Heledar
Male angel-blooded aasimar (angelkin) oracle 4/paladin (hospitaler) 2 (Pathfinder RPG Advanced Player's Guide 42, 116; Pathfinder RPG Advanced Race Guide 84)
LG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception -2
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Defense
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AC 21, touch 12, flat-footed 19 (+7 armor, +2 shield, +2 Dex)
hp 58 (2d10+4d8+13)
Fort +11, Ref +8, Will +10; +2 vs. death
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee cold iron longsword +9 (1d8+4/19-20) and
. . mwk cold iron bardiche +10 (1d10+6/19-20) and
. . silver light mace +9 (1d6+4)
Ranged sling +7 (1d4+4)
Special Attacks channel positive energy 5/day (DC 16, 3d6), smite evil
Spell-Like Abilities (CL 6th; concentration +10)
. . At will—detect evil
. . 1/day—alter self Oracle Spells Known (CL 6th; concentration +10):
. . 2nd (4/day)—cure moderate wounds, lesser restoration, shield other
. . 1st (7/day)—bless, cure light wounds, detect undead, divine favor, protection from evil
. . 0 (at will)—create water, detect magic, guidance, mending, purify food and drink (DC 14), stabilize
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Statistics
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Str 18, Dex 14, Con 14, Int 12, Wis 7, Cha 18
Base Atk +5; CMB +9; CMD 21
Feats Combat Reflexes, Fey Foundling[ISWG], Power Attack
Traits fate's favored, magical knack
Skills Diplomacy +13, Handle Animal +8, Heal +11, Knowledge (history) +5, Knowledge (nature) +5, Knowledge (planes) +8, Knowledge (religion) +10, Linguistics +2, Sense Motive +2, Survival +3; Racial Modifiers +2 Heal, +2 Knowledge (planes)
Languages Celestial, Common, Draconic, Sylvan
SQ aura of good, interaction bonus, lay on hands, mystery (mystery [life]), oracle's curse (legalistic), revelation (life link, channel), vow to self
Combat Gear brooch of shielding, potion of cure light wounds, healer's kit; Other Gear +1 mithral agile breastplate, +1 light steel shield, cold iron longsword, mwk cold iron bardiche, silver light mace, sling, cloak of resistance +1, backpack, masterwork, climber's kit, cold weather outfit, sunrod, surgeon's tools, trail rations (6), waterskin, andoran brandy (worth 20 gp), andoran wine (worth 25 gp), 298 gp
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Special Abilities
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Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Cold weather outfit +5 Fort save vs. cold weather.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fate's Favored Increase luck bonuses by 1.
Fey Foundling Magical healing works better on you
Interaction Bonus +3 bonus to one-on-one Diplomacy, Intimidate, and Sense Motive checks.
Lay on Hands (1d6, 5/day) (Su) You can heal 1d6 damage, 5/day
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
Life Link (4 max bonds, 100 feet) (Su) As a standard action, establish bond that drains your HP to heal other below -5 hp.
Magical Knack (Oracle) +2 CL for a specific class, to a max of your HD.
Oracle Channel Positive Energy 3d6 (5/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Potion of cure light wounds Add this item to create a potion of a chosen spell.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Smite Evil (1/day) (Su) +4 to hit, +2 to damage, +4 deflection bonus to AC when used.
Vow to Self (1/day) +4 morale bonus to one role to keep a promise.
