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About Eroil the ArrowData:
Name: Eroil Race: Aasimar Job: Dual Cursed Lunar Oracle Age: 21 Alignment: NG Personality: Straightforward, Helpful, Likes: Struggler (His pet) Dislikes: Bullys, poachers Favorite foods: Grilled Sausage, Bacon and eggs, Dwarven Stout Hobbies: Physical Description: Deity: Korada Languages: Common, Celestial Combat:
HP 24 Attack: Longspear +5 1d8+6 x3 AC 18 FF 14 T 14 Saves: F 3 R 5 W 3 CMB 4 CMD 15 Aasimar:
Ability Score Racial Traits: Aasimars are insightful, confident, and personable. They gain +2 Wisdom and +2 Charisma. Scion of Humanity: Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype. Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size. Base Speed: Aasimars have a base speed of 30 feet. Languages: Aasimars begin play speaking Common. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages. Defense Racial Traits Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5. Feat and Skill Racial Traits Skilled: Aasimar have a +2 racial bonus on Diplomacy and Perception checks. Magical Racial Traits Spell-Like Ability (Sp): Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level). Senses Racial Traits Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up Oracle:
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. Spells
Oracle’s Curse:
Class Skills
Bonus Spells
Revelations
FCB: 3x 1/6 level to one relevation (Primal companion)
Feats Traits, Skills:
Feats: Extra Relevation Power Attack Traits: Fate´s Favored Transmuter of Korada You learned the secrets of transmutation from a follower of the empyreal lord Korada. Whenever you cast a spell from the transmutation school, its effects manifest at +1 caster level. Additionally, select one of the following transmutation spells: bear’s endurance, bull’s strength, cat’s grace, eagle’s splendor, fox’s cunning, or owl’s wisdom. Once per day when you cast that spell, its duration is doubled. A spell affected by this trait cannot be modified further by the Extend Spell metamagic feat or similar abilities. Skills: Skillranges 4+0 = 4*3=12 ACP 0 Acrobatics: -4 = 0 + DEX Mod + 0 - 4 ACP; Appraise: 0 = 0 + INT Mod + 0; Bluff: 4 = 0 + CHA Mod + 0; Climb: -2 = 0 + STR Mod + 0 - 4 ACP; *Diplomacy: 12 = 3 + CHA Mod + 3 + 2 Racial; Disable Device: NA = 0 + DEX Mod + 0 -ACP; Disguise: 4 = 0 + CHA Mod + 0; Escape Artist: -4 = 0 + DEX Mod + 0 - 4 ACP; Handle Animal: 5 = 1 + CHA Mod + 0; Heal: 0 = 0 + WIS Mod + 0; Intimidate: 4 = 0 + CHA Mod + 0; Know(Arcane): NA = 0 + INT Mod + 0; Know(Engin): NA = 0 + INT Mod + 0; *Know(Hist): 4 = 1 + INT Mod + 3; Know(Local): NA = 0 + INT Mod + 0; Know(Nobility): NA = 0 + INT Mod + 0; *Know(Planes): 4 = 1 + INT Mod + 3; *Know(Religion): NA = 0 + INT Mod + 0; Linguistics: 0 = 0 + INT Mod + 0;; *Perception: 5 = 3 + WIS MOD +2 racial Perform wind 7 =1 +Cha Mod+0 +2 item Ride: 2 = 0 + DEX Mod + 0 -ACP; *Sense Motive: 0 = 0 + WIS Mod+0; Sleight of Hand: NA = NA + DEX Mod + 0 -ACP; *Spellcraft: 6 = 3 + INT Mod + 3; Stealth: -4 = 0 + DEX Mod + 0 - 4 ACP; Survival: 4 = 0 + WIS Mod + 0; *Swim: -2 = 0 + STR Mod + 0 - 4 ACP; Use Magical Device: 4 = 0 + CHA Mod + 0; Spells:
Level 0: Create Water, Detect Magic, Guidance, Read Magic, Stabilize Level 1: Cure light wounds, Divine Favor, Sun metal, Ill Omen; Liberating Command Equipment:
Longspear MW Dagger Four-mirror Armor MW Sold Mithral Chainshirt Explorer´s Outfit Kit, Cleric's This includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol. Wand Cure light wounds Alchemist Fire Holy Water Mw Lute Wand Bless Wand CLW Scroll Comprehend Language Scroll Liberating Command Scoll Protection from Evil A Big ratcher of bacon Clerical Transmutation spells:
1st Ant Haul transmutation Triples carrying capacity of a creature. 1st Bless WaterM transmutation Makes holy water. 1st Blessed Fist transmutation Target doesn't provoke attacks of opportunity with unarmed strikes. 1st Dancing Lantern transmutation Animates a lantern that follows you. 1st Ironbeard transmutation Causes a brushy beard of stiff iron to erupt from the face of a willing target. 1st Liberating Command transmutation Target makes an Escape Artist check as an immediate action and gains a bonus on it. 1st Magic Stone transmutation Three stones gain +1 on attack rolls, deal 1d6+1 damage. 1st Magic Weapon transmutation Weapon gains +1 bonus. 1st Marid's Mastery transmutation Target gains a +1 bonus on attack and damage rolls if it and its opponent are touching water. 0th Mending transmutation Makes minor repairs on an object. 0th Purify Food and Drink transmutation Purifies 1 cu. ft./level of food or water. 1st Recharge Innate Magic transmutation You channel magic energy into your own aura, recharging your innate magic abilities. 1st Refine Improvised Weapon transmutation Transform improvised weapon into a masterwork simple or martial weapon. 1st Reinforce Armaments transmutation Temporarily mitigates the fragile quality in targeted weapon or armor. 1st Sun Metal transmutation Weapon touched bursts into flames. 1st Theft Ward transmutation You ward a single object in your possession against theft. 0th Virtue transmutation Subject gains 1 temporary hp. Dark Archive S8:
ENDURING SCHOLAR (2+ goals): Your exposure to dangerous magic has conditioned you to resist spells. Once per adventure before rolling a saving throw against a spell, you can apply a bonus equal to 1 plus half the number of goals you have completed. ARCHIVIST (4+ goals): You often have just the right tome on hand. Once per adventure, you may apply a bonus on any Knowledge or Linguistics check equal to half of the number of Dark Archive goals you have completed, rounded down. You also learn an additional language. MASTER LIBRARIAN (7+ goals): Before the start of an adventure, you may requisition up to three alchemical or magic items (except wands or scrolls with multiple spells) whose total gold piece value does not exceed 100 times your character level. You and your allies may use these items freely, but Zarta expects you to return any unused items at the end of the adventure. -------------------------------------------------------------------- [][]Recover a named text (typically listed in italics or quotes) found during the course of an adventure. [][]Recruit a named NPC scholar, knowledgeable spellcaster, or similar figure to the Dark Archive. Recruitment requires a Diplomacy or Knowledge (arcana) check with a DC equal to 15 plus your character level. []Recover a spellbook that contains spells whose combined spell levels equals or exceeds three times your character level (minimum 9). []Recover a named minor artifact or major artifact during the course of an adventure. [X][]Identify a potion or other magic item whose caster level equals or exceeds your character level. []Possess a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Knowledge (arcana), Profession (archivist, librarian, or scribe), Spellcraft, or Use Magic Device. [][]While adventuring in an area strongly connected to an element (e.g. a volcano, deep under the ocean, or an Elemental Plane), attune that area to Zarta’s extraplanar ritual. You can attempt this attunement once per region by spending 10 minutes and attempting a Knowledge (arcana or planes) check with a DC equal to 15 plus your character level. [][][]/[][]Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals. Dark Archive:
ENDURING SCHOLAR (2+ goals): Your exposure to dangerous magic has conditioned you to resist spells. Once per adventure before rolling a saving throw against a spell, you can apply a bonus equal to 1 + half the number of goals you have completed. MAGICAL TINKERER (4+ goals): You have a knack for analyzing and activating magic items. Use Magic Device is a class skill for you. Once per adventure, you can add a bonus equal to 5 + twice the number of goals you have completed to a Use Magic Device check. If your own skill bonus is higher, you instead gain a +2 bonus on that check. MASTER LIBRARIAN (7+ goals): Before the start of an adventure, you can requisition up to three alchemical or magic items (except wands or scrolls with multiple spells) whose total gold piece value does not exceed 100 × your character level. You and your allies can use these items freely, but Zarta expects you to return any unused items at the end of the adventure. ----------------------------------------------------------------- [][]Recover a named text (typically listed in italics or quotes) found during the course of an adventure. [][]Recruit a named NPC scholar, knowledgeable spellcaster, or similar figure to the Dark Archive. Recruitment requires a successful Diplomacy or Knowledge (arcana) check with a DC equal to 15 + your character level. []Participate in a magical or occult ritual during the course of an adventure. []Recover a named minor artifact or major artifact during the course of an adventure. [][]Identify a potion or other magic item whose caster level equals or exceeds your character level. []Have a number of ranks equal to your character level (minimum 4) in one of the following skills: Bluff, Knowledge (arcana), Profession (archivist, librarian, or scribe), Spellcraft, or Use Magic Device. [][]Participate in an adventure that takes place in the Blakros Museum or that features a member of the Blakros family. Alternatively, participate in an adventure that takes place on a demiplane. [][][]/[][]Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals. |