Dalviss Crenn

Pelius Pindleloric's page

39 posts. Alias of JuanAdriel.


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Lvl 5| HP: 26/32| AC: 12; T: 12; FF: 10; CMD 13 | Fort: +8; Ref: +3; Will: +8 | Perception: +13 | Init +2 | Channeling 0/9 day
Sorcerer spells:
Level 1: 7/7day Level 2: 2/5day Level 3: 0/0day

Already PM'd the GM, I'm just waiting his/her answer.


Lvl 5| HP: 26/32| AC: 12; T: 12; FF: 10; CMD 13 | Fort: +8; Ref: +3; Will: +8 | Perception: +13 | Init +2 | Channeling 0/9 day
Sorcerer spells:
Level 1: 7/7day Level 2: 2/5day Level 3: 0/0day

Oh, I hope it is nothing serious. :(


Lvl 5| HP: 26/32| AC: 12; T: 12; FF: 10; CMD 13 | Fort: +8; Ref: +3; Will: +8 | Perception: +13 | Init +2 | Channeling 0/9 day
Sorcerer spells:
Level 1: 7/7day Level 2: 2/5day Level 3: 0/0day

I fear we are overlooking an important part. We found evidence of some kind of armed group, perhaps guards from town, that has been killed. There is any patrol or group missing?

Says Pelius, while caressing his beard with a worried look.


Lvl 5| HP: 26/32| AC: 12; T: 12; FF: 10; CMD 13 | Fort: +8; Ref: +3; Will: +8 | Perception: +13 | Init +2 | Channeling 0/9 day
Sorcerer spells:
Level 1: 7/7day Level 2: 2/5day Level 3: 0/0day

I'm around too, I'll post tomorrow, it is late and I'm sleepy. :)


Lvl 5| HP: 26/32| AC: 12; T: 12; FF: 10; CMD 13 | Fort: +8; Ref: +3; Will: +8 | Perception: +13 | Init +2 | Channeling 0/9 day
Sorcerer spells:
Level 1: 7/7day Level 2: 2/5day Level 3: 0/0day

I've seen that dragon have not posted since tuesday, so perhaps he is without network or any other thing that RL likes to throw at us.

Just hoping he is not ill.


Lvl 5| HP: 26/32| AC: 12; T: 12; FF: 10; CMD 13 | Fort: +8; Ref: +3; Will: +8 | Perception: +13 | Init +2 | Channeling 0/9 day
Sorcerer spells:
Level 1: 7/7day Level 2: 2/5day Level 3: 0/0day

Sure.


Lvl 5| HP: 26/32| AC: 12; T: 12; FF: 10; CMD 13 | Fort: +8; Ref: +3; Will: +8 | Perception: +13 | Init +2 | Channeling 0/9 day
Sorcerer spells:
Level 1: 7/7day Level 2: 2/5day Level 3: 0/0day

Wow, you did a lot of work.

This looks ok to me.

The guide to andor intereses Pelius, as any bit of knowledge available.
I'll put it IC when apropiate.


Lvl 5| HP: 26/32| AC: 12; T: 12; FF: 10; CMD 13 | Fort: +8; Ref: +3; Will: +8 | Perception: +13 | Init +2 | Channeling 0/9 day
Sorcerer spells:
Level 1: 7/7day Level 2: 2/5day Level 3: 0/0day

or the looks of their belongins, probably a group of guards doing a patrol.

We must give word of it at the town, family will want to recover their remains.

Other than giving his opinion, Pelius does nothing in the camp.


Lvl 5| HP: 26/32| AC: 12; T: 12; FF: 10; CMD 13 | Fort: +8; Ref: +3; Will: +8 | Perception: +13 | Init +2 | Channeling 0/9 day
Sorcerer spells:
Level 1: 7/7day Level 2: 2/5day Level 3: 0/0day

Pelius shrugs his shoulders and walks with Antonius.

Oh, don't mind my words, just lets go to that camp.


