Cleric of Iomedae

Horacio - The Purifier's page

91 posts. Alias of Pirate Rob.


Classes/Levels

HP 93/83 | AC 26* T 13 FF 14* CMD 16 | F +7 R +6 W +14 | Init +7 | Perception +18 (Darkvision) | Spd 20

Gender

M Aasimar Shaman 8 |

Strength 7
Dexterity 14
Constitution 14
Intelligence 14
Wisdom 20
Charisma 16

About Horacio - The Purifier

Horacio, The Purifier
Male aasimar shaman 8 (Pathfinder RPG Advanced Class Guide 35, Pathfinder RPG Bestiary 7)
NG Medium outsider (native)
Init +7; Senses darkvision 60 ft.; Perception +18
--------------------
Defense
--------------------
AC 21, touch 13, flat-footed 19 (+6 armor, +1 deflection, +2 Dex, +2 shield)
hp 83 (8d8+40)
Fort +7, Ref +6, Will +14
Resist acid 5, cold 5, electricity 5, fire 10
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Special Attacks hexes (cinder dance, flame curse, secret), wandering hex (arcane enlightenment)
Spell-Like Abilities (CL 8th; concentration +11)
. . 1/day—daylight
Shaman Spells Prepared (CL 8th; concentration +14)
. . 4th—cure critical wounds, slowing mud[ACG] (DC 20), wandering star motes[APG] (DC 20); legend lore or wall of fire
. . 3rd—magic vestment, maximized scorching ray (3); fireball (DC 20) or locate object
. . 2nd—barkskin, barkskin, false life, flaming sphere (DC 19); resist energy[S] or tongues[S]
. . 1st—charm person (DC 17), cure light wounds, entangle (DC 17), magic missile (3); burning hands[S] (DC 18) or identify[S]
. . 0 (at will)—detect magic, mending, read magic, stabilize
. . S spirit magic spell; Spirit Flame Wandering Spirit Lore
--------------------
Statistics
--------------------
Str 7, Dex 14, Con 16, Int 14, Wis 23, Cha 16
Base Atk +6; CMB +4; CMD 17
Feats Alertness, Maximize Spell, Nimble Moves, Point-Blank Shot, Precise Shot, Spell Focus (evocation), Toughness
Traits magical lineage, wayang spell hunter
Skills Diplomacy +16, Knowledge (planes) +13, Perception +18, Sense Motive +16, Spellcraft +13, Survival +17; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common, Draconic, Hallit
SQ fiery soul, monstrous insight, spirit animal (rabbit named Arcane Familiar), touch of flame
Other Gear dragonhide breastplate, mithral heavy shield, belt of physical might +2 (Dex, Con), cloak of resistance +2, cracked dusty rose prism ioun stone, headband of inspired wisdom +4, ring of protection +1, 150 gp
--------------------
Special Abilities
--------------------
Arcane Enlightenment (Su) Add Charisma bonus wizard spells to your spells known list.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
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.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Familiar Bonus: +4 to Initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Fiery Soul (8d4 fire damage, 3/day) (Su) As a standard action every d4 rds, breath fire in 15-ft cone (Ref half).
Flame Curse (Su) Foe in 30 ft becomes vulnerable to fire for 2 rds.
Maximize Spell All variable effects of a spell are maximized. +3 Levels.
Monstrous Insight (6/day) (Su) As a standard action, attempt know check to ID monster and gain +2 to att & AC vs. that foe.
Nimble Moves (5 ft/rd) Move through the listed amount of difficult terrain each rd as if it were normal terrain.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spirit Animal (spirit animal (rabbit named Arcane Familiar)) If spirit animal is slain, cannot use spirit magic or prepare new spells.
Touch of Flame (6/day) (Su) As a standard action, melee touch deals fire dam.