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About JafitCombat:
Init+2
Speed 20' BAB+3, Melee+3, Ranged+5, CMB+3 Dagger (held) -1 @ 1d4, 19+ P or S
-4 to held weapon attacks (included above) HP 43/43 (8 + [4x5] + [5xCon+2] + [5xFC]) Fire Resistance 5
AC23 (20 w/o shield) T13 F18 CMD16 (Dex +2, Str +0, BAB +3, Armor +7, Shield +3, Deflection +1) Fort +4 (Base 1, Con 2, Cloak +1)
Fire Resistance 5 Spells per day: Concentration +8
1 Enlarge/Reduce 9 Selective Channel for 3d6 DC16
Skills & Languages:
4 + 1 Int Per Level
Modifier Skill Attribute+Ranks+Class+Specified(+Conditional) + 2-Acrobatics 2+0+0 + 1 Appraise 1+0+0 + 4 Bluff 4+0+0 + 0-Climb 0+0+0 + 1 Craft 1+0+0 +12 Diplomacy 4+5+3 + 4 Disguise 4+0+0 + 2-Escape Artist 2+0+0 + 2-Fly 2+0+0 +16+Heal -1+5+3+4 Healing Hands+5 [competence] Healer's Gloves(+2 or +4 [circumstance] Healer's Satchel) + 4 Intimidate 4+0+0 + 9 Knowledge (Planes) 1+5+3 + 9 Knowledge (Religion) 1+5+3 - 1 Perception -1+0+0 + 4 Perform 4+0+0 + 2-Ride 2+0+0 - 1 Sense Motive -1+0+0 + 9 Spellcraft 1+5+3 + 2-Stealth 2+0+0 - 1 Survival -1+0+0 + 0-Swim 0+0+0 Healing Hands: double number of patients allowed, may provide own long-term care
Taldane (Common), Ignan, Auran
Gear:
Kit, Pathfinder's 20# (a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week’s worth of trail rations, and a whetstone) - Haversack
Healer's Satchel 1# (Acts as Healer's Kit with 10 uses, but refills itself every 24 hours. This collection of bandages and herbs provides a +2 circumstance bonus on Heal checks or +4 to treat poisons and perfomr First Aid.) Kit, Mess 1# (a plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord) - Haversack Outfit, Explorer's 8# Shortspear 3# +1 Agile Breastplate (+7/+3/-3/25%/25#) +1 Darkwood Heavy Wooden Shield (+3/-/-0/15%/5#) Handy Haversack 5# Ioun Torch Traveler's Any-Tool 2# - Haversack Wand of Cure Light Woundsx2 (34, 50) +1 Ring of Protection +1 Cloak of Resistance Healer's Gloves 47# Carried (42# w/o Pack) <= 38# Light
1775 G
Spells Known:
1 per Day: Enlarge/Reduce Person
Orisons
1st Level
2nd Level
Feats and Traits:
Feats
1 Selective Channeling: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy. 3 Extra Channeling: 2 Channels per day 5 Extra Channeling: 2 Channels per day Traits
ARG Ifrit Variant:
Ability Score Racial Traits: Ifrits are passionate and quick, but impetuous and destructive. They gain +2 Dexterity, +2 Charisma, and –2 Wisdom.
Type: Ifrits are outsiders with the native subtype. Size: Ifrits are Medium creatures and thus receive no bonuses or penalties due to their size. Base Speed: Ifrits have a base speed of 30 feet. Languages: Ifrits begin play speaking Common and Ignan. Ifrits with high Intelligence scores can choose from the following: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, and Terran. See the Linguistics skill page for more information about these languages. Energy Resistance: Ifrits have fire resistance 5. Efreeti Magic: Some ifrits inherit an efreeti ancestor’s ability to magically change a creature’s size. They can cast either enlarge person or reduce person (the ifrit chooses when using this ability) once per day as a spell-like ability (caster level equals the ifrit’s level). The ifrit can use this ability to affect other ifrits as though they were humanoid creatures. This racial trait replaces the spell-like ability racial trait. Fire in the Blood: Ifrits with this racial trait mimic the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage gets through their fire resistance). The ifrits can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces fire affinity. Darkvision: Ifrits can see perfectly in the dark up to 60 feet. Oracle (Life):
Alignment: Any.
