Eskelda Teredein

Mina Asal's page

205 posts. Organized Play character for noral.


Full Name

Babr, Animal Companion of Mina.

Race

DR5/blud. 25/25 | HP 60/60 | Resistance 5 vs. Cold, Acid, Electr | Heavy horse HP 19/19 | Speed 30ft (50ft on horse) | AC 23 T 16 FF 17 | CMD 9 | F: +8, R: +12, W: +6 | Init: +9

Classes/Levels

| Spells: 1st 3/8, 2nd 4/6 | Perc: +0, SM: +0, Dipl.: +17, Bluff: +9 | Active conditions: Defending bone

Gender

Female N Oracle (Spirit Guide, Lunar Mystery) 5 | Looks human but is an Aasimar; Outsider (Native) & Humanoid (human) | Darkvision 60ft |

About Mina Asal

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–– Oracle (Spirit Guide with Bonded Shaman Ancestors Spirit, Lunar Mystery) 5 ––

Babr, Animal Companion of Mina.

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-- STATS --

Str: 7*, Dex: 7, Con: 20 (18 + 2 Belt), Int: 14, Wis: 10, Cha: 22 (19 +1 Lvl 4th + 2 Headband)

* Carrying capacity Str 8 with MW backpack

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–– SAVES ––

Fortitude: +8 (Con +5, Oracle +1, Cloak of Resistance +2)
Reflex: +12 (Cha +6 from Prophetic Armor Revelation + 3 circlet of persuasion, Oracle +1, Cloak of Resistance +2)
Will: +6 (Wis +0, Oracle +4, Cloak of Resistance +2)

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–– COMBAT ––

Ranged to hit: +1 / -3 with weapons* (BAB +3, Dex -2)
Melee to hit: +1 / -3 with weapons* (BAB +3, Str -2)
* -4 penalty on weapon attack rolls from 'Blackened' Oracle curse

Initiative +9: Cha +6 (Noble Scion of War) + 3 circlet of persuasion

Speed: 30 ft

CMD 9 (BAB +3, Dex -2, Str -2)

AC 23, T 16, FF 17 (+1 Mithral Chain Shirt +5, +1 Buckler +2, Cha +6 from Prophetic Armor Revelation)

Armor Check Penalty -0: MW Armor [-0] + MW Buckler [-0]

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–– SKILLS ––

• Craft Alchemy +13 (Rank 1, Class +3, Cha +6 Spirit Guide archetype Bonded Spirit with Shaman Ancestors Spirit Hex ‘Wisdom of the Ages’, Circlet of Persuasion +3) )
• Diplomacy +17 (Rank 5, Class +3, Cha +6, Circlet of Persuasion +3)
• Knowledge Arcana +13 (Rank 1, Class +3, Cha +6 Spirit Guide archetype Bonded Spirit with Shaman Ancestors Spirit Hex ‘Wisdom of the Ages’, Circlet of Persuasion +3)
• Knowledge Dungeoneering +13 (Rank 1, Class +3, Cha +6 Spirit Guide archetype Bonded Spirit with Shaman Ancestors Spirit Hex ‘Wisdom of the Ages’, Circlet of Persuasion +3)
• Knowledge Engineering +13 (Rank 1, Class +3, Cha +6 Spirit Guide archetype Bonded Spirit with Shaman Ancestors Spirit Hex ‘Wisdom of the Ages’, Circlet of Persuasion +3)
• Knowledge Geography +13 (Rank 1, Class +3, Cha +6 Spirit Guide archetype Bonded Spirit with Shaman Ancestors Spirit Hex ‘Wisdom of the Ages’, Circlet of Persuasion +3)
• Knowledge History +13 (Rank 1, Class +3, Cha +6 Spirit Guide archetype Bonded Spirit with Shaman Ancestors Spirit Hex ‘Wisdom of the Ages’, Circlet of Persuasion +3)
• Knowledge Local +13 (Rank 1, Class +3, Cha +6 Spirit Guide archetype Bonded Spirit with Shaman Ancestors Spirit Hex ‘Wisdom of the Ages’, Circlet of Persuasion +3)
• Knowledge Nature +13 (Rank 1, Class +3, Cha +6 Spirit Guide archetype Bonded Spirit with Shaman Ancestors Spirit Hex ‘Wisdom of the Ages’, Circlet of Persuasion +3)
• Knowledge Nobility +13 (Rank 1, Class +3, Cha +6 Spirit Guide archetype Bonded Spirit with Shaman Ancestors Spirit Hex ‘Wisdom of the Ages’, Circlet of Persuasion +3)
• Knowledge Planes +19 (Rank 5, Class +3, Cha +6 Spirit Guide archetype Bonded Spirit with Shaman Ancestors Spirit Hex ‘Wisdom of the Ages’, Circlet of Persuasion +3, racial trait +2)
• Knowledge Religion +13 (Rank 1, Class +3, Cha +6 Spirit Guide archetype Bonded Spirit with Shaman Ancestors Spirit Hex ‘Wisdom of the Ages’, Circlet of Persuasion +3)
• Linguistics +18 (Rank 4, Class +3, Cha +6 Spirit Guide archetype Bonded Spirit with Shaman Ancestors Spirit Hex ‘Wisdom of the Ages’, Circlet of Persuasion +3, Magenta Prism (Cracked) Ioun Stone +2)
• Spellcraft +13 (Rank 1, Class +3, Cha +6 Spirit Guide archetype Bonded Spirit with Shaman Ancestors Spirit Hex ‘Wisdom of the Ages’, Circlet of Persuasion +3)
• UMD +17 (Rank 5, Class +3*, Cha +6, Circlet of Persuasion +3) * Dark Archive Faction Card

