| Full Name |
Dunmar |
| Race |
Drow oracle 1 CN Medium humanoid (elf) AC 12, touch 12, flat-footed 10 (+2 Dex, ) hp 8 ((1d8)) Fort +0, Ref +2, Will +5 Base Atk +0; CMB +1; CMD 13 |
| Classes/Levels |
Oracle |
| Gender |
Male |
| Age |
37 |
| Alignment |
C/N |
| Languages |
Elven, undercommen, goblin |
| Strength |
12 |
| Dexterity |
14 |
| Constitution |
10 |
| Intelligence |
12 |
| Wisdom |
16 |
| Charisma |
14 |
About Dunmar
Dumar
Male Drow oracle 1
CN Medium humanoid (elf)
Init +6, Senses darkvision (30 ft.); clouded vision, Perception +5
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DEFENSE
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AC 12, touch 12, flat-footed 10 (+2 Dex, )
hp 8 ((1d8))
Fort +0, Ref +2, Will +5
Immunities sleep, SR 7;
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OFFENSE
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Speed 30 ft.
Innate Spell-Like Abilities dancing lights (at will), darkness (1/day), faerie fire (1/day),
Oracle Spells Known (CL 1st; concentration +5)
1st(4/day)-summon minor monster, summon monster i, inflict light wounds(DC 13)
0th(at will)-detect magic, light, spark(DC 12), stabilize(DC 12)
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TACTICS
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STATISTICS
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Str 12, Dex 14, Con 10, Int 12, Wis 16, Cha 14,
Base Atk +0; CMB +1; CMD 13
Feats Improved Initiative
Skills Diplomacy +6, Diplomacy (Potentially Sexually Attracted) +7, Intimidate +6, Spellcraft +5, Survival +4, Use Magic Device +3,
Traits Charming, Focused Mind,
Languages Elven, Goblin, Undercommon
SQ clouded vision, dark tapestry mysteries, darkvision, keen senses, orisons, poison use, spell-like abilities, weapon familiarity,
Combat Gear
Other Gear 0.0 gp
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SPECIAL ABILITIES
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Charming Blessed with good looks, you've come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
Clouded Vision Your eyes are obscured, making it difficult for you to see.
Dark Tapestry Mysteries You draw upon the divine mystery of the Dark Tapestry to grant your spells and powers.
Darkvision (Ex) Range 30 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Darkvision Drow can see in the dark up to 120 feet.
Drow Immunities (Ex) Drow are immune to magic sleep effects and get a +2 racial bonus to saves against enchantment spells.
Focused Mind Your childhood was either dominated by lessons of some sort (be they musical or academic) or by a horrible home life that encouraged your ability to block out distractions to focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.
Keen Senses (Ex) Drow receive a +2 racial bonus on Perception checks.
Light Blindness Abrupt exposure to bright light blinds drow for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Poison Use (Ex) Drow are skilled in the use of poison and never risk accidentally poisoning themselves.
Spell-Like Abilities (Sp) Drow can use dancing lights At Will, darkness 1/day, and faerie fire 1/day .
Spell Resistance Drow possess spell resistance equal to 6 plus their class levels.
Weapon Familiarity (Ex) Drow are proficient with the hand crossbow, rapier, and short sword.