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Davina 2's page
216 posts. Organized Play character for Qstor.
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Full Name |
Davina |
Race |
Oracle 13 | HP 95 | AC 30; Touch 14; FF 30 | F +10; R +7; W +12 | CMB+9; CMD 23| Speed 30 ft | Init +0 | Perc +1 | Stealth: +0 |
Classes/Levels |
oracle 13 |
Gender |
Female aasimar |
Size |
Med |
Age |
30 |
Special Abilities |
darkvision |
Alignment |
Lawful Good |
Deity |
Sarenrae |
Languages |
Abyssal, Aklo, Ancient Osiriani, Aquan, Auran, Azlanti, Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Ignan, Infernal, Jistka, Polyglot, Skald, Sylvan, Thassilonian, Tien; tongues (understand) |
Strength |
10 |
Dexterity |
10 |
Constitution |
14 |
Intelligence |
12 |
Wisdom |
12 |
Charisma |
28 |
About Davina 2
Davina
Female aasimar oracle 13 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Bestiary 7)
LG Medium outsider (native)
Init +0; Senses darkvision 60 ft., lifesense 30 ft.; Perception +1
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Defense
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AC 30, touch 14, flat-footed 30 (+11 armor, +3 deflection, +1 insight, +2 natural, +3 shield)
hp 95 (13d8+27)
Fort +10, Ref +7, Will +12; +2 vs. death, energy drain, negative energy, or necromancy spells
Defensive Abilities fortification 25%; Resist negative energy 5
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 light mace +10/+5 (1d6+1) or
silver dagger +9/+4 (1d4-1/19-20)
Ranged light crossbow +9 (1d8/19-20)
Special Attacks channel positive energy 12/day (DC 28, 8d6)
Spell-Like Abilities (CL 13th; concentration +22)
2/day—daylight
Oracle Spells Known (CL 13th; concentration +22)
6th (5/day)—mass cure moderate wounds, heal, inspiring recovery, summon monster VI
5th (8/day)—breath of life (DC 25), mass cure light wounds, dispel evil, summon monster V, true seeing
4th (8/day)—blade of light, cure critical wounds, death ward, dismissal (DC 23), holy smite (DC 23), restoration
3rd (8/day)—cure serious wounds, invisibility purge, neutralize poison, prayer, remove disease, symbol of healing[UM]
2nd (8/day)—align weapon, bull's strength, consecrate, cure moderate wounds, lesser restoration, sacred space[ARG], status (DC 21)
1st (9/day)—bless, cure light wounds, detect evil, detect undead, entropic shield, magic weapon, shield of faith
0 (at will)—detect magic, detect poison, guidance, light, mending, purify food and drink (DC 19), read magic, resistance, stabilize
Mystery Life
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Statistics
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Str 10, Dex 10, Con 14, Int 12, Wis 12, Cha 28
Base Atk +9; CMB +9; CMD 23
Feats Alignment Channel, Channel Surge, Extra Channel, Heavenly Radiance[ARG], Improved Channel, Spell Focus (conjuration), Summon Good Monster
Traits resilient, self-taught scholar
Skills Acrobatics -3 (-7 to jump), Diplomacy +25, Heal +12, Knowledge (history) +5, Knowledge (planes) +16, Knowledge (religion) +14, Linguistics +16 (+17 to decipher unfamiliar language), Sense Motive +12, Spellcraft +12 (+13 to decipher scrolls)
Languages Abyssal, Aklo, Ancient Osiriani, Aquan, Auran, Azlanti, Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnoll, Gnome, Goblin, Halfling, Ignan, Infernal, Jistka, Polyglot, Skald, Sylvan, Thassilonian, Tien, Vudrani; tongues (understand)
SQ deathless spirit[ARG], oracle's curse (tongues [celestial, ignan]), revelations (combat healer, energy body, lifesense, channel), truespeaker[ARG]
Combat Gear potion of fly, runestone of power (2nd)[ACG], scroll of breath of life, ambrosia (per vial)[ARG] (2), healer's kit; Other Gear +5 comfort light fortification mithral breastplate, +1 darkwood heavy wooden shield, +1 light mace, light crossbow, silver dagger, amulet of natural armor +2, belt of mighty constitution +2, cloak of resistance +3, dusty rose prism ioun stone, handy haversack, headband of alluring charisma +6, ring of protection +3, backpack, bedroll, candle, celestial lamp[ARG], cold weather outfit, flint and steel, mess kit[UE], silk rope (50 ft.), 992 gp, 6 sp, 9 cp
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Special Abilities
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Alignment Channel (Evil) Channel Energy heals or harms outsiders of the chosen alignment.
Combat Healer (2/day) (Ex) Cast "cure" spells as swift actions for 2 slots.
Darkvision (60 feet) You can see in the dark (black and white only).
Deathless Spirit +2 saves vs. death, necromancy, and negative energy effects, and don't lose hp from negative levels.
Energy Body (1d6+13, 13 rounds/day) (Su) Elemental subtype and deal 1d6+13 to undead who touch you or heal 1d6+13 to allies who enter your square.
Energy Resistance, Negative energy (5) You have the specified Energy Resistance against Negative Energy attacks.
Fortification 25% You have a chance to negate critical hits on attacks.
Heavenly Radiance (Sunbeam, 2/day) Gain an additional use of daylight sla, and also the ability to use another chosen spell in place of it.
Lifesense (30 ft.) (Ex) Sense living things and creatures without seeing them.
Oracle Channel Positive Energy 8d6 (12/day, DC 28) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summon Good Monster You can summon from a special list, who gain Diehard as a bonus feat.
Tongues (Celestial, Ignan) You can only understand and speak two languages in combat.
Tongues (understand) (Ex) Understand any language.
Truespeaker Learn two languages for each rank you put in Linguistics.
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