Gaius Plinius Secundus's page

216 posts. Organized Play character for Luke_Parry.

Full Name

Gaius Plinius Secundus




(Dual-Cursed) Lunar Oracle 17 (AC 28/20/18; HP 139/139; Fort +13, Ref +23, Will +14; Init +13; CMD 17; Perception +26)










Nikolai Tesla


Common, Samsaran, Celestial, Infernal, Terran, Aklo*, Aquan, Necril

Strength 7
Dexterity 5
Constitution 16
Intelligence 18
Wisdom 11
Charisma 30

About Gaius Plinius Secundus

Ring of Planar Focus (4000), Miracle x5

Killed an Ice Linnorn (Linnorn King)

Spells Active:
Gaius Plinius Secundus:
Endure Elements, Delay Poison, Magic Vestment, Enchantment Foil, Life Bubble.
Sir Ambrose:
Barkskin, Delay Poison, Enchantment Foil, Endure Elements, Greater Magic Fang x5, Greater Longstrider, Life Bubble, Magic Vestment. Divine Favour, Righteous Might

The Pendulate Divan of Emperor Fortigré:

Source Taldor, Echoes of Glory pg. 26
Aura moderate conjuration and transmutation; CL 11th
Slot none; Price 66,000 gp; Weight 100 lbs.
This luxurious, red felt divan is edged in gold latticework and made from highly polished, glossy black wood. If you lie upon it, you automatically understand how to activate it. Created for the mad Emperor Fortigré of Taldor thousands of years ago, the pendulate divan includes many special abilities.

When you sit, stand, or lie upon it, it can walk like a fourlegged animal with a movement speed of 30 feet, create up to 2 gallons of water per day, protect you with Endure Elements, and Fly or Teleport as per the spells (once each per day).

Initiative: +13 [+10 Cha + 2 Trait + 1 Cracked Dusty Rose Prism Ioun Stone]
Senses: Low Light Vision, 60' Darkvision; Perception +26
Speed: 30 ft

AC: 28 (10 + 6 (+1 Deathless Restful Haramaki, +5 with Bead of Karma'ed Magic Vestment + 10 Cha + 2 Natural Armor (Haagenti's Blessing))
Touch: 20 (10 + 10 Cha)
Flat-footed: 18 (10 + 6 (+1 Deathless Restful Haramaki, +5 with Bead of Karma'ed Magic Vestment + 2 Natural Armor (Haagenti's Blessing))

Hit Points: 139/139

Fort: +13 Ref: +23 Will: +14

+4 (Untyped) Save Vs. Enchantment
+10 (Untyped) Save Vs. Mind-affecting
+2 (Profane) Save Vs. Transmutation
+1 (Insight) Save Vs. Death


Immune to DC 15 or less Bleed effects

Spell Resistance: 20

Fire Resistance 10, Negative Energy Resistance 10

Light Fortification + 25% chance to ignore negative levels from an attack


Base Atk: +12/+7/+2; CMB: +10; CMD: 17


Skill Points per level:
Oracle: 4 (Class) + 4 (Intelligence) + 1 (FC)
Acrobatics -3
Appraise +4
Bluff +34 (+10 Cha + 17 ranks + 3 class skill + 3 Circlet of Persuasion + 1 Trait)
Climb -2
Craft(Any) +4
Diplomacy +40 (+10 Cha + 17 ranks + 3 class skill + 3 Circlet of Persuasion + 1 Trait + 6 Feat)
Disguise +13 (+10 Cha + 3 Circlet of Persuasion)
Escape Artist -3
Heal +0
Intimidate +13 (+10 Cha + 3 Circlet of Persuasion)
Knowledge(Arcana) +20 (+4 Int + 16 ranks)
Knowledge(Dungeoneering) +20 (+4 Int + 16 ranks)
Knowledge(Engineering) +5 (+4 Int + 1 rank)
Knowledge(Geography) +5 (+4 Int + 1 rank)
Knowledge(History) +8 (+4 Int + 1 rank + 3 class skill)
Knowledge(Local) +5 (+4 Int + 1 rank)
Knowledge(Nature) +5 (+4 Int + 1 rank)
Knowledge(Nobility) +31 (+4 Int + 16 ranks + 3 class skill + 1 Specialization + 5 Mossy Disk + 2 Boon)
Knowledge(Planes) +23 (+4 Int + 16 ranks + 3 class skill)
Knowledge(Religion) +23 (+4 Int + 16 ranks + 3 class skill)
Perception +26 (+0 Wis + 17 ranks + 3 class skill + 5 Eyes of the Eagle + 1 Trait)
Perform(Any) +13 (+10 Cha + 3 Circlet of Persuasion)
Ride -3
Sense Motive +1 (+0 Wis + 1 Trait)
Stealth -3
Survival +0
Swim -2
UMD +30 (+10 Cha + 17 ranks + 3 Circlet of Persuasion)