30 skill points = 5 levels with 6 Skill Points per level (4 Oracle, Int + 2)

Languages:
• Racial: Common
• Intelligence: Celestial, Draconic
• Linguistics: Sylvan, Infernal, Abyssal, Dwarven

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–– ORACLE SPELLS KNOWN––

• 0 level [6]:
Detect magic, read magic, Stabilize, Guidance, grasp, light

• 1st level spells [9 = 4 + 1 Blackened Curse + 1 lunar mystery + 1 Bonded Spirit + 2 fav. Class bonus (human 4th/5th level )]:
fumbletongue (Lunar), unseen servant (Ancestors spirit), Burning Hands (Curse), Bless, Air Bubble, Liberating command, Barbed Chains, Murderous Command, Fallback Strategy

• 2nd level spells [6 = 2 + 2 Blackened Curse + 1 Lunar mystery + 1 Bonded Spirit]:
Dust of twilight (Lunar), Spiritual Weapon (Ancestors spirit), scorching ray (Curse), flaming sphere (Curse), Burst of Radiance, Defending Bone

–– SPELLS PER DAY ––

• 1st level: 8 = 6 + 2 Cha
• 2nd level: 6 = 4 + 2 Cha

–– CONCENTRATION AND SPELL PENETRATION ––

• Concentration +14: Cha +6, Oracle CL, Circlet of persuasion +3
• CL check vs. Spell Resistance +7: Oracle CL, +2 Crusading Magic

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–– XP / PRESTIGE POINTS / FAME ––
TOTAL OVERVIEW:
* Currently: 12 XP / 2 PP / 20 Fame
* Spent: 18 PP

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–– PRESTIGE POINT USAGE ––:

• On 2nd Level: Retrained 2 Hit Points; each HP costs 3 days / 3 PP / 60 gp (=3 days * 2nd Lvl * 10gp) -> Total cost for retraining 2 Hit Points: 6 PP and 120 gp.
• On 3rd Level: Retrained 1 Hit Point; each HP costs 3 days / 3 PP / 90 gp (=3 days * 4th Lvl * 10gp)
• On 4th Level: Retrained 2 Hit Points; each HP costs 3 days / 3 PP / 120 gp (=3 days * 4th Lvl * 10gp) -> Total cost for retraining 2 Hit Points: 6 PP and 240 gp.
• On 5th Level: Retrained 1 Hit Points; each HP costs 3 days / 3 PP / 150 gp (=3 days * 5th Lvl * 10gp)

–– HIT POINTS ––:

1st level - 14 Hit Points: 8 Oracle + Con +5 +1 Favored Class
2nd level - 13 Hit Points: 5 Oracle + Con +5 +1 Favored Class + 2 Retraining
3rd level - 12 Hit Points: 5 Oracle + Con +5 +1 Favored Class + 1 Retraining
4th level - 12 Hit Points: 5 Oracle + Con +5 + 2 Retraining
5th level - 11 Hit Points: 5 Oracle + Con +5 + 1 Retraining

TOTAL - 60 Hit Points

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–– GOLD –– :

TOTAL OVERVIEW:
* Currently: 655gp

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–– GEAR ––

Buckler +1 Shield 1000
Belt of Mighty Constitution +2 Belt 4000
Circlet of persuasion Head 4500
Magenta Prism (Cracked) Ioun Stone 800
Mithral Chainshirt Armor 1100
Wand of Infernal Healing (in spring loaded wrist sheath) 750
4 x Anti-plague + 4 x Antitoxin 400
2 x Essence of independence 160
Universal Solvent 50
Headband of alluring Charisma +2Headband 4000
Cloak of Resistance +2 Shoulder 4000
Spiked Gauntlet
Dagger
Ioun Torch
Rope
Backpack
Compass
Air bladder
Snorkel masterwork
Animal glue
Drill
Earplugs
Bell string
Whistle signal
Oil of grease
Vermin repellent
Spell component pouch
Smelling Salts
10 x Trail rations
Air Crystals
Rations
2 x Acid
Universal Solvent
1st level scrolls, oils, potions, holy water 775
2 x Scroll of Obscuring Mist
5 x Scroll of Remove Fear
2 x holy water
2 x Scroll of Diagnose Disease
2 x Scroll of Entropic Shield
2 x Detect Secret Doors
4 x Scroll of Endure Elements
2 x Oil of Unwelcome Halo
2 x Potion Air Bubble with sponge
2 x Potion of Touch of Sea with sponge
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–– TRAITS ––


