------------------------------------
DEFENSE
------------------------------------
AC 16,
Touch 12,
Flat-footed 14 (+2 Dex, +4 Armor)
HP 10 (1d8 +1(CON) +1(Favored))
Fort +1,
Ref +2,
Will +4
Resist acid 5, cold 5, electricity 5
------------------------------------
OFFENSE
------------------------------------
Speed 30 ft.
Melee:
Quarterstaff (2H) +3 (1d6+4)
Special Abilities:
War Sight (Su)
------------------------------------
STATISTICS
------------------------------------
Str 16, Dex 14, Con 13, Int 10, Wis 14, Cha 16
Base Atk +0; CMB +3; CMD 15
Feats
Level 1 - Improved Initiative
Skills [Total Ranks: 4 = 4 + 0 (favored)]
Format: Total Modifier - Skill Name - Ability - Ability Mod|Ranks|Class|Other Mods
+9 Diplomacy* - CHA - 3|1|3|2 (racial trait)
+6 Heal* - WIS - 2|1|3|0
+4 Knowledge (Planes)* - INT - 0|1|3|0
+4 Perception* - WIS - 2|0|0|2 (racial trait)
+7 Survival* - WIS - 2|1|3|1 (trait)
Languages Common, Celestial
------------------------------------
SPECIAL ABILITIES
------------------------------------
RACIAL TRAITS
+2 Wisdom, +2 Charisma: Aasimars are insightful, confident, and personable.
Native Outsider: Aasimars are outsiders with the native subtype.
Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Aasimars have a base speed of 30 feet.
Halo: Some aasimars possess the ability to manifest halos. An aasimar with this racial trait can create light centered on her head at will as a spell-like ability. When using her halo, she gains a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled. This racial trait replaces the darkvision racial trait.
Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks.
Incorruptible: Occasionally, aasimars arise with the ability to further ward away evil. Aasimars with this racial trait can cast corruption resistance against evil once per day as a spell-like ability. If an aasimar uses this ability on herself, the duration increases to 1 hour per level. This racial trait replaces the spell-like ability racial trait.
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
CLASS FEATURES
Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies.
Orisons: Oracles learn a number of orisons, or 0-level spells, as noted under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Spells: An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle's spell is 10 + the spell's level + the oracle's Charisma modifier.
Unlike a cleric, an oracle need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components.
Mystery: Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed.
At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells known per level. They cannot be exchanged for different spells at higher levels.
Oracle's Curse (Ex): A dual-cursed oracle must choose two curses at 1st level. One of these curses (oracle's choice) never changes its abilities as the oracle gains levels; for example, an oracle with clouded vision never gains darkvision 60 feet, blindsense, or blindsight. The other curse comes with its normal benefits.
Revelation: At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery. If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action.
ORACLE CURSES
Clouded Vision (Primary): Your eyes are obscured, making it difficult for you to see. You cannot see anything beyond 30 feet, but you can see as if you had darkvision. At 5th level, this distance increases to 60 feet. At 10th level, you gain blindsense out to a range of 30 feet. At 15th level, you gain blindsight out to a range of 15 feet.
Haunted (non-improving): Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known.
BATTLE MYSTERY REVELATIONS
War Sight (Su): Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results.
TRAITS
Orphaned: You grew up separated from your birth parents, and had to learn to watch out for yourself. You gain a +1 trait bonus on Survival checks, and Survival is always a class skill for you.
Magical Knack (Oracle): You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Your caster level in Oracle gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.