Hit Dice: d8. Starting Wealth: 3d6 × 10 gp (average 105gp.) In addition, each character begins play with an outfit worth 10 gp or less. Class Skills The oracle’s class skills are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (history) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int) and Survival (Wis). Skill Ranks per Level: 4 + Int modifier. 1st +0 +0 +0 +2 Mystery, oracle’s curse, orisons, revelation 3 — — — — — — — — 2nd +1 +0 +0 +3 Mystery spell 4 — — — — — — — — 3rd +2 +1 +1 +3 Revelation 5 — — — — — — — — 4th +3 +1 +1 +4 Mystery spell 6 3 — — — — — — — 5th +3 +1 +1 +4 6 4 — — — — — — — 6th +4 +2 +2 +5 Mystery spell 6 5 3 — — — — — — 7th +5 +2 +2 +5 Revelation 6 6 4 — — — — — — 8th +6/+1 +2 +2 +6 Mystery spell 6 6 5 3 — — — — — 9th +6/+1 +3 +3 +6 6 6 6 4 — — — — — 10th +7/+2 +3 +3 +7 Mystery spell 6 6 6 5 3 — — — — 11th +8/+3 +3 +3 +7 Revelation 6 6 6 6 4 — — — — 12th +9/+4 +4 +4 +8 Mystery spell 6 6 6 6 5 3 — — — 13th +9/+4 +4 +4 +8 6 6 6 6 6 4 — — — 14th +10/+5 +4 +4 +9 Mystery spell 6 6 6 6 6 5 3 — — 15th +11/+6/+1 +5 +5 +9 Revelation 6 6 6 6 6 6 4 — — 16th +12/+7/+2 +5 +5 +10 Mystery spell 6 6 6 6 6 6 5 3 — 17th +12/+7/+2 +5 +5 +10 6 6 6 6 6 6 6 4 — 18th +13/+8/+3 +6 +6 +11 Mystery spell 6 6 6 6 6 6 6 5 3 19th +14/+9/+4 +6 +6 +11 Revelation 6 6 6 6 6 6 6 6 4 20th +15/+10/+5 +6 +6 +12 Final revelation 6 6 6 6 6 6 6 6 6 Weapon and Armor Proficiency Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies. Spells Table: Oracle Spells Known Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st 4 2 — — — — — — — — 2nd 5 2 — — — — — — — — 3rd 5 3 — — — — — — — — 4th 6 3 1 — — — — — — — 5th 6 4 2 — — — — — — — 6th 7 4 2 1 — — — — — — 7th 7 5 3 2 — — — — — — 8th 8 5 3 2 1 — — — — — 9th 8 5 4 3 2 — — — — — 10th 9 5 4 3 2 1 — — — — 11th 9 5 5 4 3 2 — — — — 12th 9 5 5 4 3 2 1 — — — 13th 9 5 5 4 4 3 2 — — — 14th 9 5 5 4 4 3 2 1 — — 15th 9 5 5 4 4 4 3 2 — — 16th 9 5 5 4 4 4 3 2 1 — 17th 9 5 5 4 4 4 3 3 2 — 18th 9 5 5 4 4 4 3 3 2 1 19th 9 5 5 4 4 4 3 3 3 2 20th 9 5 5 4 4 4 3 3 3 3 An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle’s spell is 10 + the spell’s level + the oracle’s Charisma modifier. Like other spellcasters, an oracle can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given on Table: Oracle. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). Unlike other divine spellcasters, an oracle’s selection of spells is extremely limited. An oracle begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new oracle level, she gains one or more new spells, as indicated on Table: Oracle Spells Known. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score; the numbers on Table: Oracle Spells Known are fixed. In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with “cure” in the name, inflict spells include all spells with “inflict” in the name). These spells are added as soon as the oracle is capable of casting them. This choice is made when the oracle gains her first level and cannot be changed. Upon reaching 4th level, and at every even-numbered oracle level after that (6th, 8th, and so on), an oracle can choose to learn a new spell in place of one she already knows. In effect, the oracle loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. An oracle may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any cure or inflict spells, nor can she swap any spells gained from her mystery. Unlike a cleric, an oracle need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components. Orisons Oracles learn a number of orisons, or 0-level spells, as noted on Table: Oracle Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again. Revelation At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery . If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action. Unless otherwise noted, the DC to save against these revelations is equal to 10 + 1/2 the oracle’s level + the oracle’s Charisma modifier. Mystery: Life Class Skills: An oracle with the life mystery adds Handle Animal, Knowledge (nature), and Survival to her list of class skills. Bonus Spells: detect undead (2nd), lesser restoration (4th), neutralize poison (6th), restoration (8th), breath of life (10th), heal (12th), greater restoration (14th), mass heal (16th), true resurrection (18th). Revelations An oracle with the life mystery can choose from any of the following revelations. 