| Full Name |
Magnu |
| Race |
Aasimar Warsighted Oracle | AC17 T12 F15 | HP 11/11 | CMD:16 | F:+2 R:+2 W:+1 | Init:+2 | Perception: +3, Darkvision 60ft |
| Classes/Levels |
|
About Endor the Forgotten
Male aasimar (angel-blooded) oracle (warsighted) 1
None Medium outsider (native, angel-blooded)
Init +2; Senses darkvision 60 ft., Perception +3
DEFENSE
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
HP 11 (1d8+3)
Fort +2, Ref +2, Will +1
OFFENSE
Speed 30ft, in armor 20ft
Melee longspear +5 (1d8+6/x3)
Ranged sling +2 (1d4+4)
Ranged alchemist's fire (flask) +2 (1d6)
Ranged acid (flask) +2 (1d6)
Known Oracle Spells (CL 1st, concentration +3):
1st (4/day)—divine favor, shield of faith, cure light wounds
0 (at will)—detect poison, guidance, read magic, stabilize
STATISTICS
Str 18, Dex 14, Con 14, Int 10, Wis 8, Cha 14
Base Atk +0; CMB +4; CMD 16
Feats Combat Reflexes
Skills Acrobatics -2, Climb +0, Diplomacy +6, Escape Artist -2, Fly -2, Heal +1 Knowledge (Planes) +6, Knowledge (Religion) +4, Perception +3, Ride -2, Stealth -2, Swim +0
Traits fate's favored, tianjing temple guard
SQ battle mysteries, darkvision, martial flexibility
Combat Gear alchemist's fire (flask), acid (flask); Other Gear lamellar (horn), mw longspear, morning star, sling, alchemist's fire (flask), acid (flask), vestments (cleric's) Wand of cure light, sling bullets (10)
SPECIAL ABILITIES
Aasimar (Angel Blooded) Angel Blooded Aasimars Receive a +2 bonus to Strength and Charisma.
+2 bonus to Heal and Knowledge (planes) checks.
They can cast Alter Self as a spell like ability.
Battle Mysteries You draw upon the divine mystery of Battle to grant your spells and powers.
Curse Reclusive Whenever you are in combat, your allies must succeed at a melee touch attack to affect you with touch spells, and you must attempt saving throws to resist all spells cast by anyone other than yourself, even those cast by allies. Instantaneous spells you cast only on yourself affect you as though your caster level were 1 higher.
Darkvision (Ex) Range 60 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.
Fate's Favored The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Martial Flexibility (Ex) The warsighted can use a move action to gain the benefit of a combat feat he doesn't possess. The warsighted must otherwise meet all the feat's prerequisites. This effect lasts for 1 minute. He can use this ability 3 times per day. The warsighted can use this ability again before the duration expires in order to replace a previous combat feat with another choice. If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit.
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.
Tianjing Temple Guard You were a stalwart guard of one of Tianjing's magnificent temple cities, and your resolve proved to be of great use during bandit raids. You gain a +1 trait bonus on attacks of opportunity made with polearm weapons.
Alterself shapes: Sewer Troll (combat, vision, scent), Bogard (swim, tongue, vision), Sasquatch (40ft move, vision, scent).