Unicorn

Külə's page

41 posts. Alias of A. Drallidur.


Full Name

Külə

Race

CLW 2/3 CMW 0/1 Ntr. Psn 1/1 E Body 4/4 Ch En 5/5 G.Tel 1/1

Spells:
Oracle (CL 1; cn +4) 1st 5/7 2nd 3/4

Classes/Levels

Skills:
Acro +5 Appr +2 Climb +7 Heal +1 Int +17 K(Nat/Pln/Rel) +6 K(plan) +6 Ling +2 S.Motive +12 Splcrft +2 Stlth +7 Surv +12 Swim +2

Gender

broken soul unicorn oracle 4 THP 0 HP 132/132 | Init +0 Percpt +12 | AC 29/12/26 CMD 26 CMB +13 | Fort +12 Ref +9 Will +7 (+4 Comp vs dis, +2 res vs evil) | DR 5/- SR 19 RES(All) 5, Imm(Chrm,Comp,Poi)

About Külə

broken soul unicorn oracle 4 THP 0 HP 132/132 | Init +0 Percpt +12 | AC 30/13/27 CMD 27 CMB +13 | Fort +13 Ref +10 Will +8 (+4 Comp vs dis, +2 res vs evil) | DR 5/- SR 19 RES(All) 5, Imm(Chrm,Comp,Poi)

CLW 3/3 CMW 1/1 Ntr. Poison 1/1 E Body 4/4 Ch En 5/5 G.Tel 1/1

Spells:
Oracle (CL 1; cn +4) 1st 7/7 2nd 4/4

Skills:
Acro +5 Appr +2 Climb +7 Heal +1 Int +17 K(Nat/Pln/Rel) +6 K(plan) +6 Ling +2 S.Motive +12 Splcrft +2 Stlth +7 Surv +12 Swim +2

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Kule CR 7
XP 3,200
Unicorn oracle 4 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Bestiary 269)
CN Large magical beast
Init +0; Senses darkvision 60 ft., low-light vision, scent; Perception +12
Aura magic circle against evil
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Defense
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AC 29, touch 12, flat-footed 26 (+9 armor, +1 deflection, +3 Dex, +8 natural, -1 size, -1 untyped penalty; +2 deflection bonus vs. evil)
hp 132 (8 HD; 4d8+4d10+60)
Fort +12, Ref +9, Will +7; +4 Competence bonus vs. disease, +2 resistance vs. evil
DR 5/—; Immune charm, compulsion, poison; Resist acid 5, cold 5, electricity 5, fire 5, sonic 5; SR 19
Weaknesses tormented
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Offense
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Speed 50 ft. (30 ft. in armor), burrow -10 ft., climb -10 ft., fly -10 ft. (average), swim -10 ft.
Melee gore +10 (1d8+6), 2 hooves +6 (1d3+2)
Space 10 ft.; Reach 5 ft.
Special Attacks agonised wail, baleful gaze, channel positive energy 5/day (DC 16, 2d6), powerful charge (gore, 2d8+10), torturous touch
Spell-Like Abilities (CL 9th; concentration +3)
. . At will—detect evil (as free action), light
. . 3/day—cure light wounds
. . 1/day—cure moderate wounds, greater teleport (within its forest territory), neutralize poison
Oracle Spells Known (CL 4th; concentration -2)
. . 2nd (4/day)—ashen path, cure moderate wounds, lesser restoration, alter self
. . 1st (7/day)—bane (DC 15), cure light wounds, detect undead, obscuring mist, sanctuary (DC 15)
. . 0 (at will)—create water, detect magic, guidance, spark[APG] (DC 14), stabilize, virtue, mage hand
. . Mystery Life
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Statistics
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Str 20, Dex 17, Con 23, Int 14, Wis 13, Cha 18
Base Atk +7; CMB +13; CMD 26 (30 vs. trip)
Feats - Custom Feat -, Diehard, Endurance, Eschew Materials, Multiattack, Toughness, Weapon Focus (gore)
Skills Acrobatics +5, Bluff +0, Climb +7, Diplomacy +0, Disguise +0, Fly -2, Intimidate +17, Knowledge (nature) +6, Knowledge (planes) +6, Knowledge (religion) +6, Perception +12, Sense Motive +12, Stealth +7, Survival +12 (+15 in forests); Racial Modifiers +4 Stealth, +3 Survival in forests
Languages Abyssal, Common, Hallit, Sylvan
SQ magical strike, oracle's curse (wasting), revelations (energy body, channel), wild empathy +14
Other Gear barding of pleated light (mithral)
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Special Abilities
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Agonised Wail (DC 16) (Ex) As a standard action, a broken soul can emit an agonized wail that inspires terror in every creature within 120 feet that has fewer character levels than itself. Each potentially affected opponent must succeed on a Will save (DC 10 + 1/2 broken soul'
Baleful Gaze (DC 16) (Su) Any creature within 60 feet that meets a broken soul's gaze must succeed on a Fortitude save (DC 10 + 1/2 broken soul's HD + broken soul's Cha modifier) or take 1d4 points of Strength drain, 1d4 points of Constitution drain, and 1d4 points of Charism
Burrow (-10 feet) You have a Burrow speed.
Climb (-10 feet) You have a Climb speed.
Damage Reduction (5/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Body (1d6+4, 4 rounds/day) (Su) Elemental subtype and deal 1d6+4 to undead who touch you or heal 1d6+4 to allies who enter your square.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Energy Resistance, Sonic (5) You have the specified Energy Resistance against Sonic attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fly (-10 feet, Average) You can fly!
Immunity to Charm You are immune to charm effects.
Immunity to Compulsion You are immune to compulsion.
Immunity to Poison You are immune to poison.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Magic Circle against Evil (Su) This ability continually duplicates the effect of the spell. The unicorn cannot suppress this ability.
Magical Strike (Ex) A unicorn's gore attack is treated as a magic good weapon for the purposes of damage reduction.
Oracle Channel Positive Energy 2d6 (5/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Powerful Charge (Gore, 2d8+10) (Ex) Your charge attacks deal additional damage.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Spell Resistance (19) You have Spell Resistance.
Swim (-10 feet) You have a Swim speed.
Tormented (Ex) You suffer a –10 racial penalty on Concentration checks because of constant pain.
Torturous Touch (DC 16) (Su) A broken soul can deliver a torturous touch by making a successful melee touch attack against a target. Any creature struck by this attack must succeed on a Fortitude save (DC 10 + 1/2 broken soul's HD + broken soul's Cha modifier) or take 2d6 points
Wasting +4 competence bonus to save vs. Disease
Wild Empathy +14 (Ex) Improve the attitude of an animal, as if using Diplomacy.

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