Heledar Level 5:
Heledar
Male Angel-Blooded Aasimar (Angelkin) Oracle 3/Paladin (Hospitaler) 2
LG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception -2
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Defense
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AC 19, touch 12, flat-footed 17 (+7 armor, +2 Dex)
hp 50 (2d10+3d8+10)
Fort +11, Ref +8, Will +9; +2 vs. death
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee cold iron longsword +8 (1d8+4/19-20) and
. . masterwork cold iron bardiche +9 (1d10+6/19-20) and
. . silver light mace +8 (1d6+4)
Ranged sling +6 (1d4+4)
Special Attacks channel positive energy 5/day (DC 16, 2d6), smite evil
Spell-Like Abilities (CL 5th; concentration +9)
. . At will—detect evil
. . 1/day—alter self Oracle Spells Known (CL 5th; concentration +9):
1st (6/day)—bless, cure light wounds, detect undead, divine favor, protection from evil
0 (at will)—create water, detect magic, mending, purify food and drink (DC 14), stabilize
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Statistics
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Str 18, Dex 14, Con 14, Int 12, Wis 7, Cha 18
Base Atk +4; CMB +8; CMD 20
Feats Combat Reflexes, Fey Foundling, Power Attack
Traits fate's favored, magical knack
Skills Diplomacy +12, Handle Animal +8, Heal +10, Knowledge (history) +5, Knowledge (nature) +5, Knowledge (planes) +7, Knowledge (religion) +9, Linguistics +2, Sense Motive +2, Survival +2; Racial Modifiers +2 Heal, +2 Knowledge (planes)
Languages Celestial, Common, Draconic, Sylvan
SQ aura of good, lay on hands, mysteries (mystery [life]), oracle's curses (legalistic), revelations (life link, channel), vow to self
Combat Gear brooch of shielding, potion of cure light wounds, healer's kit; Other Gear +1 mithral agile breastplate, +1 light steel shield, cold iron longsword, masterwork cold iron bardiche, silver light mace, sling, cloak of resistance +1, backpack, masterwork, climber's kit, cold weather outfit, sunrod, surgeon's tools, trail rations (6), waterskin, andoran brandy (worth 20 gp), andoran wine (worth 25 gp), 298 gp
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Special Abilities
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Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Cold weather outfit +5 Fort save vs. cold weather.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fate's Favored Increase luck bonuses by 1.
Fey Foundling Magical healing works better on you
Lay on Hands (1d6) (5/day) (Su) You can heal 1d6 damage, 5/day
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
Life Link (3 bonds, 130') (Su) Bond drains your HP to heal others.
Magical Knack (Oracle) +2 CL for a specific class, to a max of your HD.
Oracle Channel Positive Energy 2d6 (5/day) (DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Potion of cure light wounds Add this item to create a potion of a chosen spell.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Smite Evil (1/day) (Su) +4 to hit, +2 to damage, +4 deflection bonus to AC when used.
Vow to Self (1/day) +4 morale bonus to one role to keep a promise.
'Old' Heledar:
Heledar
Peri-Blooded Aasimar (Emberkin) Oracle (Dual-Cursed Oracle) 5
CG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +10
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Defense
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AC 19, touch 12, flat-footed 17 (+5 armor, +2 shield, +2 Dex)
hp 41 (5d8+10)
Fort +4, Ref +4, Will +6; +2 vs. death
Resist acid 5, cold 5, electricity 5
Weakness oracle's curses (haunted, legalistic)
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Offense
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Speed 30 ft.
