Julian "Damon" Lezwis
Suli Blackfire Adept 5/Oracle (Dual-Cursed Oracle, Planar Oracle) 5
NE Medium outsider (native)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +1
AC 23, touch 12, flat-footed 22 (+11 armor, +1 Dex)
hp 68 (5d8+5d6+20)
Fort +5, Ref +4, Will +8 (-2 vs. Charm or Compulsion effects if there's a promise of wealth or power); +1 profane bonus vs outsiders with the Daemon subtype
Resist blackfire pacts (daemon), oracle's curses (legalistic, tongues), acid 5, cold 5, electricity 5, fire 10, negative energy 10, positive energy 10
Speed 30 ft.
Melee +1 flaming ironwood longsword +10 (1d8+5/19-20+1d6 fire) and
armor spikes +9 (1d6+4) and
dagger +9 (1d4+4/19-20)
Ranged heavy crossbow +6 (1d10/19-20)
Oracle (Dual-Cursed Oracle, Planar Oracle) Spells Known (CL 10th; concentration +16):
4th (4/day)—cure critical wounds, forceful strike (DC 20)
3rd (6/day)—agonize (DC 19), cure serious wounds, summon monster iii
2nd (8/day)—cure moderate wounds, elemental speech, oracle's burden (DC 18), page-bound epiphany, summon cacodaemon, summon monster ii
1st (8/day)—comprehend languages, cure light wounds, divine favor, endure elements, ill omen, protection from evil, protection from good, shield of faith
0 (at will)—create water, detect magic, detect poison, purify food and drink (DC 16), read magic, sotto voce (DC 16), spark (DC 16), vigor
Str 18, Dex 12, Con 14, Int 12, Wis 13, Cha 22
Base Atk +5; CMB +9; CMD 21
Feats Augment Summoning, Extra Revelation, Power Attack, Sacred Summons, Spell Focus (conjuration), Superior Summoning, Weapon Focus (bastard sword)
Traits genie-caller, magical knack, reactionary
Skills Bluff +19 (+20 vs outsiders with the Daemon subtype), Diplomacy +21 (+22 vs outsiders with the Daemon subtype), Intimidate +10 (+11 vs outsiders with the Daemon subtype), Knowledge (arcana) +5, Knowledge (history) +5, Knowledge (planes) +14, Knowledge (religion) +5, Linguistics +2, Sense Motive +16, Spellcraft +14; Racial Modifiers +2 Diplomacy, +2 Sense Motive
Languages Aklo, Celestial, Common, Draconic, Ignan, Infernal
SQ blackfire eruption, blackfire taint, breaching, deathless, elemental assault, mysteries (mystery [battle]), power-hungry, revelations (planar resistance, skill at arms, war sight, weapon mastery)
Combat Gear jingasa of the fortunate soldier, potion of barkskin +3 (3), potion of cure moderate wounds (5), potion of enlarge person (2), potion of magic circle against evil, potion of magic circle against good, wand of cure light wounds; Other Gear +2 armor spikes deathless full plate, +1 flaming ironwood longsword, crossbow bolts (25), dagger, heavy crossbow, belt of giant strength +2, book of extended summoning (evil), boots of striding and springing, handy haversack, headband of alluring charisma +4, versatile vest, bandolier, oracle's kit, 21 gp
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Blackfire Eruption (Sp) Sacrifice 4th+ spell to cast unholy blight that ignores hardness and increased damage cap.
Blackfire Pact: Daemon +1 (Ex) Gain bonus to save, CL, & Cha checks vs chosen subtype, planar ally enhanced for them.
Blackfire Taint (+/-1, 5 rounds) (DC 21) (Su) Bonus to att/CL vs foe and they have a penalty to save vs your spells (Will part).
Book of extended summoning (evil) Destroy to add Extend Spell to summon creatures of this alignment.
Breaching (Su) Sacrifice spell of same level to negate effects that ward against summoning.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deathless 25% chance to negate negative levels from any attack.
Elemental Assault (1d6, 10 rounds) (1/day) As a swift action unarmed strike/held weapon is wreathed in energy and deals extra damage.
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.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Energy Resistance, Negative Energy (10) You have the specified Energy Resistance against Negative Energy attacks.
Energy Resistance, Positive Energy (10) You have the specified Energy Resistance against Positive Energy attacks.
Genie-Caller (1/day) 1/day, +2 CL for a Conjuration (summoning) spell.
Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.
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 low light, distinguishing color and detail.
Magical Knack (Oracle [Dual-Cursed Oracle, Planar Oracle]) +2 CL for a specific class, to a max of your HD.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Power-Hungry -2 vs. Will saves if the effect's creator promises wealth or power
Sacred Summons Summon monsters whose alignment subtype matches yours as a standard action
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Superior Summoning When summoning more than one creature, summon an extra one
Tongues (Infernal, Ignan) You can only understand and speak two languages in combat.
Versatile vest (empty) This sturdy vest stays dry and spotless in the worst of conditions. You can secure up to six objects (weighing up to 1 pound each) to the vest by holding them to it and speaking a command word. You can retrieve any of these items as a move action.
In addition, the vest has four large pockets, each capable of holding as much as 1/2 cubic foot in volume or 5 pounds in weight, and weighing only 1 pound when full. When closed, the pockets are proof against water and the elements. The first pocket contains 1 day’s worth of trail rations, a quart of water in a waterskin, two candles, and a tindertwig. The vest recreates these items if the first pocket is left empty for 3 days.
War Sight (Su) Take your choice of 2 initiative rolls.