From past products, I knew I would not be disappointed, but now that I have held it in my hands. Far above anything I have ever owned as a GM screen in my nearly thirty years of gaming. No more worries about a circular fan blowing it over. Only quick reference material, easily laid out superior quality.
AC 18/20(SoF), touch 14/16(SoF), flat-footed 14/18(SoF)
hp 23/23
Fort 1, Ref 5, Will 4
Energy Resistance: Cold 5, Electricity 5, Negative Energy 10
CMD: 15
OFFENSE:
Speed 30 ft
Melee: Dagger +3 (1d4/19-20/x2/PorS) or Shortspear +3 (1d6/20/x2/P) or Silver Lt. Mace +3 (1d6/20/x2/B)
Ranged: Dagger +5 (1d4/19-20/x2/P) or Shortspear +5 (1d6/20/x2/P)
Ranged: +1 Lt. Crossbow +6 (1d8+1/19–20/×2/80 ft./P)
Space 5 Reach 5
Base Atk +3
CMB +3
STATISTICS:
STR 11 DEX 14 CON 10 INT 14 WIS 10 CHA 19
Fetchling Racial Features:
• Type (ARG 109): Fetchlings are outsiders with the native subtype.
• Shadow Blending (Su) (ARG 109): Attacks against you in dim light have a 50% miss chance instead of the normal 20% miss chance.
• Shadowy Resistance (ARG 109): You have cold resistance 5* and electricity resistance 5*.
• Skilled (ARG 109): You have a +2 racial bonus on Knowledge(planes)* and Stealth* checks.
• Spell-Like Abilities (Sp) (ARG 109): You can use disguise self once per day as a spell-like ability.
• Darkvision (ARG 109): You have darkvision out to 60 feet.*
• Low-light vision (ARG 109): You have lowlight vision
Class Features:
• Armor and Shield Proficiency: You are proficient in Light and Medium Armor. You are proficient with shields (except Tower Shields).*
• Weapon Proficiency: You are proficient with all Simple weapons.
• Oracle's Curse (Ex) [Legalistic] (BoF 26): Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. Once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual.
• Archetype: A planar oracle has an affinity with one of the Outer Planes. She is at home on the multiple planes of the Great Beyond, and can eventually become an outsider herself. (Replaces Spells, Level 3 Revelation, and Final Revelation)
Mystery - Lore
Class Skills: An oracle with the lore mystery adds Appraise, Spellcraft, and all Knowledge skills to her list of class skills.
Bonus Spells: (Replaced by Archetype) endure elements (2nd), elemental speech (4th), tongues (6th), planar adaptation (8th), plane shift (10th), mass planar adaptation (12th), shadow walk (14th), etherealness (16th), gate (18th).
Revelations
• Lore Keeper (Ex) (APG 50): You may use your Charisma modifier (+4) instead of your Intelligence modifier (+2) on all Knowledge checks.*
• Sidestep Secret (Su) (APG 50): Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws. Your armor’s maximum Dexterity bonus applies to your Charisma instead of your Dexterity
• Planar Resistance (Su): At 3rd level, you gain energy resistance 10 against one energy type associated with your chosen plane. At 11th level, your energy resistance increases to 20. (Energy Type: Negative Energy)
Traits:
Traits
• Resurrected (APMM 10): You gain a +2 trait bonus on saving throws against death effects. You do not die until your hit points drop to a negative amount equal to or lower than your Constitution score + 4.
• Spirit Guide (FoB 16): You gain a +2 trait bonus on Knowledge (religion) checks*, and Knowledge (religion)becomes a class skill* for you.
• Keen Appraiser (Custom): You gain a +1 trait bonus on Appraise checks. In addition, you need only exceed the DC of an Appraise check by 2 in order to determine whether the item in question has magic properties (although success still does not grant knowledge of the magic item's abilities).
Feats:
Extra Revelation (Sidestep Secret)
Combat Advice - Grant Ally +2 to Attack as Move Action
This +1 light steel shield is fashioned in the shape of a scarab beetle—a creature that functions as a psychopomp for Pharasma, guiding the souls of the departed into the afterlife. Scarab shields are especially favored by archaeologists and tomb raiders for the protection they grant against guardians and vermin frequently found in ancient ruins and forgotten tombs.
Once per day on command, a scarab shield grants its wielder a +2 sacred bonus on saving throws against fear and death effects for 3 minutes. At any time while this bonus is in effect, the wielder can end the effect as a swift action for a burst of healing energy. The wielder loses the saving throw bonus, but is healed of 1d8+3 points of damage.
In addition, a scarab shield can protect its wielder from swarms. If a mindless swarm attempts to enter the wielder’s space, the swarm must attempt a DC 11 Will save. If the save succeeds, the swarm can enter the wielder’s space and attack the wielder normally. If the save fails, the swarm instinctively avo s the space occupied by the wielder, completely ignoring the wielder for 3 rounds. This effect ends if the wielder makes any attacks, but the wielder may use non-attack spells or otherwise act without ending the effect. This ability functions once per day.
CONSTRUCTION REQUIREMENTS COST 2,279 GP Craft Magic Arms and Armor, blessing of courage and life (APG), sanctuary.
SLEEVES OF MANY GARMENTS:
Aura faint illusion; CL 1st
Slot wrists; Price 200 gp; Weight 1 lb.
DESCRIPTION
These translucent cloth tubes easily fit over their wearer’s arms.
The wearer of these sleeves can, when she slips them on, choose to transform her current garments into any other non-magical set of clothing. These new clothes fit her perfectly and are always clean and mended unless she specifically designates otherwise. When she removes the sleeves, her clothes revert to their original form.