You are always on the lookout for reward and danger.

Benefits: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.

Benefit: You gain a +2 trait bonus on initiative checks.

You spent your formative years as a young blade in Oppara and learned the ins and outs of using fashion to improve your relations with others.

Benefit: So long as you are wearing clothing and jewelry worth more than 80 gp, you gain a +1 trait bonus on Bluff, Diplomacy, and Sense Motive checks. One of these skills (your choice) becomes a class skill for you.


1st: Noble Scion (Scion of War)
3rd: Spell Focus: Conjuration
5th: Greater Spell Focus: Conjuration
7th: Persistent Spell
9th: Quicken Spell
11th: Spell Penetration
13th: Piercing Spell
15th: Steadfast Personality
17th: Skill Focus (Diplomacy)

Racial Abilities:
Lifebound (Ex):
Samsarans gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.

Mystic Past Life (Su):
You can add spells from another spellcasting class to the spell list of your current spellcasting class. You add a number of spells equal to 1 + your spellcasting class’s key ability score bonus (Wisdom for clerics, and so on) (6). The spells must be the same type (arcane or divine) as the spellcasting class you’re adding them to. For example, you could add divine power to your druid class spell list, but not to your wizard class spell list because divine power is a divine spell. These spells do not have to be spells you can cast as a 1st-level character. The number of spells granted by this ability is set at 1st level. Changes to your ability score do not change the number of spells gained. This racial trait replaces shards of the past.

Low-Light Vision:
Samsarans can see twice as far as humans in conditions of dim light.

Samsaran Magic (Sp):
Samsarans with a Charisma score of 11 or higher gain the following spell-like abilities: 1/day—comprehend languages, deathwatch, and stabilize. The caster level for these effects is equal to the samsaran’s level.

Class Features:
Primal Companion (Ex) (1st):
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.

Prophetic Armor (Ex) (3rd):
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.

Fortune (Ex) (5th):
At 5th level, as an immediate action, you can reroll any one d20 roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it’s worse than the original roll. You can use this ability once per day at 5th level, and one additional time per day for every six oracle levels beyond 5th.

Misfortune (Ex) (7th):
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.

Moonlight Bridge (Su) (11th):
You summon a bridge of moonlight. The 10-foot-wide span touches the ground at a point adjacent to you. It can extend from this point in any direction for 10 feet per oracle level. The path persists until you have crossed over the bridge or for 24 hours, whichever is shorter. You may summon a moonlight bridge a number of times per day equal to your Charisma bonus. Should the bridge be attacked, treat it as a wall of force.

Eye of the Moon (Su) (13th):
Your connection to the moon makes you supernaturally perceptive. You gain darkvision to a range of 60 feet. At 11th level, as a standard action, you can focus on a specific object or area (the size of which can be no greater than a 10-foot-by-10-foot square) and see it as though with true seeing as long as the moon is shining on it. Moonless nights, cloudy skies, and shadows interfere with this ability.

Mantle of Moonlight (Su) (15th):
Your innate understanding of the moon renders you immune to the curse of lycanthropy.

