Shaakhib

Iorghil Ionescue's page

158 posts. Alias of Zin Z'arin.


Race

| HP: 24/24 | AC: 17 16 (13 12 Tch, 15 14 Fl) | CMD: 14 (12 Fl) | F: +3, R: +4, W: +4 | Init: +2 | Perc: +6, SM +4

Classes/Levels

| Speed 30 ft | Active conditions: hedging weapons

Gender

Male NG Half-Elven Oracle 3

About Iorghil Ionescue

Male Half-Elf Oracle (Spirit Guide) 3
NG Medium Humanoid (human, elf)
Init +2; Senses low-light vision; Perception +6
. . low-light vision see twice as far as a human in dim light, distinguishing color and detail

Str 10, Dex 14, Con 12, Int 12, Wis 8, Cha 19
. . +2 circumstance bonus on Str checks to force open a door or chest when using traveler's any-tool as a crowbar
. . +4 circumstance bonus on Str checks to break open a door with the aid of an ally when using traveler's any-tool as a portable ram
. . +5 circumstance bonus on Str checks to lift heavy objects when using properly secured traveler's any-tool as block and tackle with rope

Familiar: Leemor, petromin
The flesh of the shaman’s spirit animal accurately reflects the stars that would be visible in the night sky, no matter where the animal is or the time of day. Due to this, it can be used as a star map. In addition, it gains a fly speed of 5 feet; if the animal already has a fly speed, instead its fly speed increases by 10 feet. While the animal is flying, a small nimbus of light surrounds it.

Statblock:

Iorghil Ionescue
Male half-elf oracle (spirit guide) 4 (Pathfinder RPG Advanced Class Guide 106, Pathfinder RPG Advanced Player's Guide 42)
NG Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +7
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Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 30 (4d8+4)
Fort +3, Ref +4, Will +5; +2 racial bonus vs. transmutation spells and spell-like effects
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Offense
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Speed 30 ft.
Melee +1 dagger +6 (1d4+1/19-20) or
. . dagger +5 (1d4/19-20) or
. . mwk brass knuckles +6 (1d3) or
. . mwk dagger with key-shaped blade +6 (1d4/19-20)
Spell-Like Abilities (CL 4th; concentration +9)
. . 1/day—blend[ARG], flare (DC 15), know direction, mending
Oracle (Spirit Guide) Spells Known (CL 4th; concentration +9)
. . 2nd (4/day)—cure moderate wounds, false belief[UI], hypnotic pattern (DC 17), surmount affliction[UM]
. . 1st (8/day)—barbed chains[HA] (DC 16), charm person (DC 16), color spray (DC 16), cure light wounds, hedging weapons[HA], liberating command[UC]
. . 0 (at will)—detect poison, enhanced diplomacy, grasp, guidance, purify food and drink (DC 15), stabilize
. . Mystery Intrigue
. . S spirit magic spell; Spirit Heavens
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Statistics
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Str 10, Dex 14, Con 12, Int 12, Wis 8, Cha 20
Base Atk +3; CMB +5; CMD 15
Feats Agile Maneuvers, Alertness, Combat Expertise, Deadly Aim, Eldritch Heritage[UM], Extra Revelation[APG], Power Attack, Skill Focus (Knowledge [local])
Traits charming, missing son or daughter, wild stride
Skills Bluff +8 (+9 vs. humanoids, +9 vs. characters who could be attracted to you), Diplomacy +11 (+12 vs. humanoids, +12 vs. characters who could be attracted to you), Disguise +8, Knowledge (engineering) +5, Knowledge (geography) +5, Knowledge (history) +5, Knowledge (local) +11, Knowledge (nobility) +5, Knowledge (planes) +5, Knowledge (religion) +7, Perception +7, Sense Motive +7, Sleight of Hand +6, Stealth +8, Use Magic Device +12
Languages Common, Elven, First Speech
SQ bonded spirit, bonded spirit hex (heaven's leap), elf blood, fey magic, finesse weapon attack attribute, naive, oracle's curse (covetous), perfect[HA], revelations (assumed form[UI], whispered glimpses[UI]), spirit ()
Combat Gear scroll of lesser (x2) restoration, wand of magic missile (23 charges), acid (3), thunderstone; Other Gear mithral shirt, +1 dagger, dagger (6), mwk brass knuckles[APG], mwk dagger with key-shaped blade, cloak of resistance +1, traveler's any-tool[UE], covenant ring, masterwork backpack[APG], noble's outfit, gold chain (worth 125 gp), 167 gp, 4 sp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Assumed Form (Sp) Change appearance at will as disguise self
Bonded Spirit Gain a wandering spirit each day.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Covetous Must wear non-magic clothing/jewelry or are sickened. Also sick if valuable item stolen.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 bonus on Stealth checks You gain the Alertness feat while your familiar is within arm's reach.
Fey Magic (Favored Terrain [Urban]) Gain spell-like abilities in selected terrain.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Heaven's Leap (Su) As a standard action, ally in 30 ft moves as jester jaunt.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Naive -2 to AC vs. improvised weapons.
Perfect +1 to bluff and diplomacy vs. humanoids and +2 vs. transmutation spells.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Whispered Glimpses (Sp) Use Cha instead of Wis on Perception and Sense Motive.

