Aasimar

Lïlee's page

No posts. Alias of Itzi.


Race

Female Human Oracle (nature) 4 | HP 23/23 | AC 16 T 16 FF 11 | Fort +2 Ref +2 Will +6 | Initiative +0 | Perc +5

Classes/Levels

| Spells 1st: 8/8, 2nd: 4/4

About Lïlee

Basics:

Oracle 4 (Nature)
NG Medium human (humanoid), 5'2", 95 lbs, 22 years old

Init +0; Senses normal vision; Perception +5

Defense:

AC 16, touch 16, flat-footed 11 (+1 enhancement, +5 Cha)
hp 23 (4d8)
Fort +2 (+1 base, +0 Con, +1 resistance), Ref +2 (+1 base, +0 Dex, +1 resistance), Will +6 (+4 base, +1 Wis, +1 resistance)

+1 on saves vs devil's mind-affecting effects

Offense:

Speed 30 ft.

Melee Dagger +2 (1d4-1, 19-20/x2; piercing/slashing)
Melee Longspear +3 (1d8, 20/x3; piercing)

Ranged Dagger +3 (1d4-1, 19-20/x2; piercing, 10')

Statistics:

Str 8 (-1), Dex 10 (+0), Con 10 (+0), Int 12 (+1), Wis 13 (+1), Cha21 (+5)
Base Atk +3; CMB +2; CMD 17/12
Languages Common, Sylvan

Feats:

Level 1-4

Armor Proficiency (Light):
Skilled at wearing light armor

Armor Proficiency (Medium):
Skilled at wearing medium armor

Simple Weapon Proficiencies - All:
Trained in the use of all basic weapons.

Shield Proficiency:
When you use a shield (except a tower shield), the shield’s armor check penalty only applies to Strength– and Dexterity-based skills.

Extra Revelation
You gain one additional revelation. You must meet all of the prerequisites for this revelation.

Nature Soul
You get a +2 bonus on all Knowledge (nature) checks and Survival checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Friend To Animals DC 17
As a standard action you can require all animals within 30 feet to make a Will saving throw. Animals who fail the save cannot attack you unless you attack them or one of their allies first. The DC of the Will save is equal to 10 + half your character level + your Charisma modifier.

Traits:

Diabolist Raised
All your life you’ve lived within the grip of devil-possessed Cheliax. You care little for the religion of your country, but that is the way of life in the most magnificent empire in the world, and who are you to question the faith of the empire’s rulers? Certainly not a fool like some of your more idealistic acquaintances, possessed of bizarre ideals about personal freedoms and egalitarian rulership—who can say whatever happened to them? You know of Hell and the rigidity of its grim rulers, you’ve seen devils and how they might be employed to the betterment of those with the might to control them, and you know of the dark faith of your country. You might not be a devil worshiper yourself, but there are realities to living in Cheliax, and it’s always good to know what’s really going on behind the scenes.

Benefit: Your knowledge of diabolism grants you a +1 bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks made against Westcrown’s nobility, and a +1 bonus on all saving throws made against mind-affecting attacks from devils.

Trustworthy
People find it easy to put their faith in you. You gain a +1 trait bonus on Bluff checks made to fool someone. You also gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.

Human Abilities:

Ability Modifiers Cha
+1 to one ability score.

Skilled
Gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.

Bonus Feat: Extra Revelation

Oracle Abilities:

Level 1

Mystery: Nature
Class Skills: Climb, Fly, Handle Animal, Knowledge (nature), Ride, Survival, and Swim
(Climb swapped for Handle Animal - GM approved)

Curse: God Meddled
The isle of Iblydos is populated and watched over by hero-gods, some of whom are known for entangling mortals in their own affairs. The gods’ interference in your life has left you with strange, unpredictable powers dependent on divine whim. Bizarre side effects occur whenever you are affected by a spell from a divine caster — for better or for worse. Once per round, when a creature casts a divine spell including you as a target, roll 1d20 and consult the table below. The effect resulting from this roll begins at the end of that enemy’s turn. This effect targets only you, even if other creatures were included as targets of the triggering spell. At 5th level, you gain a +2 competence bonus on saving throws to resist divine spells. At 10th level, you become immune to the confused condition. At 15th level, you gain a +4 competence bonus on saving throws to resist mind-affecting effects.

God-Meddled Whim
Bizarre side effects occur whenever you are affected by a spell from a divine caster — for better or for worse. Once per round, when a creature casts a divine spell including you as a target, roll 1d20 and consult the table below. The effect resulting from this roll begins at the end of that enemy’s turn. This effect targets only you, even if other creatures were included as targets of the triggering spell.

d20 Effect
1 You provoke an attack of opportunity from one enemy adjacent to you. If no enemy is adjacent, the closest enemy can move its full movement speed in your direction as a free action. If multiple enemies qualify, the GM determines which creature attacks or moves. This movement does not trigger attacks of opportunity.
2–3 Your movement speed is halved for 1 round.
4–5 You are deafened for 1 round.
6–7 You are knocked prone.
8–10 You shrink by one size category for 1 round, as reduce person.
11–13 You grow by one size category for 1 round, as enlarge person.
14–15 Your caster level is treated as 1 higher for the purpose of spell durations for 1 round.
16–17 Creatures in squares adjacent to you are pushed 10 feet away from the space you occupy.
18–19 You are able to understand all languages for 1 round.
20 You gain the benefits of haste for 1 round.

