About Iorghil IonescueMale Half-Elf Oracle (Spirit Guide) 3
Str 10, Dex 14, Con 12, Int 12, Wis 8, Cha 19
Familiar: Leemor, petromin
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 -------------------- 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), 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. 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
Oracle Spells
1st level (8/day) [x][ ][ ][ ][ ]-[ ][ ][ ]
Orisons
Fey Magic (1/day in Urban terrain)
Wands
Scrolls
Weapons
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
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
1st
Orisons
Fey Magic (CL 3rd; vs SR +3; concentration +7)
Spell Modifiers
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
Proficiencies
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')
Background Skill Points 6 (2/level)
Skill Modifiers
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
Mystery: Intrigue
Oracle's Curse Covetous
Eldritch Heritage Arcane (as Sorcerer level = character level minus 2)
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
Slots
Weapons
Covetous Items (250 gp)
Masterwork Backpack
Wands/Scrolls
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
Level 3
[dice=hit points]1d8[/dice] taking the average Level 4
Planning
5 - Deific Obedience
12 - Revelation (above)
5-6: 3 of (Bluff, Diplomacy, Disguise, Stealth) plus Know (local), Know (untrained, not arcana), Use Magic Device
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. -------------------- 4-6: Oracle 7+: Evangelist DB1: sanctuary 3/day DB3: Bones (Soul Siphon) 5 - Deific Obedience
12 - Revelation (above)
4-6: 3 of (Bluff, Diplomacy, Disguise, Stealth) plus Know (local), Know (untrained, not arcana), Use Magic Device
3-4: Sleight of Hand, Knowledge (untrained)
Never learn detect magic or read magic or Spellcraft, and limit Knowledge (arcana) to 1 rank at 7th level as shown
|