Resources:

Bonded Spirit Heavens (choose spirit daily)
. . Hex (DC ) Heaven's Leap (Su; standard) move self or visible ally within 30' as with jester's jaunt; once targeted, ally can't be targeted for 24 hrs
A shaman who selects the heavens spirit has eyes that sparkle like starlight, exuding an aura of otherworldliness to those she is around. When she calls upon one of this spirit’s abilities, her eyes turn pitch black and the colors around her drain for a brief moment.
. . 1st level: color spray (Will DC 16) cone of colors causes creatures to be stunned, blinded, and unconscious depending on HD (see spell)
. . 2nd level: hypnotic pattern (Will DC 17) fascinate 2d4+caster level (max +10) HD of creatures

Oracle Revelations
. . Assumed Form change appearance at will as disguise self

Oracle Spells
2nd level (4/day) [ ][ ][ ][ ]
. . cure moderate wounds cure 2d8+1/caster level (max +10) hp
. . false belief implant memory in willing target of up to 1 hour in length
. . surmount affliction temporarily overcome one of blinded, confused, dazed, dazzled, deafened, fatigued, frightened, paralyzed, shaken, sickened

1st level (8/day) [x][ ][ ][ ][ ]-[ ][ ][ ]
. . barbed chains (Will DC 15) chain makes melee or trip combat maneuver; successful hit triggers Will save or shaken
. . charm person (Will DC 15) humanoid creature regards you as trusted friend and ally
. . cure light wounds cure 1d8+1/caster level (max +5) hp
. . hedging weapons weapon(s) of divine force float and provide deflection bonus to AC, can be thrown for force damage
. . liberating command target makes immediate Escape Artist check with competence bonus

Orisons
. . detect poison determine whether creature, object, or area is poison or has been poisoned
. . enhanced diplomacy grant +2 competence bonus on single Diplomacy or Intimidate check
. . grasp may immediately reroll failed Climb check with cumulative -2 penalty
. . guidance grant +1 competence bonus on single attack roll, saving throw, or skill check
. . purify food and drink makes contaminated food and drink potable
. . stabilize living creature with -1 or fewer hit points becomes stable

Fey Magic (1/day in Urban terrain)
. . blend [ ] +4 circumstance bonus on stealth checks when moving half speed
. . flare [ ] (Fort DC 14) burst of light can dazzle creature for 1 minute
. . know direction [ ] know where true North is
. . mending [ ] repair 1d4 hp damage to object

Wands
* requires Use Magic Device DC 20 to activate
. . *magic missile (23 charges) OO[ ][ ][ ]

Scrolls
. . restoration, lesser (2) [ ][ ]

Weapons
. . acid (3) [ ][ ][ ]
. . daggers (6) [ ][ ][ ][ ][ ]-[ ]
. . thunderstone [ ]


Defense:

AC 16, touch 12, flat-footed 14 (+2 Dex, +4 Armor; -2 vs improvised weapons); CMD 14 (12 Fl)
hp 24
Fort +3, Ref +4, Will +4
(+2 vs. transmutation spells and effects)

Special Defenses
. . Combat Expertise ±1 dodge bonus to AC in exchange for an equal penalty to attack
. . Missing Child +2 trait bonus on Will saves (included above)
. . Naive -2 penalty to AC vs improvised weapons
. . Perfect +2 racial bonus vs transmutation spells and effects