Lvl 5| HP: 26/32| AC: 12; T: 12; FF: 10; CMD 13 | Fort: +8; Ref: +3; Will: +8 | Perception: +13 | Init +2 | Channeling 0/9 day
Sorcerer spells:
Level 1: 7/7day Level 2: 2/5day Level 3: 0/0day

Ah, a Caydenite will ever be a Caydenite.

But that cleric just exposed us that something is in motion, this is not just a band of robbers.

Perhaps is time to move and go to the town. We can retake the talk once in a safer place.


Lvl 5| HP: 26/32| AC: 12; T: 12; FF: 10; CMD 13 | Fort: +8; Ref: +3; Will: +8 | Perception: +13 | Init +2 | Channeling 0/9 day
Sorcerer spells:
Level 1: 7/7day Level 2: 2/5day Level 3: 0/0day

XD

Perhaps "Honor and discipline by strengh" is more precise.


Lvl 5| HP: 26/32| AC: 12; T: 12; FF: 10; CMD 13 | Fort: +8; Ref: +3; Will: +8 | Perception: +13 | Init +2 | Channeling 0/9 day
Sorcerer spells:
Level 1: 7/7day Level 2: 2/5day Level 3: 0/0day

After the long journey we shared, you all know for sure Pelius patron is Asmodeus, as he is not hidding it.

Most probably he professed his faith, with the intention of adoctrinate you all through some grandiloquent speech.

Honor, discipline and strengh!


Lvl 5| HP: 26/32| AC: 12; T: 12; FF: 10; CMD 13 | Fort: +8; Ref: +3; Will: +8 | Perception: +13 | Init +2 | Channeling 0/9 day
Sorcerer spells:
Level 1: 7/7day Level 2: 2/5day Level 3: 0/0day

I fear I've burnt through them, sorry. And I mean it literally.

Says Pelius showing a withered hand.

It will cure, but will take a while.

I can manage to cast some healing, however. -Offers the priest.

If needed:

Cure Moderate Wounds Panzer: 2d8 + 5 ⇒ (7, 7) + 5 = 19

Oh, and about the potions, they are mean to be drinked. They can heal, but thats all. Spells, however, can be more useful in other ways.

Just take ease on us, someday, with luck, you will be our old.

Says finally Pelius, trying to appease the young Andoran.


Lvl 5| HP: 26/32| AC: 12; T: 12; FF: 10; CMD 13 | Fort: +8; Ref: +3; Will: +8 | Perception: +13 | Init +2 | Channeling 0/9 day
Sorcerer spells:
Level 1: 7/7day Level 2: 2/5day Level 3: 0/0day

If someone need assistance or healing, just ask Pelius, his patron Asmodeus is a very agreeable guy.

Jokes aside, this ambush took several resources from us, and two of us barely went down. Not bad for a starter.


Lvl 5| HP: 26/32| AC: 12; T: 12; FF: 10; CMD 13 | Fort: +8; Ref: +3; Will: +8 | Perception: +13 | Init +2 | Channeling 0/9 day
Sorcerer spells:
Level 1: 7/7day Level 2: 2/5day Level 3: 0/0day

Pelius moves to the group, and examines the magical properties of the different items with help of his spells.

They are quite well prepared, for a band of robbers.


Lvl 5| HP: 26/32| AC: 12; T: 12; FF: 10; CMD 13 | Fort: +8; Ref: +3; Will: +8 | Perception: +13 | Init +2 | Channeling 0/9 day
Sorcerer spells:
Level 1: 7/7day Level 2: 2/5day Level 3: 0/0day

As the idea was that Pelius is the one for the paperwork, I'm going to add a blank book to the initial equipment, as I somehow forgot about getting one. If you don't mind, of course.

If we can check the magic items now:

Spellcraft rolls:

the paper: 1d20 + 11 ⇒ (14) + 11 = 25
masterwork suits of armor 1: 1d20 + 11 ⇒ (18) + 11 = 29
masterwork suits of armor 2: 1d20 + 11 ⇒ (3) + 11 = 14
glaive: 1d20 + 11 ⇒ (19) + 11 = 30

If we rush, then take the rolls for later, if appropiate.


