Taergan Flinn

Lido Caine's page

39 posts. Organized Play character for Greymore.


Race

LG half-elf Oracle 1 | HP 11/11 | AC:14 T:10 FF:14 CMD: 11 | F+3 R+0* W+0*| Init +0| Perc +0| Speed 30|

Classes/Levels

Channel 6/6(1d6/DC14) |

Spells(1st=4/day):
0=create water, detect magic, guidance, read magic, stabilize|1st=Bless, CLW, Prot vs E
Effects: none

About Lido Caine

PFS Stuff:
Player's Name: Greymore
Character Name: Lido Caine
Class/Level: Oracle(life)/1
PFS#: 133512-23
Faction: Silver Crusade
Day Job Roll: N/A

Description:
A tall and lean half elf with red hair, kind eyes and a welcoming smile for any and all he sees. He wears a common chain shirt and no weapons to speak of, other than a cestus on his left hand, presumably as a weapon of last resort.

An unfamiliar enclosed six-pointed star symbol adorns many of his belongings, and he wears a medallion with the same symbol prominently displayed on his chest.

Lido Caine 1
Male half-elf (Shoreborn) oracle 1 (Pathfinder RPG Advanced Player's Guide 42)
LG Medium humanoid (elf, human)
Init +0; Senses low-light vision; Perception +0
--------------------
Defense
--------------------
AC 14, touch 10, flat-footed 14 (+4 armor)
hp 11 (1d8+3)
Fort +3, Ref +0, Will +0; +2 vs. enchantments, +2 vs. death, +1 trait bonus against supernatural effects of channeled energy or ki powers
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee cestus +1 (1d4+1/19-20)
Special Attacks channel positive energy 6/day (DC 14, 1d6)
Oracle Spells Known (CL 1st; concentration +5)
. . 1st (4/day(3 used))—bless, cure light wounds, protection from evil
. . 0 (at will)—create water, detect magic, guidance, read magic, stabilize
. . Mystery Life
--------------------
Statistics
--------------------
Str 12, Dex 10, Con 16, Int 12, Wis 7, Cha 18
Base Atk +0; CMB +1; CMD 11
Feats Fey Foundling[ISWG], Skill Focus (Diplomacy)
Traits cloistered upbringing (any city), exalted of the society
Skills Diplomacy +11, Handle Animal +8, Heal +2, Knowledge (religion) +5, Perception +0, Spellcraft +5, Survival -2 (+0 to avoid becoming lost); Racial Modifiers +2 Perception
Languages Azlanti, Common, Elven
SQ elf blood, oracle's curse (legalistic), revelation (channel), vow to self
Combat Gear wand of cure light wounds (50/-5); Other Gear chain shirt, cestus[APG], wayfinder[ISWG], backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text (Aesocar, The Healing Touch)[UE], mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, wooden holy symbol of Aesocar, The Healing Touch, wrist sheath(spring loaded)x2 454 gp
--------------------
Special Abilities
--------------------
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Fey Foundling Magical healing works better on you
Legalistic Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligations.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Oracle Channel Positive Energy 1d6 (6/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Vow to Self (1/day) +4 morale bonus to one roll to keep a promise.