Offense:

BAB+2; CMB +4
Speed 30 ft.
Melee
. . +1 dagger +5 (1d4+1/19-20, P/S)
. . mwk dagger with key-shaped blade +5 (1d4/19-20, P/S)
. . dagger +4 (1d4/19-20, P/S)
. . mwk brass knuckles +5 (1d3, B)
. . unarmed strike +4 (1d3, B, nonlethal)
. . touch +4
Ranged
. . +1 dagger +5 (1d4+1/19-20, P/S, 10')
. . mwk dagger with key-shaped blade +5 (1d4/19-20, P/S, 10')
. . dagger +4 (1d4/19-20, P/S, 10')
. . ranged touch +4
Special Attacks
. . Agile Maneuvers use DEX instead of STR for CMB
. . Combat Expertise ±1 dodge bonus to AC in exchange for an equal penalty to attack
. . Deadly Aim -1/+2 trade a penalty to ranged attacks for a bonus to ranged damage
. . Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls
. . Power Attack +1/-2 you can subtract from your attack roll to add to your damage
. . Wild Stride (Urban) you can move through naturally occuring difficult terrain in your chosen terrain

Spells:

Oracle Spells Known (CL 4th; vs SR +4; concentration +9)

2nd
. . cure moderate wounds Standard, V/S, touch, instant
. . false belief 10 min plus length of altered memory, V/S/M (lemon and parchment), touch, 1 hr/level
. . surmount affliction Standard, V/S, personal, 1 rd/level

1st
. . barbed chains Standard, V/S/M (length of chain doused with fresh blood), close, instant
. . charm person Standard, V/S, close, 1 creature, 1 hr/level
. . cure light wounds Standard, V/S, touch, instant
. . hedging weapons Standard, V/S/DF, personal, 1 min/level
. . liberating command Immediate, V, close, 1 creature, instant

Orisons
. . detect poison Standard, V/S, close, 1 creature, object, or 5' cube, instant
. . enhanced diplomacy Standard, V/S, touch, 1 min or until discharged
. . grasp Immediate, V, personal, instant
. . guidance Standard, V/S, touch, up to 1 min
. . purify food and drink Standard, V/S, 10 ft, 1 cu ft/level of food/drink, instant
. . stabilize Standard, V/S, close, instant

Fey Magic (CL 3rd; vs SR +3; concentration +7)
. . blend Standard, personal, 10 min/level
. . flare (Fort DC 14) Standard, close, instant
. . know direction Standard, personal, instant
. . mending 10 minutes, 10', 1 object up to 1 cu ft/level, instant

Spell Modifiers
. . Charming +1 trait bonus on save DC for language-dependent spells vs targets that could be sexually attracted to you
. . Fey Magic (Urban) gain spell-like abilities in selected terrain
. . Share Spells with Familiar can cast spells with target of "you" on familiar, with range of touch


Feats & Traits:

Feats
. . Agile Maneuvers use DEX instead of STR for CMB
. . Alertness (when familiar within arms reach) +2 bonus on Perception and Sense Motive (+4 if 10 ranks in skill)
. . Combat Expertise ±1 dodge bonus to AC in exchange for an equal penalty to attack
. . Deadly Aim -1/+2 trade a penalty to ranged attacks for a bonus to ranged damage
. . Eldritch Heritage (Arcane) gain first level bloodline power for selected Sorcerer bloodline (treat as character level -2)
. . Extra Revelation gain one additional revelation
. . Power Attack +1/-2 you can subtract from your attack roll to add to your damage
. . Skill Focus (knowledge: local) gain +3 bonus on checks involving chosen skill (+6 if 10 ranks in skill)

Traits
. . Charming +1 trait bonus on Bluff and Diplomacy checks, and on the save DC of language-dependent spells, vs targets who could be sexually attracted to you
. . Missing Child +1 trait bonus on Will saves
. . Wild Stride (Urban) you can move through naturally occuring difficult terrain in your chosen terrain

Proficiencies
. . Armor Proficiency, Light No penalties on attack rolls while wearing light armor
. . Armor Proficiency, Medium No penalties on attack rolls while wearing medium armor
. . Shield Proficiency no penalties on attack rolls when using a shield (except tower shields)
. . Simple Weapon Proficiency No penalty on attacks made with simple weapons


