nd (7/day)—lesser animate dead[UM], bull's strength, cure moderate wounds, grace[APG], hold person (DC 17), oracle's burden[APG] (DC 17), weapon of awe[APG] (DC 17)
. . 1st (8/day)—command (DC 16), cure light wounds, divine favor, ill omen[APG], liberating command[UC], remove sickness[UM] (DC 16), shield of faith
. . 0 (at will)—bleed (DC 15), create water, detect magic, detect poison, enhanced diplomacy, purify food and drink (DC 15), read magic, scrivener's chant, stabilize
. . Mystery Battle
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Statistics
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Str 26, Dex 16, Con 18, Int 10, Wis 7, Cha 20
Base Atk +10; CMB +18; CMD 31
Feats Blind-fight, Combat Reflexes, Eldritch Heritage[UM], Greater Weapon Focus (nodachi), Improved Critical (nodachi), Improved Initiative, Power Attack, Skill Focus (Knowledge [planes]), Toughness, Weapon Focus (nodachi)
Traits adopted, dangerously curious, tusked
Skills Acrobatics +0 (-4 to jump), Diplomacy +21, Knowledge (history) +4, Knowledge (planes) +23, Knowledge (religion) +4, Spellcraft +16, Survival -2 (+0 to avoid becoming lost), Use Magic Device +23
Languages Common, Nagaji
SQ oracle's curses (lame, legalistic), resistant, revelations (combat healer, iron skin, misfortune[UM], surprising charge 2/day, war sight, weapon mastery), slow and steady, vow to self
Combat Gear lesser extend metamagic rod, potion of gaseous form, riffle scroll of communal resist energy, scroll of aid (x4), breath of life, comprehend languages, cure critical wounds, remove fear, remove sickness, lesser restoration, suppress charms and compulsions, wind wall, wand of break enchantment (CL 10th, 5 charges), wand of endure elements (45 charges), wand of freedom of movement (7 charges), wand of resist energy (CL 7th, 8 charges), alchemist's fire (2); Other Gear +1 moderate fortification ghost touch stanching breastplate, +1 extraplanar-bane ghost touch holy impervious cold iron nodachi[UC], mwk silver heavy mace, amulet of natural armor +2, belt of giant strength +4, belt of physical might +4 (Dex, Con), cloak of resistance +5, cracked dusty rose prism ioun stone, headband of alluring charisma +4, mind crystal, nexus-crystal, unlife gem, wayfinder[ISWG], portable ram, 150 gp
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Special Abilities
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Arcane Bond (+1 extraplanar-bane ghost touch holy impervious cold iron nodachi) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Blind-Fight Re-roll misses because of concealment, other benefits.
Combat Healer (2/day) (Ex) Cast "cure" spells as swift actions for 2 slots.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Fortification 50% You have a chance to negate critical hits on attacks.
Hypnotic Gaze (1/day, DC 16) (Sp) Hypnotism on a single target using gaze, effect lasts a single round.
Immunity to Fatigue You are immune to the fatigued condition.
Iron Skin (1/day) (Su) Gain stoneskin, granting DR 10/adamantine.
Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th
Legalistic The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your ob
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
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
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Resistant (Ex) +2 racial bonus to saves vs. mind-affecting effects and poison.
Slow and Steady (Ex) At 10th level, your speed is never reduced by armor.
Surprising Charge (2/day) (Ex) Move your speed as an immediate action.
Vow to Self (1/day) +4 morale bonus to one roll to keep a promise.
War Sight (Su) Take your choice of 3 initiative rolls. Always act in the surprise round.
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