• FATE’s FAVORED (Faith): Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
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–– FEATS ––

• Lvl 1: NOBLE SCION: Prerequisites: Cha 13, must be taken at 1st level. Benefit: You gain a +2 bonus on all Knowledge (nobility) checks, and that chosen Knowledge skill is always considered a class skill for you. Scion of War: You use your Charisma modifier to adjust Initiative checks instead of your Dexterity modifier.
• Lvl 3: EXTRA REVELATION
• Lvl 5: CELESTIAL SERVANT (Aasimar): Rather than being a normal animal or beast, your companion or familiar hails from the heavenly realms. Prerequisites: Aasimar, animal companion, familiar, or mount class feature. Benefit: Your animal companion, familiar, or mount gains the celestial template and becomes a magical beast, though you may still treat it as an animal when using Handle Animal, wild empathy, or any other spells or class abilities that specifically affect animals.

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–– CLASS ABILITIES ––

Oracle - CLASS DETAILS

• Class Skills: Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

• Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).
• Oracle’s Curse (Ex): Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle’s curse cannot be removed or dispelled without the aid of a deity. An oracle’s curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. Each oracle must have a single curse.
Blackened: Your hands and forearms are shriveled and blackened, as if you had plunged your arms into a blazing fire, and your thin, papery skin is sensitive to the touch. EFFECT You take a –4 penalty on weapon attack rolls, but you add burning hands to your list of spells known. At 5th level, add scorching ray and flaming sphere to your list of spells known. At 10th level, add wall of fire to your list of spells known and your penalty on weapon attack rolls is reduced to –2. At 15th level, add delayed blast fireball to your list of spells known.

FAQ Blackened Curse: The Blackened oracle curse is meant to only impose a penalty on attack rolls with manufactured weapons. Thus, rays, weapon-like spells, and natural weapons are not affected by this curse.

~

Oracle Mystery: LUNAR - CLASS DETAILS

Bonus Spells: fumbletongue (2nd), dust of twilight (4th), rage (6th), moonstruck (8th), aspect of the wolf (10th), litany of madness (12th), lunar veil (14th), blood mist (16th), polar midnight (18th).

Revelations: An oracle with the Lunar mystery can choose from any of the following revelations.

• 1st level revelation: Primal Companion (Ex): You gain the service of a faithful animal of the night. You can select from a bear, boar, crocodile, shark, tiger, or wolf. This animal functions as a druid’s animal companion, using your oracle level as your effective druid level.

• Extra Revelation feat: Prophetic Armor (Ex): You are so in tune with your primal nature that your instincts often act to save you from danger that your civilized mind isn’t even aware of. You may use your Charisma modifier (instead of your Dexterity modifier) as part of your Armor Class and all Reflex saving throws. Your armor’s maximum Dexterity bonus applies to your Charisma, instead.

~

Spirit Guide - ARCHETYPE DETAILS

Class Skills: A spirit guide gains all Knowledge skills as class skills. This replaces the bonus class skills gained from the oracle’s mystery.

Bonded Spirit (Su): At 3rd level, a spirit guide can form a temporary bond with a spirit, as the shaman’s wandering spirit class feature (see page 37). She must make this selection each day when she refreshes her spells. A spirit guide cannot bond with a spirit that is incompatible with her alignment, ethos, or mystery (GM’s discretion). A spirit guide gains one hex of her choice from the list of hexes available from that spirit. She uses her oracle level as her shaman level, and she switches Wisdom for Charisma and vice versa for the purpose of determining the hex's effects. At 4th level, she adds the bonded spirit’s spirit magic spells to her oracle spells known for that day, but only of spell levels she can cast. At 7th level, she gains the spirit ability of her current bonded spirit. At 15th level, she gains the greater spirit ability of her current bonded spirit.
This ability replaces the revelations gained at 3rd, 7th, and 15th levels.

~

• Chosen Bonded Spirit: Shaman Ancestors SPIRIT
• Chosen Bonded Spirit Hex: Wisdom of the Ages (Su): The shaman can call upon her ancestors for lore and guidance. She can use her Wisdom modifier instead of her Intelligence modifier on all Intelligence-based skill checks.

• Ancestors Bonded Spirit: Spirit Magic Spells: unseen servant (1st), spiritual weapon (2nd), heroism (3rd), spiritual ally (4th), telekinesis (5th), greater heroism (6th), ethereal jaunt (7th), vision (8th), astral projection (9th)

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— AASIMAR Agathion-Blooded (Idyllkin) RACIAL TRAITS --
• Con: +2, Cha: +2
• TYPE: Humanoid (Human), Outsider (Native)
• SIZE: Medium
• SPEED: 30 feet
• DARK-VISION
• SCION OF HUMANITY: Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
• CRUSADING MAGIC: Many aasimars feel obligated to train to defend the world against fiends such as the invaders from the Worldwound. These aasimars gain a +2 racial bonus on caster level checks to overcome spell resistance and on Knowledge (planes) checks. This racial trait replaces the skilled and spell-like ability racial traits.
• CELESTIAL RESISTANCE: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
• Automatic Languages: Common

–– BACKGROUND –– :

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