Skills:

Skill Points 18 (4 Oracle, +1 Int, +3 fcb)
ACP -0 (-0 armor, -0 encumbrance)
* ACP applied to these skills

[ ] *Acrobatics +2 (-4 to jump when speed under 30'; +4 to jump when speed over 40')
[2] Bluff +6 (+1 vs humanoids; +1 vs characters who might be attracted)
[ ] *Climb +0 (+2 when using traveler's any-tool as a marlinspike with rope)
[2] Diplomacy +9 (+1 vs humanoids; +1 vs characters who might be attracted)
[ ] Disable Device n/a (+10 to open locks untrained when using traveler's any-tool as skeleton key)
[2] Disguise +6
[ ] *Escape Artist +2
[ ] *Fly +2
[ ] Heal -1
[ ] Intimidate +4
[ ] Knowledge (arcana) n/a
[ ] Knowledge (dungeoneering) n/a
[3] Knowledge (local) +10
[ ] Knowledge (nature) n/a
[ ] Knowledge (planes) n/a
[3] Knowledge (religion) +7
Knowledge (untrained) +1 (DC 10 max)
[ ] Perception +4 (+2 when familiar within arm's reach; +4 on sound-based checks when using traveler's any-tool as a masterwork ear trumpet)
[ ] *Ride +2
[ ] Sense Motive +4 (+2 when familiar within arm's reach)
[ ] Spellcraft n/a
[3] *Stealth +5 (+3 whem familiar within 1 mile)
[ ] Survival -1 (+2 to track specific animal or get along in the wild using traveler's any-tool as an animal call, +1 to start or maintain fires when using traveler's any-tool as a bellows)
[ ] *Swim +0 (+1 when using traveler's any-tool as a flotation device)
[3] Use Magic Device +10

Background Skill Points 6 (2/level)
[ ] Appraise +1
[ ] Craft +1 (+4 with traveler's any-tool as a masterwork tool)
[ ] Handle Animal n/a
[ ] Knowledge (engineering) n/a
[1] Knowledge (geography) +5
[1] Knowledge (history) +5
[1] Knowledge (nobility) +5
[ ] Linguistics n/a
[ ] Perform (any) +4
[3] Sleight of Hand +5

Skill Modifiers
. . Arcane Familiar Nearby +3 bonus on Stealth checks when familiar within 1 mile; gain Alertness feat (+2 bonus on Perception and Sense Motive; +4 if 10 ranks in skill) when familiar within arms reach
. . Charming +1 trait bonus on Bluff and Diplomacy checks vs targets that could be sexually attracted to you
. . Perfect +1 bonus on Bluff and Diplomacy checks vs humanoids
. . Whispered Glimpses use CHA instead of WIS on Perception and Sense Motive checks

Languages Common (Taldane), Elven, First Speech


Special Abilities:

Half-Elven Racial Abilities
+2 to one ability score (CHA)
. . Adaptability receive Skill Focus as a bonus feat at 1st level
. . Elf Blood count as both human and elf for any effect related to race
. . Fey Magic (Urban) gain spell-like abilities in selected terrain
. . Low-Light Vision see twice as far as a human in dim light, distinguishing color and detail
. . Multitalented (Oracle/Evangelist) choose 2 favored classes at first level
. . Perfect +1 racial bonus on bluff and diplomacy vs humanoids; +2 racial bonus on savings throws vs transmutation spell and effects

Oracle (Spirit Guide) Class Abilities
. . Bonded Spirit gain a wandering spirit Each day; replaces revelations gained at 3rd, 7th, and 15th level

Mystery: Intrigue
Spirit Guide Class Skills: all Knowledge skills; replaces Intrigue mystery class skills
Revelations
. . Assumed Form (Sp) change appearance at will as disguise self
. . Whispered Glimpses use CHA instead of WIS on Perception and Sense Motive checks

Oracle's Curse Covetous
. . 1st level must wear fine nonmagical clothing and jewelry worth at least 50 gp + 100 gp per character level beyond 1st; become sickened if not; become sickened for 24 hours if item worth more than 25 gp/level is taken against will; Use Magic Device is a class skill
. . 5th level gain a +4 insight bonus on Appraise checks, Spellcraft checks to identify magic items, and Use Magic Device checks
. . 10th level add fabricate to list of spells known
. . 15th level add half Oracle level to CMD vs Steal and to DC of Sleight of Hand checks to take items from you