1 Channel (Su): You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier. Combat Healer (Su): Whenever you cast a cure spell (a spell with “cure” in its name), you can cast it as a swift action, as if using the Quicken Spell feat, by expending two spell slots. This does not increase the level of the spell. You can use this ability once per day at 7th level and one additional time per day for every four levels beyond 7th. You must be at least 7th level to select this revelation (as the battle mystery revelation.) Delay Affliction (Su): Once per day as an immediate action, whenever you fail a saving throw against a disease or poison, you may ignore its effects for 1 hour per level. At 7th and 15th level, you can use this ability one additional time per day. 11? Energy Body (Su): As a standard action, you can transform your body into pure life energy, resembling a golden-white fire elemental. In this form, you gain the elemental subtype and give off a warm, welcoming light that increases the light level within 10 feet by one step, up to normal light. Any undead creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of positive energy damage + 1 point per oracle level. Creatures wielding melee weapons with reach are not subject to this damage if they attack you. If you grapple or attack an undead creature using unarmed strikes or natural weapons, you may deal this damage in place of the normal damage for the attack. Once per round, if you pass through a living allied creature’s square or the ally passes through your square, it heals 1d6 hit points + 1 per oracle level. You may use this ability to heal yourself as a move action. You choose whether or not to heal a creature when it passes through your space. You may return to your normal form as a free action. You may remain in energy body form for a number of rounds per day equal to your oracle level. 7? Enhanced Cures (Su): Whenever you cast a cure spell, the maximum number of hit points healed is based on your oracle level, not the limit based on the spell. For example, an 11th-level oracle of life with this revelation may cast cure light wounds to heal 1d8+11 hit points instead of the normal 1d8+5 maximum. 3 Healing Hands (Ex): You gain a +4 bonus on Heal checks. You may provide first aid to two people or treat two people for poison as a standard action (make a separate Heal check for each creature). When using the Heal skill to treat wounds from caltrops (and so on), treat deadly wounds, treat poison, treat disease, or treat long-term care, you may treat double the normal number of people you may treat at the same time. You may provide long term care for yourself. 19? Life Link (Su): As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action). Lifesense (Su): You notice and locate living creatures within 30 feet, just as if you possessed the blindsight ability. You must be at least 11th level to select this revelation. Safe Curing (Su): Whenever you cast a spell that cures the target of hit point damage, you do not provoke attacks of opportunity for spellcasting. 15? Spirit Boost (Su): Whenever your healing spells heal a target up to its maximum hit points, any excess points persist for 1 round per level as temporary hit points (up to a maximum number of temporary hit points equal to your oracle level). Final Revelation
Blackened
Attributes:
.1 11.. S 11 +0 .2 12+2 D 14 +2 .5 14.. C 14 +2 .2 12.. I 12 +1 .0 10-2 W .8 -1 10 16+2 H 18 +4 |