Lvl 5| HP: 26/32| AC: 12; T: 12; FF: 10; CMD 13 | Fort: +8; Ref: +3; Will: +8 | Perception: +13 | Init +2 | Channeling 0/9 day
Sorcerer spells:
Level 1: 7/7day Level 2: 2/5day Level 3: 0/0day

Pelius seeks the exit of the building while holding his breath, just to exale loudly once out. *GASP* Then, the priest amuses himself watching Panzer proceed.

Heh, soldiers and his fun methodic way of life. I have seen this a lot, back in the day.

You need someone to book it all for you?


Lvl 5| HP: 26/32| AC: 12; T: 12; FF: 10; CMD 13 | Fort: +8; Ref: +3; Will: +8 | Perception: +13 | Init +2 | Channeling 0/9 day
Sorcerer spells:
Level 1: 7/7day Level 2: 2/5day Level 3: 0/0day

It looks like they used that shack as a base.
What about making a quick search, just in case?

We are at the entrance to the town, how is that they dare to make ambushes that near?

Being unseen, Pelius moves to the building, gesturing swiftly while his holy symbol glows faintly. Before he gets to the farmhouse, his shoulder looks totally restored, and the arrow in his stomach drops leaving a small wound.

Cure serious wounds: 3d8 + 5 ⇒ (1, 5, 6) + 5 = 17


Lvl 5| HP: 26/32| AC: 12; T: 12; FF: 10; CMD 13 | Fort: +8; Ref: +3; Will: +8 | Perception: +13 | Init +2 | Channeling 0/9 day
Sorcerer spells:
Level 1: 7/7day Level 2: 2/5day Level 3: 0/0day

I'll relocate to correct position then.


Lvl 5| HP: 26/32| AC: 12; T: 12; FF: 10; CMD 13 | Fort: +8; Ref: +3; Will: +8 | Perception: +13 | Init +2 | Channeling 0/9 day
Sorcerer spells:
Level 1: 7/7day Level 2: 2/5day Level 3: 0/0day

Nice move, Kyras.

Well, Pelius moves 5ft to cast invisibility, then uses his left movement to get behind Antonius (25ft)

Not sure if this works this way, if not, just the 5ft and the spell.


Lvl 5| HP: 26/32| AC: 12; T: 12; FF: 10; CMD 13 | Fort: +8; Ref: +3; Will: +8 | Perception: +13 | Init +2 | Channeling 0/9 day
Sorcerer spells:
Level 1: 7/7day Level 2: 2/5day Level 3: 0/0day

Pelius strides to get into a safe position, and chants a spell to vanish again; Then, the wonded priest looks for protection behind Antonious, while wondering what kind of spell has casted the old hunter on himself to shape change.


Lvl 5| HP: 26/32| AC: 12; T: 12; FF: 10; CMD 13 | Fort: +8; Ref: +3; Will: +8 | Perception: +13 | Init +2 | Channeling 0/9 day
Sorcerer spells:
Level 1: 7/7day Level 2: 2/5day Level 3: 0/0day

And speak with dead!! XD

But yes, I'll try and cast hold person on him too.


Lvl 5| HP: 26/32| AC: 12; T: 12; FF: 10; CMD 13 | Fort: +8; Ref: +3; Will: +8 | Perception: +13 | Init +2 | Channeling 0/9 day
Sorcerer spells:
Level 1: 7/7day Level 2: 2/5day Level 3: 0/0day

Pelius moves away from the cleric that suddenly poped on his face, and again, from the silver medal with Asmodeus symbol, a wave of life-ravaging energy comes.

Channeling damage: 3d8 ⇒ (3, 8, 8) = 19 Will DC16 to halve
knowledge: religion: 1d20 + 13 ⇒ (1) + 13 = 14

Sorry Kyras, I know he can be useful, and I hope he survives somehow, but now I fear for our lives.


Lvl 5| HP: 26/32| AC: 12; T: 12; FF: 10; CMD 13 | Fort: +8; Ref: +3; Will: +8 | Perception: +13 | Init +2 | Channeling 0/9 day
Sorcerer spells:
Level 1: 7/7day Level 2: 2/5day Level 3: 0/0day

Wow, a long discusion. Rule and manage invisibility as you see fair, while both sides are under the same rules, I don't see the problem.