Eldritch Heritage Arcane (as Sorcerer level = character level minus 2)
. . Arcane Familiar Nearby +3 bonus on Stealth checks when familiar within 1 mile; gain Alertness feat (+2 bonus on Perception and Sense Motive; +4 if 10 ranks in skill) when familiar within arms reach
. . Empathic Link with Familiar can communicate empathically (general emotional content) to a distance of 1 mile; master has same connection to a place as familiar does
. . Share Spells with Familiar can cast spells with target of "you" on familiar, with range of touch


Gear:

Light up to 38 lbs. Medium up to 76 lbs. Heavy up to 115 lbs.
Current Load Carried 30 lbs. (Light)
Money 167 gp 4 sp 0 cp

Containers
masterwork backpack treat Strength score as 1 higher when calculating carrying capacity

Slots
Head:
Headband:
Eyes:
Shoulders: cloak of resistance +1
Neck:
Chest:
Body:
Armor: mithral shirt (+4 AC, +6 Max Dex, -0 ACP, 10% Arcane Failure)
Belt:
Wrists:
Hands:
Ring: covenant ring +1 bonus on saves vs fear when both rings in a pair worn by emotionally intimate creatures
Ring:
Feet:

Weapons
see Resources spoiler for consumable items
+1 dagger
masterwork dagger with key-shaped blade
masterwork brass knuckles

Covetous Items (250 gp)
(50 gp plus 100 gp/level beyond 1st required)
noble's outfit (75 gp)
covenant ring (50 gp)
gold chain (125 gp)

Masterwork Backpack
traveler's any-tool
scholar's outfit
money

Wands/Scrolls
see Resources spoiler


Background:

Iorghil Ionescue goes by "Ghil" among his friends, which might be just about anybody he introduces himself to. An absolutely gorgeous man, Ghil's features at once combine the best aspects of elven delicacy with a rugged edge from his human side that keeps him looking grounded, convivial, and fun.

When he wants to, he takes over any room he's in. But when he doesn't, odds are you'll never know he was there. He has an uncanny ability to just... not be there when you're looking for him.

A half-elven orphan, Ghil's early years were comparatively easy given his circumstances. Thing was, a beautiful baby boy often emerges quite well from foster life; Ghil was always adopted quickly, by eager parents. He eventually landed with a couple who both taught at the Academae. Odd, clearly magical things kept happening around him, so it was no surprise an academic couple was eager to adopt him.

They did everything they could to teach, to coach, to develop and refine his obviously strong magical abilities, but nothing worked; nothing stuck. His control was minimal--sometimes nonexistant--and the theory made no sense to him whatsoever.

His parents pulled strings--a double legacy student!--but he didn't last a semester at the Academae. Ghil has never understood the magic that he's struggled to learn how to wield, but getting out there and using it has been the only way he's gotten any control.

Starting out, Ghil can conjure up both offensive and defensive weapons (barbed chains and hedging weapons, respectively). Why? Who knows. He was attacked one day, and defended himself... this way. It's worked ever since.

He'll never take detect magic, read magic, Knowledge (arcana), or Spellcraft (maybe one rank each in the skills just because, but not until later), to represent his lack of understanding about any of his magical abilities. They just happen. He doesn't know why. No amount of study has helped him understand.

But wands and the like always work for him. Or--well--often enough that it really seems like always. He's just got the knack!

He naturally is exceptionally beautiful, but can change his appearance basically at will, and does so frequently ("assumed form" revelation, basically disguise self at will).

Having established himself with the intuitive success someone privileged by his looks does so naturally, his adoptive parents quickly suggested that Ghil could be something of an overflow for their fostering work, and he recently took on his first foster from them, a young girl called Niobe, who similarly showed small signs of odd power with little aptitude. He bought them a pair of covenant rings to honor this step of becoming a foster parent.


