Seoni

Eroil the Arrow's page

226 posts. Organized Play character for Helikon.


Full Name

Eroil

Race

Aasimar

Spoiler:
AC 19/T14/FF15 HP 24 /24 F+3 R+5 W+3 Init +1 Perception+5

Classes/Levels

Dual Cursed Lunar Oracle 3

Gender

female

Size

F Picture of Eroil

Special Abilities

Daylight

Alignment

NG

Deity

Korada

Languages

Common, Celestial (Always in battle)

Homepage URL

Eroil

Strength 14
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 10
Charisma 18

About Eroil the Arrow

Data:

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
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. Like other spellcasters, an oracle can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given on Table: Oracle. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). Unlike other divine spellcasters, an oracle’s selection of spells is extremely limited. An oracle begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new oracle level, she gains one or more new spells, as indicated on Table: Oracle Spells Known. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score. In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with “cure” in the name, inflict spells include all spells with “inflict” in the name). These spells are added as soon as the oracle is capable of casting them. This choice is made when the oracle gains her first level and cannot be changed. Upon reaching 4th level, and at every even-numbered oracle level after that (6th, 8th, and so on), an oracle can choose to learn a new spell in place of one she already knows. In effect, the oracle loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. An oracle may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any cure or inflict spells, nor can she swap any spells gained from her mystery. 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.

Oracle’s Curse:
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.
Haunted
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.
At 5th level, add levitate and minor image to your list of spells known.
At 10th level, add telekinesis to your list of spells known.
At 15th level, add reverse gravity to your list of spells known.
Tongues: Can not improve
Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran.
Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language.

Class Skills
A dual-cursed oracle gains no additional class skills from her mystery.

Bonus Spells
These bonus spells replace the oracle’s mystery bonus spells at these levels: ill omen (2nd), oracle’s burden (4th), bestow curse (6th).

Revelations
Misfortune (Ex):
At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it’s worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day.
Primal Companion (Ex):
You gain the service of a faithful animal of the night. You can select from a bear, boar, crocodile, shark, tiger, or wolf. This animal functions as a druid's animal companion, using your oracle level as your effective druid level.
At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it’s worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day.
Prophetic Armor (Ex):
You are so in tune with your primal nature that your instincts often act to save you from danger that your civilized mind isn’t even aware of. You may use your Charisma modifier (instead of your Dexterity modifier) as part of your Armor Class and all Reflex saving throws. Your armor’s maximum Dexterity bonus applies to your Charisma, instead.

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.