Revelation: Bonded Mount - Wolf
You gain the service of an unusually intelligent, strong, and loyal mount. The creature must be one that you are capable of riding and is suitable as a mount. A Medium oracle can select a camel or a horse. A small oracle can select a pony or wolf, but can also select a boar or a dog if she is at least 4th level. This mount functions as a druid’s animal companion, using the oracle’s level as her effective druid level. Bonded mounts have an Intelligence score of at least 6.

Animal Companion Link (Ex)
Masters can handle their animal companion as a free action, or push it as a move action, even if they don't have any ranks in the Handle Animal skill. The link grants a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells with Companion (Ex)
The druid may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Revelation: Speak With Animals (Ex) - wolf, pigeon
Choose a specific kind of animal: eagle, fox, dog, and so on. The oracle or shaman gains the ability to converse with that type of animal as if she were under the effects of speak with animal. The shaman gains the ability to communicate with an additional kind of animal for every 3 oracle or shaman levels she possesses (two animals at 3rd level, three at 6th, up to a maximum of seven at 18th level).

Revelation: Nature's Whispers (Ex)
You have become so attuned to the whispers of the natural world, from the croaking of frogs to the groaning of great boulders, that your surroundings constantly keep you preternaturally aware of danger. You may add your Charisma modifier, instead of your Dexterity modifier, to your Armor Class and CMD. Any condition that would cause you to lose your Dexterity modifier to your Armor Class instead causes you to lose your Charisma modifier to your Armor Class.

Bonded Mount - Wolf:

Rafaïl
Male wolf
N Medium animal
Init 3; Senses low-light vision, scent; Perception +5
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Defense
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AC 19, touch 14, flat-footed 16 (+3 Dex, +1 enhancement, +5 natural)
hp 26 (4d8+8)
Fort 7, Ref 8, Will 3
Defensive Abilities evasion
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Offense
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Speed 50 ft.
Melee bite 0 (1d6+4 B & P & S plus trip)
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Statistics
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Str 15, Dex 16, Con 15, Int 6, Wis 12, Cha 6
Base Atk +3; CMB 5; CMD 18 (22 vs. trip)
Feats Blind-fight, Improved Natural Armor
Skills Acrobatics +3 (+11 to jump), Perception +5, Stealth +7, Survival +2 (+6 when tracking by scent), Swim +6; Racial Modifiers +4 Survival when tracking by scent
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Special Abilities
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Blind-Fight Re-roll misses because of concealment, other benefits.
Evasion (Ex) No damage on successful reflex save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Trip: Bite (Ex) You can make a trip attempt on a successful attack.

Spells:

Concentration Check: +9
Melee Touch Attack: +2
Ranged Touch Attack: +3

0 - unlimited per day - DC 15

Create Water
Detect Magic
Detect Poison
Enhanced Diplomacy
Purify Food and Drink
Resistance

1 - 8 per day - DC 16
Charm Animal
Cure Light Wounds
Inflict Light Wounds
Protection From Evil
Stunning Barrier

2 - 4 per day - DC 17
Barkskin
Cure Moderate Wounds
Inflict Moderate Wounds

Skills:

Adventuring Skills

Total skill ranks: 16 (16 oracle {4/lvl}, +4 Int, +4 Skilled, +4 FCB )

Acrobatics +0 (+0 Dex)
Bluff +6 (1 rank, +5 Cha)
Climb -1 (-1 Str)
Diplomacy +13 (4 ranks, +3 class skill, +5 Cha, +1 Trustworthy - trait)
Disable Device -- (+0 Dex)
Disguise +5 (+5 Cha)
Escape Artist +0 (+0 Dex)
Fly +0 (+3 class skill, +0 Dex)
Heal +7 (3 ranks, +3 class skill, +1 Wis)
Intimidate +5 (+5 Cha)
Knowledge (arcana) +1 (+1 Int)
Knowledge (dungeoneering) +1 (+1 Int)
Knowledge (local) +1 (1 rank, +1 Int)
Knowledge (nature) +10 (4 ranks, +3 class skill, +1 Int, +2 Nature Soul - untyped)
Knowledge (planes) +1 (+3 class skill, +1 Int)
Knowledge (religion) +5 (1 rank, +3 class skill, +1 Int)
Perception +5 (4 ranks, +1 Wis)
Ride +5 (2 ranks, +3 class skill, +0 Dex)
Sense Motive +1 (+3 class skill, +1 Wis)
Spellcraft +5 (1 rank, +3 class skill, +1 Int)
Stealth +3 (3 ranks, +0 Dex)
Survival +10 (4 ranks, +3 class skill, +1 Wis, +2 Nature Soul - untyped )
Swim -1 (+3 class skill, -1 Str)
Use Magic Device +5 (+5 Cha)

Background Skills

Appraise +1 (+1 Int)
Craft (alchemy) +8 (4 ranks, +3 class skill, +1 Int)
Handle Animal +12 (4 ranks, +3 class skill, +5 Cha)
Knowledge (history) +1 (+3 class skill, +1 Int)
Linguistics +1 (+1 Int)
Sleight of Hand -- (+0 Dex)

Gear:

artisan clothes
dagger (2 gp, 1 lbs)
long spear
shawl of life-keeping

beltpouch
[
flint and steel (1 gp)
31.9 gp
]

Background:

Appearance:

Combat Macros:

[dice=Cure Light Wounds]1d8+4[/dice]
[dice=Cure Moderate Wounds]2d8+4[/dice]

[dice=Inflict Light Wounds]1d8+4[/dice]
[dice=Inflict Moderate Wounds]2d8+4[/dice]