Additionally, you may disrupt a lycanthrope‘s connection to the moon with a successful touch attack. This action automatically forces the lycanthrope into its humanoid form, in which it must remain for a number of rounds equal to your oracle level. Upon reaching 5th level, you can use this ability to force others into a rage, as the spell. Using this ability is a melee touch attack. You can use this ability once per day at 5th level plus one additional time per day for every 5 levels above 5th.

Curse - Tongues (non-advancing):
In times of stress or unease, you speak in tongues.


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.

Curse - Wrecking Mysticism:
A divine entity has blessed you with a source of eldritch power that erodes your fortitude, increasing by 50% the duration of any poison, sickened condition, or nauseated condition affecting you.


Whenever you would gain a mystery spell, you can gain Magical Tail as a bonus feat instead. Once this choice has been made, it cannot be changed. You cannot replace a bonus spell granted to you by an oracle archetype with Magical Tail, even if it replaces a mystery spell.

At 5th level, add minor image and ventriloquism to your list of spells known.

At 10th level, add magic jar to your list of spells known.

At 15th level, add project image to your list of spells known.

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.

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).

Orisons: Create Water, Detect Magic, Detect Poison, Enhanced Diplomacy, Guidance, Light, Mending, Purify Food and Drink, Read Magic, Spark, Stabilize, Virtue
1st level (22/9 used): Ant Haul, Celestial Healing, Cheetah's Sprint, Divine Favor, Endure Elements, Liberating Command, Remove Fear, Shield of Faith, Ventriloquism, CLW, Ill Omen
2nd level (88/9 used): Barkskin, Bone Fists, Burst of Radiance, Delay Poison, Grace, Lesser Restoration, Resist Energy, Minor Image, CMW, Oracle's Burden
3rd level (8/8 used): Blindness/Deafness, Borrow Fortune, Greater Magic Fang, Greater Longstrider, Invisibility Purge, Magic Vestment, Summon Totem Creature, CSW, Bestow Curse
4th level (52/8 used): Air Walk, Anti-Incorporeal Shell, Blessing of Fervor, Death Ward, Enchantment Foil, Explosion of Rot, Freedom of Movement, Restoration, Spell Immunity, CCW, Moonstruck
5th level (31/8 used): Atonement, Baleful Polymorph, Breath of Life, Plane Shift, Life Bubble, Righteous Might, Magic Jar, Mass CLW, Aspect of the Wolf
6th level (0/8 used): Chains of Light, Greater Dispel Magic, Heal, Source Severance, Word of Recall, Mass CMW, Litany of Madness
7th level (0/7 used): Greater Scrying, Particulate Form, Project Image, Mass CSW, Lunar Veil
8th level (1/5 used): Divine Vessel, Create Demiplane, Mass CCW, Blood Mist


Cracked Dusty Rose Ioun Stone
Scarlet and Blue Sphere Ioun Stone
Mossy Disk Ioun Stone
Clear Spindle Ioun Stone
Cracked Pale Green Prism Ioun Stone
Cracked Tourmaline Sphere Ioun Stone
Noble's Outfit + Jewellery (Spring Collection)
Noble's Outfit + Jewellery (Summer Collection)
Signet Ring + 4 baubles (worth 100gp each)
+1 Deathless Restful Haramaki
Scarab of Protection (8/12)
Circlet of Persuasion
Headband of Alluring Charisma +6
Ring of Delayed Doom (1 charge)
Ring of Evasion
Long Gloves
Scabbard of Pain
Scabbard of Stanching
Sleeves of Many Garments
Eyes of the Eagle
Cloak of Resistance +5
Belt of Mighty Constitution +4
Gloves of Arrow Snatching
Lupine Robe
Tunic of Careful Casting

Strand of Prayer Beads
Talisman of the Summoned Steed
Lucky Horseshoe
Page of Spell Knowledge(Celestial Healing)
Page of Spell Knowledge(Magic Vestment)
Traveler's Any Tool

Shards of Aucturn

10,000gp of Diamonds

Wand of Comprehend Languages [5/50]
Wand of Lesser Restoration [2/50]