Melee cold iron light mace +3 (1d6) and
. . masterwork silver light mace +4 (1d6)
Ranged light crossbow +5 (1d8/19-20)
Special Attacks channel positive energy 7/day (DC 17, 4d6)
Spell-Like Abilities (CL 5th; concentration +9)
. . 1/day—pyrotechnics (DC 16)
Oracle (Dual-Cursed Oracle) Spells Known (CL 5th; concentration +9):
2nd (5/day)—cure moderate wounds, oracle's burden (DC 16), shield other, spiritual weapon
1st (7/day)—bless, cure light wounds, ill omen, magic weapon, murderous command (DC 15), protection from evil
0 (at will)—create water, detect magic, light, mending, read magic, stabilize
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Statistics
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Str 11, Dex 14, Con 14, Int 14, Wis 12, Cha 19
Base Atk +3; CMB +3; CMD 15
Feats Extra Channel, Extra Revelation, Fey Foundling, Selective Channeling
Traits dangerously curious, valashmai veteran
Skills Diplomacy +12, Heal +7, Knowledge (history) +6, Knowledge (planes) +10, Knowledge (religion) +9, Perception +10, Sense Motive +5, Spellcraft +12, Use Magic Device +13; Racial Modifiers +2 Knowledge (planes), +2 Spellcraft
Languages Celestial, Common, Draconic, Sylvan
SQ interaction bonus, mysteries (mystery [life]), revelations (energy body, life link, misfortune, channel), vow to self
Combat Gear brooch of shielding, potion of cure light wounds, healer's kit; Other Gear +1 mithral chain shirt, +1 light steel shield, cold iron light mace, light crossbow, masterwork silver light mace, cloak of resistance +1, backpack, masterwork, sunrod, trail rations (5), andoran brandy (worth 20 gp), andoran wine (worth 25 gp), 44 gp, 5 cp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Body (1d6+5) (5 rounds/day) (Su) Elemental subtype and deal 1d6+5 to undead who touch you or heal 1d6+5 to allies who enter your square.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fey Foundling Magical healing works better on you
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Interaction Bonus +3 bonus to one-on-one Diplomacy, Intimidate, and Sense Motive checks.
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
Life Link (5 bonds, 150') (Su) Bond drains your HP to heal others.
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 o
Oracle Channel Positive Energy 4d6 (7/day) (DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Potion of cure light wounds Add this item to create a potion of a chosen spell.
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.
Notes:
GM Birch wrote:
The conversation peters out - or at least becomes less comprehensible as more and more ale is drunk.
The following day, Cygar requests your attendance at the Seven Silvers. Being seen with the heroes of Kassen has done wonders for his profile and whereas you would previously have seen only cautious glances in his direction, now he is greeted warmly by one and all.
Once you are all seated, he clears his throat and launches into what was clearly a planned speech – each word is carefully measured. ”What has been stolen from the crypt worries me. We know that two parts of a broken amulet were taken, and I suspect that nothing good can come from the theft. Although life in the town is beginning to return to normal. I can sense that folks are still quite wary of the dark and worried that some overlooked undead fiend might stalk from the crypt. By taking the fight out of Kassen, you’ll also dampen down these fears I reckon. Please sort out any remaining business you have and meet me by the docks this afternoon and be ready for travel. You’re off to the capital!”
GM Birch wrote:
It makes sense to both nudge us along and answer the questions in this scene
When you arrive at the docks, you find Cygar waiting for you, standing in front of a large river barge. He greets you and explains that he has made contact with a friend in Tamran named Reginar who could help.
”Reginar knows the city well and has been keeping an eye on masked followers of Razmir. The mask you found matches the description of the masks they wear. I need you to travel to Tamran and learn what you can about the tomb robbers and, if possible, recover the amulet fragments so they can be returned to their resting place. I have booked passage for you to Tamran on the Black Mist, a river barge run by captain Walren. The barge is headed straight for Tamran with a shipment of ingots from Skelt, which will make the journey swift and easy. Find Reginar once you reach Tamran, and he will help you on your mission. Does this answer your questions?"
GM Birch wrote:
Cygar nods at each question in turn before responding.
"Reginar is a former ranger. He must be about six feet tall, long hair in a pony-tail and a weathered and scarred face."
"I believe it's about a week to Tamran, but the captain will be better placed to give you an accurate answer."
"And that's a good question Grobradon. I shall make sure nothing happens here whilst your gone. Hopefully my presence should give the locals some comfort. I hasten to add that I am not expecting anything to happen - but better safe than sorry."
Loot and Stuff:
- First fight against lizardmen:
9 x vials of poison, bracers of armor +1, 3 x javelin, 1 x spear, 2 x masterwork morningstars, some precious stones (worth 31 gp), 3 x heavy wooden shield, 3 x morningstar