Kane Elish's page

16 posts. Organized Play character for TriOmegaZero.







About Kane Elish

Kane Elish
Male ifrit oracle (seeker) 11 (Pathfinder Campaign Setting: Pathfinder Society Field Guide, Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Bestiary 2 160)
LN Medium outsider (native)
Init +14; Senses darkvision 60 ft.; Perception +13
AC 24, touch 13, flat-footed 21 (+7 armor, +3 Dex, +4 shield)
hp 91 (11d8+33)
Fort +10, Ref +10, Will +10
Resist fire 20
Speed 40 ft.
Melee morningstar +10/+5 (1d8+2)
Spell-Like Abilities (CL 11th; concentration +20)
. . 1/day—efreeti magic[ARG][ARG]
Oracle (Seeker) Spells Known (CL 11th; concentration +20)
. . 5th (5/day)—breath of life (DC 20), mass cure light wounds, life bubble[APG] (DC 20), summon monster V
. . 4th (7/day)—blessing of fervor[APG] (DC 19), cure critical wounds, freedom of movement, restoration, wall of fire
. . 3rd (7/day)—beacon of luck, cure serious wounds, daylight, fireball (DC 18), prayer, communal resist energy[UC]
. . 2nd (7/day)—cure moderate wounds, grace[APG], light prison (DC 17), make whole, pilfering hand[UC], resist energy, spiritual weapon
. . 1st (8/day)—air bubble[UC], bless, burning hands (DC 16), cure light wounds, liberating command[UC], shield of faith, unbreakable heart[ISWG]
. . 0 (at will)—detect magic, detect poison, enhanced diplomacy, guidance, mending, read magic, scrivener's chant, spark[APG] (DC 15), stabilize
. . Mystery Flame
Str 14, Dex 16, Con 16, Int 14, Wis 9, Cha 20
Base Atk +8; CMB +10; CMD 23
Feats Acrobatic Steps, Cosmopolitan[APG], Extra Revelation[APG], Extra Revelation[APG], Improved Initiative, Merciful Spell[APG], Nimble Moves, Warrior Priest[UM]
Traits cosmopolitan (absalom), reactionary
Skills Acrobatics +5 (+9 to jump), Bluff +8, Diplomacy +21 (+24 vs. Hellknights, +24 while talking to an individual one-on-one), Disable Device +23, Disguise +8, Intimidate +10 (+13 while talking to an individual one-on-one), Knowledge (history) +6, Knowledge (planes) +10, Knowledge (religion) +6, Linguistics +7, Perception +13, Profession (scribe) +12, Sense Motive +5 (+8 while talking to an individual one-on-one), Spellcraft +15 (+19 spells), Use Magic Device +20
Languages Abyssal, Celestial, Common, Ignan, Infernal, Osiriani, Terran
SQ defiant mind, fire in the blood[ARG], interaction bonus, oracle's curse (legalistic), revelations (cinder dance, firestorm, gaze of flames, molten skin, wings of fire), seeker lore, trapfinding +5, vow to self, wildfire heart[ARG]
Combat Gear wand of comprehend languages (50 charges); Other Gear +1 mithral agile breastplate[APG], lion's shield, morningstar, belt of physical might +2 (Dex, Con), boots of the cat[UE], circlet of persuasion, cloak of resistance +4, first aid gloves, headband of alluring charisma +4, wayfinder[ISWG], masterwork thieves' tools, wooden holy symbol of Law, 21,232 gp
Special Abilities
Darkvision (60 feet) You can see in the dark (black and white only).
Defiant Mind At 10th level, you can make a new saving throw each minute to resist mind-affecting effects as your subconscious searches for loopholes.
Efreeti Magic (1/day) (Sp) Cast enlarge person or reduce person 1/day.
Energy Resistance, Fire (20) You have the specified Energy Resistance against Fire attacks.
Fire in the Blood Gain fast healing 2 for one round whenever you take fire damage.
Firestorm (11d6, 5 rd, 1/day, DC 20) (Su) Create 11 10' cubes of fire, dealing 11d6 fire damage, Ref. half, for 5 rds.
Gaze of Flames (Clairvoyance 110 ft., 11 rounds/day) (Su) See through fire, fog, and smoke, or use a flame within 110 ft for clairvoyance.
Interaction Bonus +3 bonus to one-on-one Diplomacy, Intimidate, and Sense Motive checks.
Legalistic The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your ob
Merciful Spell You can cast a spell that deals non-lethal damage instead of lethal damage.
Nimble Moves (20 ft/rd) Move through the listed amount of difficult terrain each rd as if it were normal terrain.
Seeker Lore (Ex) +4 to Knowledge (arcana) and Spellcraft checks related to bonus spells.
Trapfinding +5 Gain a bonus to find or disable traps, including magical ones.
Vow to Self (1/day) +4 morale bonus to one roll to keep a promise.
Warrior Priest +2 on concentration checks when casting defensively or grappling.
Wildfire Heart +4 racial bonus on initiative

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