Dweomer's Essence [3/3]

Pendulate Divan of Emperor Fortigre

Spring-loaded Wrist Sheath #1
Spring-loaded Wrist Sheath #2
- Wand of See Invisibility [6/6]

Collapsible Rowboat
Compressed Air x2

Coins: 46gp 0sp 0cp

Sir Ambrose, Big Cat Animal Companion 17:

N Animal
Init +5; Senses: Low-light vision, Scent; Perception +3, +11 if scent-based

AC: 41, Touch: 14, Flat-footed: 36 (10 + 5 Dex + 18 natural - 1 Size, +9 ((+5) +1 Deathless Restful Large Haematite Chain Shirt Barding))
hp: 119/119, DR:
Fort: +19, Ref: +19, Will: +13

+4 (Morale) bonus on Will saves against enchantment spells and effects
+4 (Untyped) Save Vs. Enchantment spells and effects
+2 Save Vs. Sleep, Paralysis, and Stun
+2 Save Vs. Spells, spell-like abilities, and supernatural abilities of aberrations, outsiders, and undead
+2 (Trait) Save Vs. Mind-affecting effects
+1 (Insight) Save Vs. Death effects

Immune to Unnatural Aura

Speed 60 ft.
Melee Bite +21 (1d8+19+Grab+2d6 Holy), Claw +21 (1d6+19+Grab+2d6 Holy), Claw +21 (1d6+19+Grab+2d6 Holy)

Str 26, Dex 20, Con 18, Int 3, Wis 16, Cha 10
BAB +10; CMB +19; CMD 32
Feats: Narrow Frame, Light Armor Proficiency, Improved Unarmed Strike, Dragon Style, Additional Traits (Fate's Favored, Death-Touched), Power Attack, Devotion Against the Unnatural
Skills: Acrobatics +18 (+30 on Jump), Climb +8, Escape Artist +7, Intimidate +0, Linguistics (-3), Perception +3, Stealth +5, Survival +3, Swim +8
SQ: Link, Share Spells, Improved Evasion, Devotion, Rake(1d6), Grab, Pounce
Languages: Aklo (can't speak)
Tricks: Air Walk, Attack, Attack(Anything), Come, Defend, Down, Exclusive, Flank, Guard, Heel, Hunt, Serve
Equipment: Amulet of Mighty Fists (Ghost-Touch, Holy), +1 Deathless Restful Large Haematite Chain Shirt Barding, Cracked Tourmaline Sphere Ioun Stone, Flawed Amber Spindle Ioun Stone x3, Cracked Pale Green Prism Ioun Stone x2, Lucky Horseshoe

Bite, DF, RM, GH, IC, Pounce: [dice]1d20+21+4+2+2+3-1+2[/dice], for [dice]2d6+19+4+2+2+3[/dice] Magical, Ghost-Touch, Good, Lawful damage, +[dice]2d6[/dice] Holy damage.
Claw, DF, RM, GH, IC, Pounce: [dice]1d20+21+4+2+2+3-1+2[/dice], for [dice]1d8+19+4+2+2+3[/dice] Magical, Ghost-Touch, Good, Lawful damage, +[dice]2d6[/dice] Holy damage.
Claw, DF, RM, GH, IC, Pounce: [dice]1d20+21+4+2+2+3-1+2[/dice], for [dice]1d8+19+4+2+2+3[/dice] Magical, Ghost-Touch, Good, Lawful damage, +[dice]2d6[/dice] Holy damage.
Rake, DF, RM, GH, IC, Pounce: [dice]1d20+21+4+2+2+3-1+2[/dice], for [dice]1d8+19+4+2+2+3[/dice] Magical, Ghost-Touch, Good, Lawful damage, +[dice]2d6[/dice] Holy damage.
Rake, DF, RM, GH, IC, Pounce: [dice]1d20+21+4+2+2+3-1+2[/dice], for [dice]1d8+19+4+2+2+3[/dice] Magical, Ghost-Touch, Good, Lawful damage, +[dice]2d6[/dice] Holy damage.