Koriah Azmeren

"Clara"'s page

36 posts. Alias of Ash...


Race

Half-Elf

Classes/Levels

Oracle(10)

Gender

Init +6 | HP 65/65 | AC: 28, T15, FF24 | Fort: +6 Ref: +9 Will: +7 (+2 vs enchant/death) | Perception +7

Special Abilities

Lay on Hands Remaining: 9/9

Alignment

NG

Deity

Shelyn

Strength 14
Dexterity 18
Constitution 12
Intelligence 12
Wisdom 7
Charisma 22

About "Clara"

Crunch:
Clara
Female half-elf oracle (ancient lorekeeper, spirit guide) 10/paladin* (Pathfinder RPG Advanced Class Guide 106, Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Advanced Race Guide 24)
LG Medium humanoid (elf, human)
Init +4; Senses low-light vision; Perception +13
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Defense
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AC 21, touch 15, flat-footed 17 (+6 armor, +1 deflection, +4 Dex)
hp 65 (10d8+12)
Fort +6, Ref +9, Will +7; +2 vs. enchantments, +2 vs. death
Immune sleep
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Offense
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Speed 30 ft.
Melee +1 holy reliquary resizing sawback sword elysian bronze sawtooth sabre +10/+5 (1d8+3/19-20) or
. . dagger +9/+4 (1d4+2/19-20) or
. . handaxe +5/+0 (1d6+2/×3) or
. . mwk cold iron cestus +10/+5 (1d4+2/19-20) or
. . net +5/+0 (entangle) or
. . sap +5/+0 (1d6+2 nonlethal)
Ranged +1 adaptive paueliel composite longbow +15/+10 (1d8+3/×3) or
. . paueliel composite longbow +15/+10 (1d8/×3)
Special Attacks channel positive energy 7/day (DC 21, 5d6)
Paladin Spell-Like Abilities (CL 10th; concentration +16)
. . At will—detect evil
Oracle (Ancient Lorekeeper, Spirit Guide) Spells Known (CL 10th; concentration +16)
. . 5th (4/day)—breath of life (DC 21), mass cure light wounds, dimension door, hunter’s blessing, telekinesis
. . 4th (6/day)—cure critical wounds, freedom of movement, haste, greater magic weapon, communal protection from energy[UC], restoration, summon monster IV
. . 3rd (7/day)—cure serious wounds, dispel magic, magic vestment, mirror image, neutralize poison, paragon surge[ARG], prayer, wind wall
. . 2nd (8/day)—calm emotions (DC 18), consecrate, cure moderate wounds, grace[APG], gravity bow[APG], levitate, make whole, minor image (DC 18), communal protection from evil[UC], lesser restoration, silence (DC 18)
. . 1st (8/day)—ant haul[APG] (DC 17), comprehend languages, cure light wounds, detect undead, divine favor, fallback strategy, obscuring mist, prestidigitation, sanctuary (DC 17), weapons against evil
. . 0 (at will)—create water, detect fiendish presence, detect magic, ghost sound (DC 16), light, mage hand, mending, read magic, scrivener's chant, spark[APG] (DC 16), stabilize
. . Mystery Wood
. . S spirit magic spell; Spirit Life Wandering Spirit
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Statistics
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Str 14, Dex 18, Con 12, Int 12, Wis 7, Cha 22
Base Atk +7; CMB +9; CMD 24
Feats Deadly Aim, Fey Foundling[ISWG], Heighten Spell, Point-Blank Shot, Precise Shot, Quicken Spell
Traits fate's favored, trap finder
Skills Craft (alchemy) +9, Craft (bows) +9, Craft (calligraphy) +7, Craft (glass) +7, Craft (locks) +11, Craft (weapons) +7, Diplomacy +10, Disable Device +20, Handle Animal +7, Heal +2, Knowledge (arcana) +5 (+10 on questions related to elves), Knowledge (dungeoneering) +5 (+10 on questions related to elves), Knowledge (local) +5 (+10 on questions related to elves), Knowledge (nature) +5 (+10 on questions related to elves), Knowledge (planes) +5 (+10 on questions related to elves), Knowledge (religion) +5 (+10 on questions related to elves), Linguistics +2, Perception +13, Profession (astronomer) +4, Profession (gardener) +4, Profession (merchant) +4, Profession (soldier) +4, Ride +5, Sense Motive +2, Spellcraft +14, Survival -2 (+0 to avoid becoming lost, -1 to navigate in the wilderness in To Dragon Mountain, +0 to identify a creature by its tracks, though the use of shoes makes identifying many humanoids difficult or impossible), Use Magic Device +19; Racial Modifiers +2 Perception
Languages Celestial, Common, Draconic, Elven
