Ezren

Eredax's page

65 posts. Organized Play character for Edeldhur.


Classes/Levels

Dual Cursed Oracle of Life

Strength 10
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 10
Charisma 18

About Eredax

Eredax
Human Oracle (Dual-Cursed Oracle) 2
CG Medium Humanoid (human)
Init +2; Senses Perception +6
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+5 armor, +1 shield, +1 Dex)
hp 18 (2d8+6)
Fort +2, Ref +2, Will +3; +2 vs. death
Weakness oracle's curses (haunted, legalistic)
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy mace +1 (1d8/x2) and
. . Longspear +1 (1d8/x3)
Ranged Sling +3 (1d4/x2)
Oracle (Dual-Cursed Oracle) Spells Known (CL 2):
1 (5/day) Ill Omen, Protection from Evil, Bless, Cure Light Wounds
0 (at will) Stabilize, Detect Magic, Create Water, Read Magic, Light
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 14, Int 10, Wis 10, Cha 18
Base Atk +1; CMB +1; CMD 12
Feats Fey Foundling, Selective Channeling
Traits Dangerously Curious, Valashmai Veteran (Perception)
Skills Acrobatics -4 (-8 jump), Climb -6, Diplomacy +9, Escape Artist -4, Fly -4, Knowledge (planes) +5, Perception +6, Ride -4, Spellcraft +5, Stealth -4, Swim -6, Use Magic Device +10
Languages Common
SQ mysteries (life), oracle channel positive energy 1d6 (5/day) (dc 15), revelations (oracle channel positive energy), vow to self (1/day)
Other Gear Scale mail, Buckler, Heavy mace, Longspear, Sling, Backpack, masterwork (empty), Trail rations (5), Waterskin, 570 GP, 5 SP
--------------------
Special Abilities
--------------------
Fey Foundling Magical healing works better on you
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Legalistic The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your ob
Oracle Channel Positive Energy 1d6 (5/day) (DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Selective Channeling Exclude targets from the area of your Channel Energy.
Valashmai Veteran (Perception) +1 trait bonus on Survival in the jungle.
Vow to Self (1/day) +4 morale bonus to one role to keep a promise.