Race |
AC:18 T:12 F:16| HP 31/31 | CMD:18 | F:+4 R:+4 W:+4 | Init:+3| Perc: +3 | |
About Navir
Navir
Male Merfolk oracle 4
None Medium humanoid (aquatic)
Init +3, Senses low-light vision; Perception +3
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DEFENSE
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AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex, )
hp 31 ((4d8)+8)
Fort +4, Ref +4, Will +4,
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OFFENSE
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Speed 5 ft. Swim 30 ft.
Melee silver/+1 longspear +8 (1d8+5/x3)
Melee masterwork morningstar (cold iron) +8 (1d8+4)
Melee masterwork buckler (throwing) +2 (1d3+3)
Melee buckler +2 (1d3+3)
Melee cestus +6 (1d4+3/19-20)
Ranged javelin +5 (1d6+3)
Ranged sling +5 (1d4+3)
Ranged alchemist's fire +5 (1d6)
Melee masterwork sickle +8 (1d6+4)
Melee kunai +6 (1d4+3)
Ranged kunai (thrown) +5 (1d4+3)
Innate Spell-Like Abilities fins to feet (1/day), hydraulic push (1/day), speak with animals (DC ,at will),
Oracle Spells Known (CL 4th; concentration +8)
2nd(4/day)-burst of radiance(DC 16), resist energy(DC 16), cure moderate wounds(DC 16)
1st(7/day)-command(DC 16), divine favor(DC ), Shield of faith, shadow trap(DC 15), grease(DC 15), endure elements(DC 15), cure light wounds(DC 15)
0th(at will)-create water, detect magic, guidance(DC 14), light, read magic(DC ), stabilize(DC 14)
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TACTICS
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+1 competence bonus on attack and weapon damage rolls, +1 morale bonus on saving throws against charm and fear effects
+1 morale bonus on attack rolls, weapon damage rolls, and saving throws against fear and charm effects.
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STATISTICS
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Str 16, Dex 14, Con 14, Int 13, Wis 9, Cha 19,
Base Atk +3; CMB +6; CMD 18 (can't be tripped)
Feats Flagbearer, Extra Preformance
Skills Diplomacy +11, Knowledge (Nature) +8, Knowledge (Planes) +8, Knowledge (Religion) +8, Linguistics(Ancient Osiriani) +2, Perception +3,
Traits Fate's Favored, Undead Crusader,
Languages Aklo, Ancient Osiriani, Aquan, Common
SQ amphibious, can't be tripped, elemental imbalance (earth), elemental mysteries, legless, low-light vision, orisons, seasinger, secret magic,
Combat Gear scroll of comprehend languages (divine), scroll of cure light wounds, scroll of detect undead (divine), scroll of emergency force weapon, (divine), scroll of magic weapon (divine) (2), scroll of protection from evil (divine), scroll of align weapon, scroll of glitterdust, scroll of lesser restoration, alchemist's fire (4),
Other Gear silver/+1 longspear, masterwork agile breastplate, cloak of resistance +1, sling bullets (10) (2), masterwork morningstar (cold iron), masterwork buckler (throwing), buckler, cestus, javelin (2), sling, masterwork sickle, kunai, dust red ioun stone, land limbs 2 gp
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SPECIAL ABILITIES
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Amphibious (Ex) Merfolk are amphibious, but prefer not to spend long periods out of the water.
Can't Be Tripped (Ex) A creature with this ability cannot be tripped.
Elemental Imbalance (Earth) You wield an element's might, but you are vulnerable to its opposite. You gain vulnerability to electricity, cannot benefit from any electricity resistance or immunity, and cannot cast spells with the air or electricity descriptors.
Elemental Mysteries Elemental oracles gain their powers from forces that balance or blend elements together.
Fate's Favored The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Inspiring Song (Ex) The voice of an ocean’s echo provides inspiration to allies. This ability is identical to bardic performance (using Perform [sing] only), allowing her to inspire courage at 1st level, inspire competence at 3rd level, and inspire heroics at 15th level, as a bard of the ocean’s echo’s level. It is usable a total number of rounds per day equal to her level + her Charisma modifier (minimum 1).
Legless (Ex) Merfolk cannot be tripped.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Seasinger You gain a +2 racial bonus on Perform (sing) checks and a +1 racial bonus to DC of language-dependent spells.
Secret Magic (Ex) You have only a 40-foot swim speed, but add +1 to the DC of any enchantment spells you cast, and if you have a Charisma score of 13 or higher, you gain the ability to cast the following spell-like abilities: At will-speak with animals (aquatic animals only); 1/day-fins to feet (self only), hydraulic push.
Undead Crusader You have dedicated your life to eradicating the scourge of the undead from Golarion. You have spent countless hours studying the different types of undead and have trained endlessly to learn the best ways to defeat them. If any undead creatures come out of the tombs of Wati's necropolis, you'll be ready for them! You gain a +1 trait bonus on damage rolls against undead creatures. In addition, you gain a +1 trait bonus on Knowledge (religion) checks, and that skill is always a class skill for you.