About channeling I know I abused a lot in this combat, but is just the novelty of having it(I think); I'll play Pelius mainly as a support with the option to make some damage when crowded by enemies.

Not planning on using weapons if possible, starting at level five helped with that. (So no smite)
And not planning to mess with undead minds, just raw damage or healing.


Lvl 5| HP: 26/32| AC: 12; T: 12; FF: 10; CMD 13 | Fort: +8; Ref: +3; Will: +8 | Perception: +13 | Init +2 | Channeling 0/9 day
Sorcerer spells:
Level 1: 7/7day Level 2: 2/5day Level 3: 0/0day

I counted them as dead, with the exception of the glaive and the hound. Hope I'm not too wrong with it. About the cleric, well, me and Antonius were in bad shape, and the balance is positive to our side.

Plus, perhaps the cleric moved out of range after the last painful wave. At least that is wall I'll try to do while invisible, avoid the damned pain-channeler. :/

Let's see how it goes, first time with channeling for me. :)


Lvl 5| HP: 26/32| AC: 12; T: 12; FF: 10; CMD 13 | Fort: +8; Ref: +3; Will: +8 | Perception: +13 | Init +2 | Channeling 0/9 day
Sorcerer spells:
Level 1: 7/7day Level 2: 2/5day Level 3: 0/0day

After being burned by the hound, Pelius worries about his tiny companion, but then he remembers that the pest is tough as nails, so if he survived, it must be still in one piece. Finally, he rises again his holy symbol, this time the wave of energy effects his companions, revitalizing them.

Perception: 1d20 + 13 ⇒ (7) + 13 = 20 Trying to pinpoint the cleric.
Channel healing: 2d8 ⇒ (4, 3) = 7


Lvl 5| HP: 26/32| AC: 12; T: 12; FF: 10; CMD 13 | Fort: +8; Ref: +3; Will: +8 | Perception: +13 | Init +2 | Channeling 0/9 day
Sorcerer spells:
Level 1: 7/7day Level 2: 2/5day Level 3: 0/0day

Ref. save: 1d20 + 3 ⇒ (5) + 3 = 8


Lvl 5| HP: 26/32| AC: 12; T: 12; FF: 10; CMD 13 | Fort: +8; Ref: +3; Will: +8 | Perception: +13 | Init +2 | Channeling 0/9 day
Sorcerer spells:
Level 1: 7/7day Level 2: 2/5day Level 3: 0/0day

Quick channeling again, and casting defensively => invisibility.
The DC is 15 + spell level x2 =>19
Moving 5' north.

Drained myself from a lot of resources, not sure if I choose the most clever actions. XD


Lvl 5| HP: 26/32| AC: 12; T: 12; FF: 10; CMD 13 | Fort: +8; Ref: +3; Will: +8 | Perception: +13 | Init +2 | Channeling 0/9 day
Sorcerer spells:
Level 1: 7/7day Level 2: 2/5day Level 3: 0/0day

Although his risky move paid well, and the glaive warrior hasty attack went unbalanced, Pelius knows he must not remain at sight without his defenses up.

Sending another dark wave through its silver asmodean symbol, Pelius concentrate in casting a spell without letting any opening to the glaive wielder, and after a quick chanting, the man vanishes again.

After this, I fear I'll have to take care of Antonius wounds.

Channel damage: 3d8 ⇒ (5, 7, 6) = 18 Will DC16 to halve
Concentration: 1d20 + 9 ⇒ (12) + 9 = 21


Lvl 5| HP: 26/32| AC: 12; T: 12; FF: 10; CMD 13 | Fort: +8; Ref: +3; Will: +8 | Perception: +13 | Init +2 | Channeling 0/9 day
Sorcerer spells:
Level 1: 7/7day Level 2: 2/5day Level 3: 0/0day

Pelius, even knowing this will expose him too much, decides to get into the middle to try a powerful burst of energy and finish the fight, or at least to turn the tide to his favor.
The man appears from the thin air, with his asmodean holy symbol in his hand, emanating dark energy waves to all, although his travel companions and the eagle remains untouched by it.