SQ bonded spirit, bonded spirit hex (life link[ACG]), elf blood, elven lore +5, lay on hands 9/day (3d6), living steel, oracle's curse (haunted), revelation (wood bond[UM]), spirit ()
Combat Gear adamantine durable arrow (50), cold iron durable arrow (50), riffle scroll of breath of life, dispel magic, heal, scroll of fickle winds, heal, remove blindness/deafness, restoration, silver blunt arrows[APG] (50), wand of cure light wounds, wand of cure light wounds, blain bane (3), caltrops, dye arrow (20), liquid blade[UE], pheromone arrow (10), tanglefoot bag; Other Gear armored kilt mithral kikko armor[UC], parade armor[UE], +1 folding holy reliquary throwing (metal shields) living steel buckler, +1 adaptive paueliel composite longbow with 5 glue paper, +1 holy reliquary resizing sawback sword elysian bronze sawtooth sabre[ISWG], barbed arrow (20), dagger, handaxe, mwk cold iron cestus[APG], net, paueliel composite longbow, sap, belt of incredible dexterity +2, cloak of resistance +2, efficient quiver, headband of alluring charisma +2, ring of protection +1, secure paypack, sleeves of many garments[UE], tourmaline sphere ioun stone, traveler's any-tool[UE], wayfinder[ISWG], area map[UE], backpack, bedroll, belt pouch, burglar's torc, candle (10), candle lamp[UE], canvas (10'x10'.), chain (10 ft.), cleats[APG], cold weather outfit, fishhook (2), flint and steel, footprint book[APG], glass cutter[UE], glue paper[UE] (5), grappling hook, hot weather outfit[APG], masterwork backpack[APG], masterwork thieves' tools, mug/tankard, mwk manacles, pot, puzzle heel (5 steps)[UI], puzzle heel (5 steps)[UI], scarf[UE], sewing needle, shovel, signal whistle (3), silk rope (50 ft.), snowshoes[APG], string or twine[APG], thread (50 ft.), tindertwig (5), trail rations (7), waterskin (5), whetstone, winter blanket, wrist sheath, spring loaded, wrist sheath, spring loaded, 420 pp, 62 gp
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Special Abilities
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Bonded Spirit Gain a wandering spirit each day.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Lore +5 Add half oracle level to Knowledge checks about elves.
Fey Foundling Magical healing works better on you
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Heighten Spell Increases spell level to effective level desired.
Lay on Hands (3d6 hit points, 9/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Life Link (10 max bonds, 100 feet) (Su) Bond drains your HP to heal others.
Living Steel Some trees suck up potent minerals through their roots the same way others draw water from the ground. Though these trees blunt saws and axes used to hew them and shrug off fire, they eventually succumb to time or the elements. When properly harveste
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Oracle/Shaman Channel Positive Energy 5d6 (7/day, DC 21) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Wood Bond +3 (Ex) Your mystical bond with wood is such that your weapons become an extension of your body. You gain a +1 competence bonus on attack rolls when wielding a weapon made of or mostly consisting of wood (such as a bow, club, quarterstaff, or spear).

Default Actions:

Life Link:Clara maintains life link with the non-paladin/warpriest heroes in general travel. (Paladins/Warpriests have their own use of lay on hands/fervor) If we're in a dungeon I assume she'll keep it on everyone.

Buffs, Party
10 hour duration, renewed assuming it won't use her last 5th level slot and adventuring will continue, changing type if appropriate.
Hunter's Blessing: At the start of the day, choosing whatever terrain we'll be in for the next 10 hours and a likely guess at a local creature type. (+2 sacred bonus to Bluff/Perception/Sense Motive/Survival/Attack/Damage vs creature of type, +2 sacred bonus to Initiative/Perception, Stealth, Survival in that terrain. Can track.)

Buffs, Self
20 hour duration
Ant Haul: At the start of day
10 hour duration, renewed assuming slots are available and adventuring will continue.
Magic Vestment: At the start of day when she dons her armor and shield. (+3 enhancement to armor, +3 enhancement to shield)
Greater Magic Weapon: At the start of day when she cleans her bow. (+3 enhancement to bow)