Neuter Ghoran oracle 5
NG Medium plant
Init +2, Senses low-light vision; Perception -1
AC 19, touch 10, flat-footed 19 (+7 armor, +2 natural)
hp 41 (5d8+15)
Fort +3, Ref +1, Will +3
Immunities plant traits (mind-affecting effects, paralysis, poison, polymorph, sleep, stunning)
Weaknesses delicious, oracle's curse (infested), light dependant
Speed 20 ft.
Melee+1 cold iron longspear +7 (1d8+2/x3)
Ranged light crossbow +5 (1d8/19-20)
Innate Spell-Like Abilities
1/day - detect poison, goodberry, purify food and drink Oracle Spells Known (CL 5th; concentration +10)
2nd(5/day)-barkskin, cure moderate wounds(DC 17), bull's strength(DC 17), spiritual weapon, vomit swarm
1st(8/day)-command(DC 16), comprehend languages, cure light wounds(DC 16), protection from evil(DC 16), remove fear(DC 16), shillelagh(DC 16)
0th(at will)-create water, detect magic, light, purify food and drink, read magicstabilize(DC 15)
Str 13, Dex 10, Con 14, Int 12, Wis 8, Cha 20
Base Atk +3; CMB +4; CMD 14
Feats Power Attack, Spell Penetration, Toppling Spell
Skills Climb +5, Diplomacy +8, Heal +7, Knowledge (history) +5, Knowledge (nature) +6, Knowledge (religion) +6, Sense Motive +4, Spellcraft +6, Stealth +4, Survival +4
Traits Magical Lineage (spiritual weapon), Reactionary
Languages Aklo, Common, Sylvan
SQ ghorus seed, past-life knowledge, wood mysteries (woodland stride, wood bond)
Combat Gearscroll (magic weapon), scroll (protection from evil), scroll (remove blindness/deafness), scroll (restoration (lesser)),
Other Gearheadband of alluring charisma +2, longspear +1 (cold iron), breastplate +1, crossbow bolts (10), bolts (crossbow/10/alchemical silver), bolts (crossbow/10/cold iron), scroll case, light crossbow, healer's kit, climber's kit, 105.0 gp
Delicious (Ex) -2 on Escape Artist and CMD to escape a grapple by creatures with a bite attack with the grab ability.
Ghorus Seed (Ex) After 2d6 days, a healthy duplicate of the original grows save that the duplicate may reallocate all of its skill ranks upon sprouting. Expelling the seed causes 1 negative level.
Immunity to Mind-Affecting Effects (Ex) You are never affected by mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to Paralysis (Ex) You can never be paralyzed.
Immunity to Poison (Ex) You never take poison damage.
Immunity to Polymorph (Ex) You are never subject to polymorph effects.
Immunity to Sleep (Ex) You are never subject to sleep effects.
Immunity to Stunning (Ex) You are never subject to stunning.
Infested Insects, spiders, grubs, and other vermin plague you constantly. You take a –4 penalty on Diplomacy checks, and when you first meet someone, the person’s initial attitude toward you starts one level lower than normal. Animals shy away from you—you take a –4 penalty on Handle Animal checks. You gain a +2 bonus on Fortitude saves versus poisons from insects, scorpions, and spiders, as well as the distraction ability of swarms of such creatures. At 5th level, you add vomit swarmAPG to your list of spells known. At 7th level, your bonus on poison and distraction saves increases to +4, and you gain DR 10/— against all swarm damage. At 13th level, you add swarm skinAPG to your list of spells known. At 17th level, you become immune to the swarm damage and the distraction ability of insect, scorpion, and spider swarms.
Light Dependant (Ex) Take 1d4 Con damage each day they go without exposure to sunlight.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Magical Lineage (Spiritual Weapon) One of your parents was a gifted spellcaster who not only used metamagic often, but developed many magical items and perhaps even a new spell or two--and you have inherited a fragment of this greatness. When you apply metamagic feats to Spiritual Weapon, treat its actual level as 1 lower for determining the spell's final adjusted level.
Natural Magic (Sp) Ghorans gains spell-like abilities
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Past-Life Knowledge (Ex) Treat all Knowledge skills as class skills
Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Wood Bond (Ex) Your mystical bond with wood is such that your weapons become an extension of your body. You gain a +2 competence bonus on attack rolls when wielding a weapon made of or mostly consisting of wood (such as a bow, club, quarterstaff, or spear).
Woodland Stride (Su) You can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.
Wood Mysteries You draw upon the divine mystery of Wood to grant your spells and powers.