Advancement:

Level 1
Str 10, Dex 14, Con 12, Int 12, Wis 8, Cha 17
+2 to one ability score: Charisma
Oracle (Spirit Guide)
Favored Class Bonus: +1 skill point
hp 8 (d8 max at level 1)
+0 Fortitude save, +0 Reflex Save, +2 Will save
+0 BAB
Half-Elf: Adaptability
Half-Elf: Elf Blood
Half-Elf: Fey Magic (replaces keen senses)
Half-Elf: Low-light Vision
Half-Elf: Multitalented
Half-Elf: Perfect (replaces elven immunities)
Mystery: Intrigue
Curse: Covetous
Revelation: Whispered Glimpses
Oracle 0-level orisons (4): detect poison, enhanced diplomacy, guidance, purify food & drink
Oracle 1st level spells (2): barbed chains, hedging weapons
Feat: Extra Revelation (Assumed Form)
Traits: Charming, Missing Child, Wild Stride (Urban)
Drawback: Naive
Skill points (6): Diplomacy, Disguise, Know (local), Know (religion), Stealth, Use Magic Device
Background Skills (2): Know (nobles), Sleight of Hand
Languages: Common (Taldane), Elven, First Speech

Level 2
Oracle (Spirit Guide)
Favored Class Bonus: +1 skill point
hp 5 (d8)
+0 Fortitude save, +0 Reflex Save, +1 Will save
+1 BAB
Oracle 0-level orison (+1): grasp
Intrigue Mystery spell: charm person
Skill points (6): Bluff, Disguise, Know (local), Know (religion), Stealth, Use Magic Device
Background Skills (2): Know (history), Sleight of Hand

Level 3
Oracle (Spirit Guide)
Favored Class Bonus: +1 skill point
hp 5 (d8)
+1 Fortitude save, +1 Reflex Save, +0 Will save
+1 BAB
Spirit Guide: Bonded Spirit
Oracle 1st level spell (+1): liberating command
Feat: Eldritch Heritage (Arcane): Arcane Bond (familiar: petromin)
Skill points (6): Bluff, Diplomacy, Know (local), Know (religion), Stealth, Use Magic Device
Background Skills (2): Know (geography), Sleight of Hand

[dice=hit points]1d8[/dice] taking the average

Level 4
Oracle (Spirit Guide)
Favored Class Bonus: +1 skill point
hp 5 (d8)
+1 Charisma
+0 Fortitude save, +0 Reflex Save, +1 Will save
+1 BAB
Oracle 0-level Orison (+1): [/i]
Oracle 2nd-level Spell (+1): [i]

Intrigue Mystery Spell: false belief
Skill points (6): Bluff, Diplomacy, Disguise, Know (local), Know planes), Use Magic Device
Background Skills (2): Know (engineering), Sleight of Hand

Planning
5-6: Oracle
7+: Evangelist
DB1: sanctuary 3/day
DB3: Bones (Soul Siphon)

5 - Deific Obedience
7 - Extra Revelation (Forgotten Presence, Hidden Magic)
9 - Improved Familiar or Extra Revelation (above, Mirrored Retreat, Poetic Justice)
11 - Improved EH (New Arcana)
13/15 - Extra Revelation (above, Tracer Touch)
17 - Greater EH (School Power: Enchantment)

12 - Revelation (above)
15 - Divine Boon Bones Revelation (Soul Siphon)

5-6: 3 of (Bluff, Diplomacy, Disguise, Stealth) plus Know (local), Know (untrained, not arcana), Use Magic Device
7: Bluff, Diplomacy, Disguise, Know (arcana), Know (local), Stealth, catch up one of (Bluff, Diplomacy, Disguise, and Stealth)
8+: Bluff, Diplomacy, Disguise, Know (local), Stealth, catch up 3 of (Bluff, Diplomacy, Disguise, Stealth)

5+: Sleight of Hand, Perform (untrained)


Level 4:

Iorghil Ionescue
Male half-elf oracle (spirit guide) 4 (Pathfinder RPG Advanced Class Guide 106, Pathfinder RPG Advanced Player's Guide 42)
NG Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 30 (4d8+4)
Fort +3, Ref +4, Will +5; +2 racial bonus vs. transmutation spells and spell-like effects
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 dagger +6 (1d4+1/19-20) or
. . dagger +5 (1d4/19-20) or
. . mwk brass knuckles +6 (1d3) or
. . mwk dagger with key-shaped blade +6 (1d4/19-20)
Spell-Like Abilities (CL 4th; concentration +9)
. . 1/day—blend[ARG], flare (DC 15), know direction, mending
Oracle (Spirit Guide) Spells Known (CL 4th; concentration +9)
. . 2nd (4/day)—cure moderate wounds, false belief[UI], hypnotic pattern (DC 17), surmount affliction[UM]
. . 1st (8/day)—barbed chains[HA] (DC 16), charm person (DC 16), color spray (DC 16), cure light wounds, hedging weapons[HA], liberating command[UC]
. . 0 (at will)—detect poison, enhanced diplomacy, grasp, guidance, purify food and drink (DC 15), stabilize
. . Mystery Intrigue
. . S spirit magic spell; Spirit Heavens
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 12, Int 12, Wis 8, Cha 20
Base Atk +3; CMB +5; CMD 15
Feats Agile Maneuvers, Alertness, Combat Expertise, Deadly Aim, Eldritch Heritage[UM], Extra Revelation[APG], Power Attack, Skill Focus (Knowledge [local])
Traits charming, missing son or daughter, wild stride
Skills Bluff +8 (+9 vs. humanoids, +9 vs. characters who could be attracted to you), Diplomacy +11 (+12 vs. humanoids, +12 vs. characters who could be attracted to you), Disguise +8, Knowledge (engineering) +5, Knowledge (geography) +5, Knowledge (history) +5, Knowledge (local) +11, Knowledge (nobility) +5, Knowledge (planes) +5, Knowledge (religion) +7, Perception +7, Sense Motive +7, Sleight of Hand +6, Stealth +8, Use Magic Device +12
Languages Common, Elven, First Speech
SQ bonded spirit, bonded spirit hex (heaven's leap), elf blood, fey magic, finesse weapon attack attribute, naive, oracle's curse (covetous), perfect[HA], revelations (assumed form[UI], whispered glimpses[UI]), spirit ()
Combat Gear scroll of lesser (x2) restoration, wand of magic missile (23 charges), acid (3), thunderstone; Other Gear mithral shirt, +1 dagger, dagger (6), mwk brass knuckles[APG], mwk dagger with key-shaped blade, cloak of resistance +1, traveler's any-tool[UE], covenant ring, masterwork backpack[APG], noble's outfit, gold chain (worth 125 gp), mithral ring set with obsidian slivers (worth 500 gp), 167 gp, 4 sp
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Assumed Form (Sp) Change appearance at will as disguise self
Bonded Spirit Gain a wandering spirit each day.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Covetous Must wear non-magic clothing/jewelry or are sickened. Also sick if valuable item stolen.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 bonus on Stealth checks You gain the Alertness feat while your familiar is within arm's reach.
Fey Magic (Favored Terrain [Urban]) Gain spell-like abilities in selected terrain.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Heaven's Leap (Su) As a standard action, ally in 30 ft moves as jester jaunt.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Naive -2 to AC vs. improvised weapons.
Perfect +1 to bluff and diplomacy vs. humanoids and +2 vs. transmutation spells.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Whispered Glimpses (Sp) Use Cha instead of Wis on Perception and Sense Motive.
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4-6: Oracle
7+: Evangelist
DB1: sanctuary 3/day
DB3: Bones (Soul Siphon)

5 - Deific Obedience
7 - Extra Revelation (Forgotten Presence, Hidden Magic)
9 - Improved Familiar or Extra Revelation (above, Mirrored Retreat, Poetic Justice)
11 - Improved EH (New Arcana)
13/15 - Extra Revelation (above, Tracer Touch)
17 - Greater EH (School Power: Enchantment)

12 - Revelation (above)
15 - Divine Boon Bones Revelation (Soul Siphon)

4-6: 3 of (Bluff, Diplomacy, Disguise, Stealth) plus Know (local), Know (untrained, not arcana), Use Magic Device
7: Bluff, Diplomacy, Disguise, Know (arcana), Know (local), Stealth, catch up one of (Bluff, Diplomacy, Disguise, and Stealth)
8+: Bluff, Diplomacy, Disguise, Know (local), Stealth, catch up 3 of (Bluff, Diplomacy, Disguise, Stealth)

3-4: Sleight of Hand, Knowledge (untrained)
5+: Sleight of Hand, Perform (untrained)

Never learn detect magic or read magic or Spellcraft, and limit Knowledge (arcana) to 1 rank at 7th level as shown