Jasmine Porter's page

No posts. Organized Play character for SOFreyr.


About Jasmine Porter

Jasmine Porter
Halfling oracle 5 (Pathfinder RPG Advanced Player's Guide 42)
CN Small humanoid (halfling)
Init +3; Senses Perception +9
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Defense
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AC 19, touch 14, flat-footed 16 (+5 armor, +3 Dex, +1 size)
hp 30 (5d8+2)
Fort +2, Ref +5, Will +6; +2 vs. fear
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Offense
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Speed 20 ft. (15 ft. in armor)
Melee dagger +3 (1d3-1/19-20) or
. . mwk cold iron morningstar +4 (1d6-1)
Ranged +1 light crossbow +6 (1d6+1/19-20)
Oracle Spells Known (CL 5th; concentration +12)
. . 2nd (5/day)—cure moderate wounds, gentle repose (DC 17), hold person (DC 19), levitate, minor image (DC 17), lesser restoration
. . 1st (8/day)—command (DC 18), cure light wounds, memory lapse[APG] (DC 18), murderous command[UM] (DC 18), shield of faith, unbreakable heart[ISWG]
. . 0 (at will)—detect magic, ghost sound (DC 15), guidance, light, mage hand, read magic, resistance, spark[APG] (DC 15)
. . Mystery Time
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Statistics
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Str 8, Dex 16, Con 10, Int 10, Wis 12, Cha 20
Base Atk +3; CMB +1; CMD 14
Feats Greater Spell Focus (enchantment), Spell Focus (enchantment), Spell Penetration
Traits armor expert, focused mind
Skills Acrobatics +2 (-6 to jump), Climb -2, Diplomacy +13, Heal +5, Knowledge (arcana) +8, Knowledge (history) +4, Knowledge (planes) +4, Knowledge (religion) +4, Perception +9, Sense Motive +5, Spellcraft +4, Use Magic Device +12; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Halfling
SQ oracle's curse (haunted), revelations (erase from time[UM], temporal celerity[UM])
Combat Gear potion of cure light wounds, potion of cure moderate wounds, potion of cure serious wounds, potion of fly, scroll of lesser restoration (2), scroll of sanctify corpse (2), wand of create water (50 charges), wand of endure elements (50 charges), acid (2), alchemist's fire (2), antiplague[APG], antitoxin, holy water, tanglefoot bag, thunderstone; Other Gear +1 mithral chain shirt, +1 light crossbow, crossbow bolts (50), dagger, mwk cold iron morningstar, handy haversack, backpack, bedroll, grappling hook, mirror, silk rope (50 ft.), small chest, sunrod (5), tindertwig (2), trail rations (4), waterskin, weapon cord[APG], 4,942 gp, 8 sp
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Special Abilities
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Erase from Time (2 rds, 1/day, DC 17) (Su) As a melee touch attack, you can temporarily remove a creature from time altogether. The target creature must make a Fortitude save or vanish completely for a number of rounds equal to 1/2 your oracle level (minimum 1 round). No magic or divinations
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Greater Spell Focus (Enchantment) +1 to the Save DC of spells from one school.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Temporal Celerity (Su) Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order

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