Channel damage 1: 3d8 ⇒ (1, 1, 5) = 7 Will DC16 to halve
Channel damage 2: 3d8 ⇒ (3, 4, 3) = 10 Will DC16 to halve

I hope this help... uh? The man gets interrupted when notices for first time the arrow in its belly.

Oh man, this looks ugly.


Lvl 5| HP: 26/32| AC: 12; T: 12; FF: 10; CMD 13 | Fort: +8; Ref: +3; Will: +8 | Perception: +13 | Init +2 | Channeling 0/9 day
Sorcerer spells:
Level 1: 7/7day Level 2: 2/5day Level 3: 0/0day

Pelius, in a quick move, raises a silver medal with a red pentagram on it, and suddenly waves of dark energy burst from it, stealing the life from the living that it hits.
Meanwhile, his other hand gestures quickly and a enchantment is pronounced, making the old man vanish.

Channel damage: 3d8 ⇒ (6, 7, 8) = 21 Will DC16 to halve.

Beware with those strange dogs, as they breath fire! -Says Pelius voice from nowhere.


Lvl 5| HP: 26/32| AC: 12; T: 12; FF: 10; CMD 13 | Fort: +8; Ref: +3; Will: +8 | Perception: +13 | Init +2 | Channeling 0/9 day
Sorcerer spells:
Level 1: 7/7day Level 2: 2/5day Level 3: 0/0day

Channeling negative energy as move action, casting invisibility as standard. Using selective channel to avoid hurting partners (up to four).

If I am not mistaken, 1,2,3 & 4 are affected.


Lvl 5| HP: 26/32| AC: 12; T: 12; FF: 10; CMD 13 | Fort: +8; Ref: +3; Will: +8 | Perception: +13 | Init +2 | Channeling 0/9 day
Sorcerer spells:
Level 1: 7/7day Level 2: 2/5day Level 3: 0/0day

Spellcraft: 1d20 + 11 ⇒ (19) + 11 = 30
Knowledge:Local: 1d20 + 9 ⇒ (2) + 9 = 11
Knowledge:Planes: 1d20 + 10 ⇒ (8) + 10 = 18


Lvl 5| HP: 26/32| AC: 12; T: 12; FF: 10; CMD 13 | Fort: +8; Ref: +3; Will: +8 | Perception: +13 | Init +2 | Channeling 0/9 day
Sorcerer spells:
Level 1: 7/7day Level 2: 2/5day Level 3: 0/0day

Thats great :)


Lvl 5| HP: 26/32| AC: 12; T: 12; FF: 10; CMD 13 | Fort: +8; Ref: +3; Will: +8 | Perception: +13 | Init +2 | Channeling 0/9 day
Sorcerer spells:
Level 1: 7/7day Level 2: 2/5day Level 3: 0/0day

I think Diego Rossi's Johannes "Pancer" Schneider character can be a correct sustitute for Rorek's inquisitor. (As much as game mechanic concerns)
From the fluff part, he is an Andoran soldier that can get well along with Antonius and help him handle the rebelious Cheliax spy. XD


Lvl 5| HP: 26/32| AC: 12; T: 12; FF: 10; CMD 13 | Fort: +8; Ref: +3; Will: +8 | Perception: +13 | Init +2 | Channeling 0/9 day
Sorcerer spells:
Level 1: 7/7day Level 2: 2/5day Level 3: 0/0day

After looking some of your backgrounds, I was thinking that Old Hunter Antonius can be charged on having an eye to the charged of being a Cheliax spy ex-convict (Pelius) by Commander Gerregne.


Lvl 5| HP: 26/32| AC: 12; T: 12; FF: 10; CMD 13 | Fort: +8; Ref: +3; Will: +8 | Perception: +13 | Init +2 | Channeling 0/9 day
Sorcerer spells:
Level 1: 7/7day Level 2: 2/5day Level 3: 0/0day

I know this is not the kind of meal I'll choose to pay for in a city, but here, in middle of nowhere, it is a god-send.

Answers Pelius to Inara. Then, after serving all the food, the former archivist have a question for Antonius.

