Ancient-Born

Oracle Szerith's page

25 posts. Alias of Ira kroll.


Full Name

Szerith

Race

Dhampir

Gender

Male

Alignment

LN

Deity

Nergal

About Oracle Szerith

Szerith
Dhampir Male Bone Oracle 1

Stats:
STR 10, DEX 14, CON 12, INT 10, WIS 10, CHA 19
HP 9
Speed 20 (30 w/o backpack)
INIT +2
FORT: 1, REFLEX 2, WILL 3
BAB 0

Defense:

AC 18 (19 w/o backpack), Touch 11 (12 w/o backpack), Flatfooted 17 (18 w/o backpack)
CMD 12
Scale mail (+5 to AC, max dex +3, ACP -4)
Heavy Steel Shield (+2 to AC)

Offense:

CMB 2
Morningstar +0, 1d8, x2
Melee touch +0
Light Crossbow +2, 1d8, 19-20/x2
Spells, Concentration 1d20+9:

=== Cantrips ===
* Create Water
* Purify food and Drink
* Mending
* Guidance
=== 1st level (4/day) DC 15 ===
* Bless
* Infernal healing
Skills:
Acrobatics -4
Appraise 0
Bluff (1 rank) 6
Climb -6
Craft Woodcarving (1 rank) 4
Diplomacy 0
Disguise 0
Escape Artist -4
Fly -4
Heal 0
Intimidate (1 rank) 8
Perception (1 rank) 3
Ride -4
Sense motive 0
Stealth -4
Survival 0
Swim -6
Traits:
* Indomitable Faith (APG 328): You gain a +1 trait bonus on Will saves*.

* Natural-Born Leader (APG 330): All cohorts, followers, or summoned creatures under your leadership gain a +1 morale bonus on Will saves to avoid mind-affecting effects. If you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score.

Dhampir traits:
* Undead Resistance (ARG 97): You have a +2 racial bonus on saving throws against disease and mind-affecting effects.

* Resist Level Drain (Ex) (ARG 97): You take no penalties from energy drain effects. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.

* Manipulative (ARG 97): You have a +2 racial bonus on Bluff* and Perception* checks.

* Spell-Like Abilities (Su) (ARG 97): You can use detect undead three times per day as a spell-like ability.

* Darkvision (ARG 97): You have darkvision out to 60 feet.*

* Low-light vision (ARG 97): You have lowlight vision

* Light Sensitivity (ARG 97): You are dazzled in areas of bright sunlight or within the radius of a daylight spell.

* Negative Energy Affinity (ARG 97): You react to positive and negative energy as if you were undead—positive energy harms you, while negative energy heals you.

Abilities and Feats:
* Oracles Curse (Ex) [Wasting] (APG 44): Your body is slowly rotting away. You take a –4 penalty on Charisma-based skill checks, except for Intimidate.* You gain a +4 competence bonus on saves made against disease.

* Revelation: You have discovered a secret to your abilities. (DC 14 unless otherwise stated)
** Death’s Touch (Su) (APG 46): You can cause terrible wounds to appear on a creature with a melee touch attack. This attack deals 1d6 points of negative energy damage. If used against an undead creature, it heals damage and grants a +2 channel resistance for 1 minute. You can use this ability 7 times a day.

* Combat Casting (Core 119): You get a +4 bonus on concentration checks* when casting on the defensive or while grappled.

Gear:

40 bolts
backpack
Small steel mirror
Bandolier
Waterskin
Oracle's kit
Artisians tools
Compass
Dice
Earplugs
Flint and steel
6 pitons
Sil rope
Grappling hook
Acid flask
Umbrella
Signal Whistle
Weapon cord
Belt pouch