About GeroldMystery Time
XP ==Defense==
Speed 30ft (20 ft in armor)
BAB: +4, CMB: +5, CMD: 18 Spells Known and Spells Per Day:
Spells Known Bonus Spells (and at what level learned): memory lapse (2nd), gentle repose (4th), sands of time (6th), threefold aspect (8th), permanency (10th), contingency (12th), disintegrate (14th), temporal stasis (16th), time stop (18th). 0: (7) Detect Magic, Mending, Create Water, Virtue, Read Magic, Enhanced Diplomacy, Spark 1st: (4 + cure spells +2 FC) Cure Light Wounds, Shield of Faith, Inflict Light Wounds, Memory Lapse, Ant Hual, Infernal Healing, Sanctify 2nd: (2 + cure spell) Cure Moderate Wounds, Gentle Repose, Cat's Grace, Eagle's Splendor, Spear of Purity 3rd: (1 + cure spell) Cure Serious Wounds, Sands of Time, Bestow Curse, Channel Vigor Spells per Day 1st: 8 (6 class +2 CHA) DC:17 2nd: 8 (6 class +2 CHA) DC:18 (1 used) 3rd: 5 (4 class +1 CHA) DC:19
Favored class benefits: 3 HP, 2 Human Variant, 0 Skills Skills:
Ranks: ( Class + Skilled) Acrobatics + Appraise + Bluff* +14 (4 ranks, 6 Cha, 3 class, 1 trait) Climb + Craft* + Diplomacy* +10 (1 rank, 6 Cha, 3 class) Disable Device + Disguise + Escape Artist + Fly* + Handle Animal + Heal* + Intimidate + Knowledge (arcana)* + Knowledge (dungeoneering) + Knowledge (engineering) + Knowledge (history)* + Knowledge (local)* + Knowledge (nature) + Knowledge (nobility) + Knowledge (planes)* +11 (5 rank, 3 class, 3 skill focus) Knowledge (religion)* +4 (1 rank, 3 class) Linguistics +2 (2 ranks) Perception* +8 (6 ranks, -1 Wis, 3 class) Perform + Profession* + Ride + Sense Motive* +8 (6 ranks, -1 Wis, 3 class) Sleight of Hand + Spellcraft* +9 (6 ranks, 3 class) Stealth + Survival + Swim + Use Magic Device* +13 (4 ranks, 6 Cha, 3 class) *Class Skill Languages: Abyssal, Common, Infernal Feats & Traits:
Feats lvl 1:Spell Focus (Conjuration) HBF: Augment Summoning lvl 3: Superior Summoning lvl 5: Craft Wondrous Item lvl 7: Skill Focus (Knowledge: Planes) Traits
Taken Traits Fast-Talker
Dealmaker
Curse:
Legalistic Source Pathfinder Player Companion: Blood of Fiends Effect Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual. At 5th level, you gain a +3 competence bonus on Diplomacy, Intimidate, and Sense Motive checks while talking to an individual one-on-one. At 10th level, you can make a new saving throw each minute to resist mind-affecting effects as your subconscious searches for loopholes. At 15th level, any creature that violates its freely given word to you takes a penalty to AC, to spell resistance, and on saving throws against your attacks and abilities equal to your Charisma modifier (minimum 1) for 24 hours.
