About Izra KayalIzra Kayal
Senses:
Darkvision (60), Low-Light Vision, Perception +2, Init +2 DEFENSE:
AC 18/20(SoF), touch 14/16(SoF), flat-footed 14/18(SoF) hp 23/23 Fort 1, Ref 5, Will 4 Energy Resistance: Cold 5, Electricity 5, Negative Energy 10 CMD: 15 OFFENSE:
Speed 30 ft Melee: Dagger +3 (1d4/19-20/x2/PorS) or Shortspear +3 (1d6/20/x2/P) or Silver Lt. Mace +3 (1d6/20/x2/B)
STATISTICS:
STR 11 DEX 14 CON 10 INT 14 WIS 10 CHA 19 Fetchling Racial Features:
• Type (ARG 109): Fetchlings are outsiders with the native subtype. • Shadow Blending (Su) (ARG 109): Attacks against you in dim light have a 50% miss chance instead of the normal 20% miss chance. • Shadowy Resistance (ARG 109): You have cold resistance 5* and electricity resistance 5*. • Skilled (ARG 109): You have a +2 racial bonus on Knowledge(planes)* and Stealth* checks. • Spell-Like Abilities (Sp) (ARG 109): You can use disguise self once per day as a spell-like ability. • Darkvision (ARG 109): You have darkvision out to 60 feet.* • Low-light vision (ARG 109): You have lowlight vision Class Features:
• Armor and Shield Proficiency: You are proficient in Light and Medium Armor. You are proficient with shields (except Tower Shields).* • Weapon Proficiency: You are proficient with all Simple weapons. • Oracle's Curse (Ex) [Legalistic] (BoF 26): Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. 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. • Archetype: A planar oracle has an affinity with one of the Outer Planes. She is at home on the multiple planes of the Great Beyond, and can eventually become an outsider herself. (Replaces Spells, Level 3 Revelation, and Final Revelation) Mystery - Lore Class Skills: An oracle with the lore mystery adds Appraise, Spellcraft, and all Knowledge skills to her list of class skills. Bonus Spells: (Replaced by Archetype) endure elements (2nd), elemental speech (4th), tongues (6th), planar adaptation (8th), plane shift (10th), mass planar adaptation (12th), shadow walk (14th), etherealness (16th), gate (18th). Revelations • Lore Keeper (Ex) (APG 50): You may use your Charisma modifier (+4) instead of your Intelligence modifier (+2) on all Knowledge checks.* • Sidestep Secret (Su) (APG 50): Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws. Your armor’s maximum Dexterity bonus applies to your Charisma instead of your Dexterity • Planar Resistance (Su): At 3rd level, you gain energy resistance 10 against one energy type associated with your chosen plane. At 11th level, your energy resistance increases to 20. (Energy Type: Negative Energy) Traits:
Traits
• Resurrected (APMM 10): You gain a +2 trait bonus on saving throws against death effects. You do not die until your hit points drop to a negative amount equal to or lower than your Constitution score + 4. • Spirit Guide (FoB 16): You gain a +2 trait bonus on Knowledge (religion) checks*, and Knowledge (religion)becomes a class skill* for you. • Keen Appraiser (Custom): You gain a +1 trait bonus on Appraise checks. In addition, you need only exceed the DC of an Appraise check by 2 in order to determine whether the item in question has magic properties (although success still does not grant knowledge of the magic item's abilities). Feats:
Extra Revelation (Sidestep Secret)
Combat Advice - Grant Ally +2 to Attack as Move Action Skills:
Appraise +10, Bluff +4, Diplomacy +10, Heal +10, Knowledge (arcana) +10, Knowledge (planes) +13, Knowledge (religion) +13, Perception +2, Perform: Oratory +5, Sense Motive + 4, Spellcraft +6, Stealth +4 Spells Known:
0-Level: Create Water, Detect Poison, Enhanced Diplomacy, Guidance, Mending, Read Magic
1st-Level: Endure Elements, Cure Light Wounds, Deathwatch, Murderous Command, Shield of Faith 2nd-Level: Cure Moderate Wounds, Elemental Speech, Protective Penumbra Spells Cast/Day:
0-Level: At-Will
1st-Level:7/Day: MC (vs "guards")
Languages:
Common, Aklo, Osirian Gear:
Carried/Worn Sleeves of Many Garments (1.0) +1 Light Crossbow (4.0) Dagger (1.0) Silver Lt. Mace (4.0) Cold Iron Crossbow bolts Wand of CLW Backpack - masterwork (4.0) Uniform - soldiers (N.A) Mithril Chain Shirt (10) Bandolier - .5gp (-) Shortspear - 1gp (3.0) Chirurgeon's Kit (4.0) Leather pouch (n/a) Belt Pouch (0.5) Pockets Bandolier
Belt Pouch
Backpack
Consumables:
3 Rations, Trail 4 Wandermeal 2 Acid Flask 4 Alchemist's Fire 3 Holy Water 1 Pellet Grenade - Iron 8/10 Healer's Kit Bottle of strong brandy Vial of smelling salts 2 Alchemist's Kindness 2 Antiplague 4 Antitoxin 2 Bloodblock 2 Soothe Syrup. 2 Potion of CLW 2 Vermin Repellant 24/50 Wand Prot:Evil 8/50 Wand CLW 23/50 Wand CLW (from Scorched Hand) 10/50 Wand Lesser Restoration 5 Cold Iron Crossbow bolts 10 Crossbow bolts 10 Blunt Crossbow bolts 1 Tanglefoot Bag 2 Scroll of Bless 1 Scroll of CMW 1 Scroll of Hold Person 1 Scroll of Sound Burst 1 Scroll of Align Weapon 1 Scroll of Remove Paralysis Valuables:
Magical Gear:
LIGHT CROSSBOW +1 Found in the House of Pentheru SCARAB SHIELD
This +1 light steel shield is fashioned in the shape of a scarab beetle—a creature that functions as a psychopomp for Pharasma, guiding the souls of the departed into the afterlife. Scarab shields are especially favored by archaeologists and tomb raiders for the protection they grant against guardians and vermin frequently found in ancient ruins and forgotten tombs. Once per day on command, a scarab shield grants its wielder a +2 sacred bonus on saving throws against fear and death effects for 3 minutes. At any time while this bonus is in effect, the wielder can end the effect as a swift action for a burst of healing energy. The wielder loses the saving throw bonus, but is healed of 1d8+3 points of damage. In addition, a scarab shield can protect its wielder from swarms. If a mindless swarm attempts to enter the wielder’s space, the swarm must attempt a DC 11 Will save. If the save succeeds, the swarm can enter the wielder’s space and attack the wielder normally. If the save fails, the swarm instinctively avo s the space occupied by the wielder, completely ignoring the wielder for 3 rounds. This effect ends if the wielder makes any attacks, but the wielder may use non-attack spells or otherwise act without ending the effect. This ability functions once per day. CONSTRUCTION REQUIREMENTS COST 2,279 GP Craft Magic Arms and Armor, blessing of courage and life (APG), sanctuary. SLEEVES OF MANY GARMENTS:
DESCRIPTION These translucent cloth tubes easily fit over their wearer’s arms. The wearer of these sleeves can, when she slips them on, choose to transform her current garments into any other non-magical set of clothing. These new clothes fit her perfectly and are always clean and mended unless she specifically designates otherwise. When she removes the sleeves, her clothes revert to their original form. |