Race |
|
Classes/Levels |
|
Gender |
Male Human Oracle (Spirit Guide) 4 |
Strength |
14 |
Dexterity |
10 |
Constitution |
14 |
Intelligence |
13 |
Wisdom |
10 |
Charisma |
17 |
About Dellan Karela
Dellan Karela
Male human (Varisian) oracle (spirit guide) 4 (Pathfinder RPG Advanced Class Guide 106, Pathfinder RPG Advanced Player's Guide 42)
NG Medium humanoid (human)
Hero Points 2
Init +0; Senses Perception +2 (+0 to avoid being surprised)
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Defense
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AC 16, touch 10, flat-footed 16 (+4 armor, +2 shield)
hp 34 (4d8+9)
Fort +4, Ref +2 (-2 to avoid traps or hazards), Will +5; +4 morale bonus vs. fear, +4 Competence bonus vs. disease
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee mwk heavy mace +6 (1d8+2) or
. . mwk sickle +6 (1d6+2)
Ranged sling +3 (1d4+2)
Special Attacks channel positive energy 5/day (DC 17, 2d6)
Oracle (Spirit Guide) Spells Known (CL 4th; concentration +8)
. . 2nd (4/day)—cure moderate wounds, early judgment (DC 16), lesser restoration, spiritual weapon, summon monster II
. . 1st (7/day)—bless, cure light wounds, detect undead, liberating command[UC], murderous command[UM] (DC 15), shield of faith, unseen servant
. . 0 (at will)—create water, detect magic, guidance, light, read magic, spark[APG] (DC 14), stabilize
. . Mystery Life
. . S spirit magic spell; Spirit Ancestors
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Statistics
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Str 14, Dex 10, Con 14, Int 13, Wis 10, Cha 18
Base Atk +3; CMB +5; CMD 15
Feats Alignment Channel, Purifying Channel, Selective Channeling
Traits excellent penmanship, sacred conduit, the outsider
Skills Acrobatics -3 (-7 to jump), Appraise +2, Bluff +0 (+2 to persuade someone via written message), Diplomacy +6 (+8 to persuade someone via written message), Disguise +0, Heal +7, Intimidate +4 (+6 to persuade someone via written message), Knowledge (arcana) +5, Knowledge (dungeoneering) +5, Knowledge (geography) +5, Knowledge (history) +8, Knowledge (local) +6, Knowledge (nature) +5, Knowledge (planes) +6, Knowledge (religion) +7, Linguistics +7, Perception +2 (+0 to avoid being surprised), Spellcraft +8, Stealth -2, Survival +5
Languages Celestial, Common, Shoanti, Sylvan, Varisian, Vudrani
SQ bonded spirit, bonded spirit hex (ghost blade), hero points, oracle's curse (wasting), revelation (channel), sentimental
Combat Gear pearl of power (2nd level), potion of cure light wounds, potion of cure moderate wounds, wand of cure light wounds (22 charges), alkali flask[APG] (2); Other Gear armored coat[APG], heavy steel shield, mwk heavy steel shield, mwk heavy mace, mwk sickle, sling, sling bullets (10), cloak of resistance +1, page of spell knowledge (summon monster ii)[UE], backpack, bedroll, belt pouch, candle (10), chalk (10), crowbar, holy text (The Bones Land in a Spiral)[UE], ink, inkpen, journal[UE], mess kit[UE], paper (5), pot, sack, scroll case, silk rope (50 ft.), soap, spell component pouch, trail rations (3), waterskin, wooden holy symbol of Pharasma, 10 gp, 1 sp
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Special Abilities
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Alignment Channel (Evil) Channel Energy heals or harms outsiders of the chosen alignment.
Bonded Spirit Gain a wandering spirit each day.
Ghost Blade (Su) Weapons of creature touched are granted ghost touch weapon property for Cha bonus rounds.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Oracle Channel Positive Energy 2d6 (5/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Purifying Channel Burn a foe when you heal allies.
Selective Channeling Exclude targets from the area of your Channel Energy.
Sentimental -2 perception to avoid being surprised. -2 Reflex to avoid traps or hazards
Wasting +4 competence bonus to save vs. Disease
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Played by Aramis Knight.
Theme Song: "Spirit Walker" by Ween.
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