Full Name |
Cliff Zephyr |
Race |
Assimar - Black/Blooded Metal Oracle 5 | hp40/40 | AC 23 | CMD 19 | Touch 12 | FF 22 | Fort +4 | Ref +3 | Will +4 | Perception +7 | Sense Motive +5 |
Classes/Levels |
Metal Oracle 5 |
Alignment |
Neutral |
Languages |
Tien, Thasalonin, Common, Verusian, Celestial, Acclo |
Strength |
19 |
Dexterity |
12 |
Constitution |
14 |
Intelligence |
10 |
Wisdom |
8 |
Charisma |
16 |
About Cliff Zephyr
Background
The Zelpher Family were once nobility from Taldor. Decended from angels, the Zelpher family was a proud beccon of light within a corrupt empire. Once upon a time, the family was blessed with a powerful holy greataxe, said to be able to destroy any opponent that opposed the wielder in battle with little effort. It is said from records kept within the family that when Taldor fell, the Zelpher family's enemies closed in and stole the axe. The head of the family eventually retrieved the axe, but not before their enemies cursed it with their hellish magic, and to this day, the curse could not be removed.
Cliff Zelpher is the current head of the Zelpher family, and though he is said to be the strongest sire of the family to date, he is not immune to the wasting black blood curse of the axe. He has joined the Pathfinder Society in hopes of finding a cure for his family's curse.
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Black Blooded Metal Oracle 5
Init +1; Senses: Perception +7, Sense Motive +5
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Defense
AC 23, Touch 12, Flat-footed 22 (+10 armor, +1 Dex, +1 Natural Armor, +1 Deflection)
hp: 40 (5d8 +12)
Fort +4 Ref +3 Will +4
Resistances: acid resistance 5, cold resistance 5, electricity resistance 5.
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Offense
Speed: 30 ft.
Melee: +1 Greataxe (+8; 1d12+7)
Ranged: Javelin (+4; 1d6+4)
Spell Like Abilities:
Alter Self (1/day)
Spells Known:
0 - Detect Magic, Create Water, Guidance, Stabilize (at will)
1 – Cure Light Wounds, Inflict Light Wounds, Lead Blades, Divine Favor, Shield of Faith (8x/day)
2 –Inflict Moderate Wounds, Heat Metal, Cure Moderate Wounds (6x/day)
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Feats:
Iron Will, Power Attack, Familiar Bond
Skills
Diplomacy +11, Linguistics +3, Sense Motive +5, Perception +7; UMD +11
Armor Check -2; -4 to all Dex checks
Traits
Resilient, Dangerously Curious
Alternate Racial Traits
Angel Blooded, Truespeaker
Combat Gear
Alchemist's Fire, Wand of Infernal Healing (50 charges), Greataxe+1, Javelin (5), Plate Armor, Spell Component Pouch, Explorer's Outfit, Cold Weather Outfit, Hip Flask, Backpack, Bedroll, Belt Pouch, Candles (10), Flint & Steel, Iron Pot, Mess Kit, Rope, Soap, Torches (10), Trail Rations, Waterskin, 191 gold, Ring of Protection +1, Amulet of natural Armor +1
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Special Abilities
Black-Blooded Oracle All black-blooded oracles effectively share the same curse—the curse of black blood. The material affects these oracles physically and mentally, altering both physiology and mystic powers. The blood of a black-blooded oracle actually runs black, and wounds she suffers are infected by her own power and are difficult to heal. She is immune to the effects (both beneficial and destructive) of black blood. Positive and negative energy affect a black-blooded oracle as if she were undead—positive energy harms her, while negative energy heals her (this aspect of the curse has no effect if the oracle is undead). The curse also dulls the oracle’s coordination somewhat, imparting a –4 penalty on all Dexterity-based skill checks.
Battle Mystery
Skill At Arms
Dance of the Blades
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