Class Abilities:
Revelations Aging Touch (Su): Your touch ages living creatures and objects. As a melee touch attack, you can deal 1 point of Strength damage for every two oracle levels you possess to living creatures. Against objects or constructs, you can deal 1d6 points of damage per oracle level. If used against an object in another creature’s possession, treat this attack as a sunder combat maneuver. You can use this ability once per day, plus one additional time per day for every five oracle levels you possess. Temporal Celerity (Su): Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results. Energy Drain (Su): At 2nd level, a souleater gains the energy drain ability. By making a touch attack as a standard action, she bestows one negative level on the target (two levels on a critical hit). The souleater gains 5 temporary hit points for each negative level she bestows on an opponent. These temporary hit points last for a maximum of 1 hour. The DC to remove this negative level is 10 + the souleater’s class level + her spellcaster ability modifier. At 6th level, this touch attack bestows two negative levels (four on a critical hit). Soul Pool (Su): At 2nd level, a souleater gains a pool of soul points, stolen life energy she can use to accomplish unnatural feats. The number of soul points in the pool begins at 0 and only increases when the souleater uses her energy drain ability on a suitable target. A souleater gains 1 soul point for each negative level bestowed by her energy drain, but only if the target’s soul qualifies as at least an “animal spirit” with Hit Dice equal to or greater than the souleater’s class level, a “basic soul,” or something more powerful/notable (see The Soul Trade). The maximum number of soul points a souleater can have in her pool is equal to 1/2 her class level plus her spellcasting ability modifier; any points above this are wasted. Note that soul points are fragments of souls and do not prevent a slain creature from being raised. A souleater can use soul points for the following: Item Creation: A souleater can use soul points as part of crafting magic items, as described in the Using Souls sidebar. Each counts as a basic soul toward this purpose. Recharge staff: This works like recharging a staff in the normal manner, but instead of spell slots, the souleater expends soul points equal to the spell level needed. Recover Spell Slot: As a full-round action, a souleater can expend soul points equal to twice the spell level of a cast spell or used spell slot in order to regain that spell or slot as if it had not been cast (similar to using a pearl of power, except it also works for spontaneous casters). Replace Familiar: A souleater can replace her slain cacodaemon familiar at any time by spending 1 hour and 10 soul points in a specialized ritual. Summon Cacodaemon (Sp) At 3rd level, once per day, a souleater can summon 1d3 cacodaemons, which serve her for 1 minute per souleater class level. This ability otherwise counts as greater summon cacodaemon.
Equpiment:
Oracle's Kit 5 GP 13 lbs. Bedroll (part of kit) Belt Pouch (part of kit) Candles (10) (part of kit) Flint and Steel (part of kit) Iron Pot (part of kit) Mess Kit (part of kit) Soap (part of kit) Torches (10) (part of kit) Trail Rations (5 days) (part of kit) Clerics Vestments 0 GP 6 lbs. Light Crossbow 35 GP 4 lbs. Bolts(10) 1 GP 1 lbs. Dagger 1 GP 1 lbs. Light Mace +1 2305 GP 4 lbs. Headband of Alluring Charisma +2 2000 GP Belt of Incredible Dexterity +2 2000 GP Angelskin Mountain Pattern 2250 GP 40 lbs (+6 Armor, +3, Max Dex –3 ACP, 20 ft) Ring of Sustenance (2000 GP) Handy Haversack 2000 GP 5 lbs. Cloak of Resistance +1 1000 GP 2 lbs. Potion of CLW 1269 GP SP CP Weight Load:
Light Load 43 lbs. or less Medium Load 44–86 lbs. Heavey Load 87–130 lbs. Lift Over Head 130 Lift Off Ground 260 Drag or Push 650 Current Weight 73 lbs. (20 lbs. in Haversack) Backstory/Personality:
Backstory
Personality
Familiar:
Cacodaemon CR 2 NE Tiny outsider (daemon, evil, extraplanar) Init +4; Senses darkvision 60 ft., detect good, detect magic; Perception +7 DEFENSE
OFFENSE
SPECIAL ABILITIES
Cacodaemonia: Bite—injury; save Fortitude DC 12; onset 1 day; frequency 1/day; effect 1d2 Wisdom damage, cure 2 consecutive saves.
Soul Lock (Su) Once per day as a full-round action, a cacodaemon can ingest the spirit of any sentient creature that has died within the last minute. This causes a soul gem to grow inside of the cacodaemon’s gut, which it can regurgitate as a standard action. A soul gem is a fine-sized object with 1 hit point and hardness 2. Destroying a soul gem frees the soul within, though it does not return the deceased creature to life. This is a death effect. Any attempt to resurrect a body whose soul is trapped in a soul gem requires a DC 12 caster level check. Failure results in the spell having no effect, while success shatters the victim’s soul gem and returns the creature to life as normal. If the soul gem rests in an unholy location, such as that created by the spell unhallow, the DC of this caster level check increases by +2. The caster level check DC is Charisma-based. Any evil outsider can, as a standard action, ingest a soul gem. Doing so frees the soul within, but condemns it to one of the lower planes (though the soul can be returned to life as normal). The outsider gains fast healing 2 for a number of rounds equal to its Hit Dice. Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat. Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails. Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast). Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does. Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates. Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
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