Tell me Hunter, how is that your regarded Commander Gerregne did not think to give us mounts?


Lvl 5| HP: 26/32| AC: 12; T: 12; FF: 10; CMD 13 | Fort: +8; Ref: +3; Will: +8 | Perception: +13 | Init +2 | Channeling 0/9 day
Sorcerer spells:
Level 1: 7/7day Level 2: 2/5day Level 3: 0/0day

Although protected from the inclement weather, Pelius bones are aching from the long trip. Memories from the first time the old man have been in these mountains come to him, but the time faded names and faces of who and how.

I will appreciate a little break as well as some food and fresh water, before we do that last stretch. Says Pelius in a soft voice but with a loud tone. What do you think?

If no one is against stoping briefly, the old man arranges some of the food that is created after some chanted psalms.


Lvl 5| HP: 26/32| AC: 12; T: 12; FF: 10; CMD 13 | Fort: +8; Ref: +3; Will: +8 | Perception: +13 | Init +2 | Channeling 0/9 day
Sorcerer spells:
Level 1: 7/7day Level 2: 2/5day Level 3: 0/0day

Pelius is ready for service, sir!!

I've seen Antonius and Pelius are a couple of old geezers.

Full Name

Lumiere Argence Solaras Dawnbringer II

Race

Chelexian Aasimaar

Classes/Levels

Oracle (Life Mystery)

Gender

Female

Size

Medium (5 feet, 90 lbs)

Age

16

Alignment

neutral good

Deity

Sarenrae

Occupation

acolyte, medic

Strength 10
Dexterity 14
Constitution 14
Intelligence 14
Wisdom 12
Charisma 16

About Luminiere Solas

Name: Lumiere Argence Solaras Dawnbringer
Race: Half-Angel(Aasimar)
Class: Oracle (life mystery)
Gender: Female
Age: 16
Alignment: NG
Deity: Sarenrae
Languages:Common, Celestial, Sylvan, Elven

Stats*:
STR: 10 = 10 + 0 + 0
DEX: 14 = 14 + 0 + 0
CON: 14 = 14 + 0 + 0
INT: 14 = 14 + 0 + 0
WIS: 12 = 12 + 0 + 0
CHA: 16 = 16 + 0 + 0

Hit Points: 19/19
Init: +2

Melee: +1
Range: +3

Masterwork Hanbo +2 1d6, 20*2, B

AC: 16

Skills:

Oracle 4+INT+FC = 7
ACP = -1 //Armour Check Penalty
Acrobatics:10 = 0 + DEX Mod + 2 - ACP;
*Appraise: 2 = 0 + INT Mod + 2;
Bluff: 3 = 0 + CHA Mod + 3 ;
Climb: -1 = 0 + STR Mod + 0 -ACP;
*Craft: 2 = 0 + INT Mod + 2;
*Diplomacy: 9 = 2 + CHA Mod + 2;
Disable Device: NA = NA + DEX Mod + 2 -ACP;
Disguise: 3 = 0 + CHA Mod + 3;
Escape Artist: 1 = 0 + DEX Mod + 2 -ACP;
Handle Animal: 3 = 0 + CHA Mod + 3;
*Heal: 6 = 2 + WIS Mod + 1;
Intimidate: 3 = 0 + CHA Mod + 3;
*Know(Arcane): NA = NA + INT Mod + 0;
*Know(Nature): 6 = 1 + INT Mod + 0;
*Know(Noble): NA = NA + INT Mod + 0;
*Know(Planes): NA = NA + INT Mod + 0;
*Know(Religi): 6 = 1 + INT Mod + 0;
*Linguistics: NA = NA + INT Mod + 0;
Perception: 5 = 2 + WIS MOD + 0 2;
Perform (Sing): 3 = 0 + CHA Mod + 0;
*Profession(): 3 = 0 + WIS Mod + 0;
Ride: 1 = 0 + DEX Mod + 2 -ACP;
*Sense Motive: 6 = 2 + WIS Mod + 0;
Sleight of Hand: NA = NA + DEX Mod + 0 -ACP;
*Spell Craft: 6 = 2 + INT Mod + 2;
Stealth: 1 = 0 + DEX Mod + 2 -ACP;
*Survival:6 = 2 + WIS Mod + ;
Swim: = -1 + STR Mod + 0 -ACP;
Use Magical Device: NA = NA + CHA Mod + 0;

class features, racial abilities, feats and traits:

Aasimar Characters
Aasimars have the following racial traits:

•Ability Adjustments: +2 Charisma, +2 Wisdom. Aasimars are insightful, confident, and personable.
•Senses: darkvision (60 feet.)
•Racial Skill Bonuses: +2 racial bonus on Diplomacy and Perception checks.
•Spell-Like Abilities: daylight 1/day (caster level equals the aasimar's class level).
•Resistance(s): acid, cold, electricity resistance 5.
•Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose any of the following bonus languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.

Class Skills: An oracle with the life mystery adds Handle Animal, Knowledge (nature), and Survival to her list of class skills.

Bonus Spells: detect undead (2nd), lesser restoration (4th), neutralize poison (6th), restoration (8th), breath of life (10th), heal (12th), greater restoration (14th), mass heal (16th), true resurrection (18th).

revelations

Channel (Su): You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier

Haunted
Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises).

Effect Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known.

At 5th level, add levitate and minor image to your list of spells known.

At 10th level, add telekinesis to your list of spells known.

At 15th level, add reverse gravity to your list of spells known.

feats;

Extra Channel

You can channel divine energy more often.

Prerequisite: Channel energy class feature.

Benefit: You can channel energy two additional times per day.

Special: If a paladin with the ability to channel positive energy takes this feat, she can use lay on hands four additional times a day, but only to channel positive energy

spells:

orisons
create water
light
mending
predestigitation (am i allows to take this one?)
purify food and drink
mage hand*
ghost sound*

1st level spells 5/day
cure light wounds*
detect undead*
protection from evil
magic weapon

gear.:

masterwork backpack,
masterwork chain shirt,
masterwork hanbo,
4 days rations,
waterskin,
flint and steel,
spell component pouch
ioun torch
2 healers kits
1 50 foot coil of spidersilk rope
5 antitoxins
45 gold pieces unspent
1 free set of white and red robes.

a young acolyte who grew up in the temple spending her life polishing altars and performing basic duties. quite inexperienced with the outside world and an airhead at times.

AC, Saves, Attacks:

AC:
AC: 16 = 10 + 4(Armour) +2(Dex);
Touch: 12 = 10 +2(Dex);
Flat: 14 = 10 + 4(Armour) +0(Dex);

Saves:
Fort: 2 = 0(base) +2(CON);
Ref: 2 = 0(base) + 2(DEX);
Will: 4 = 3(base) + 1(WIS);

Attack:
Melee: 1 = 1(base) + 0(STR);
Range: 3 = 1(base) + 2(DEX);
CMB: 1 = 1(base) + 0(STR);
CMD: 13 =10 + 1(base) + 0(STR) + 2(DEX);

masterwork hanbo +2 1d6, x2 light, bludgeoning

Rolls;:

1st level max
2nd level 7/8

FC bonus:

Oracle;
Skill points 2
hit points 0

personal info:

Data:
Name: Lumiere Argence Solaras Dawnbringer
Race: Half-Angel(Aasimar)
Job: Acolyte
Age: 16
Personality: innocent, naive, sweet, goodie 2 shoes
Likes: cute things, birds (especially doves), happiness
Dislikes: bloodshed, violence, aggressive individuals, fire, perverts
Favorite: foods: Honey, Sweets, whole grains
Hobbies: Polishing altars, doing chores, running errands
Physical Description: long radiant metallic sheened golden blonde hair, blue eyes, pale skin with a faint candle like glow, a short slight framed youth whom is not very well endowed.

clothing, robes, a loose white robelike garment (closer to a kimono) with a red fire pattern motif, massive sleeves, a pair of white boots, a red scarf, and a white pair of lace trimmed gloves with the fingertips exposed, a pair of white stockings with a white minidress is worn beneath the robe.