| Full Name | Rangor the Timelord | 
			
			
				
					| Race | Human (5.0A) Oracle (Time) | HP 38/38; AC 22;TCH 12; FF 20;  F +4; R +4; W+3; CMB +4; CMD 16; INIT +8 (x2); | 
			
			
				
					| Classes/Levels |  | 
			
			
				
					| Gender | Male | 
			
			
				
					| Size | Med | 
			
			
			
			
			
			
			
			
			
			
				
					| Strength | 12 | 
			
			
				
					| Dexterity | 15 | 
			
			
				
					| Constitution | 14 | 
			
			
				
					| Intelligence | 12 | 
			
			
				
					| Wisdom | 7 | 
			
			
				
					| Charisma | 18 | 
			
		
	 
	
		About Rangor
		Rangor
Male human oracle 5 ( Pathfinder RPG Advanced Player's Guide 42)
CG Medium humanoid (human)
Init +8; Senses Perception +5
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Defense
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AC 22, touch 12, flat-footed 20 (+7 armor, +2 Dex, +3 shield)
hp 38 (5d8+10)
Fort +4, Ref +4, Will +3
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 darkwood club +5 (1d6+2) or
cold iron morningstar +4 (1d8+1) or
gauntlet (from armor) +4 (1d3+1) or
silver morningstar +4 (1d8+1) or
unarmed strike +4 (1d3+1 nonlethal)
Ranged light crossbow +5 (1d8/19-20)
Oracle Spells Known (CL 5th; concentration +11)
2nd (5/day)— gentle repose (DC 16), inflict moderate wounds (DC 16), oracle's burden APG (DC 16),
summon monster II
1st (7/day)— bless, inflict light wounds (DC 15), lucky number , memory lapse APG (DC 15), remove fear,
summon monster I
0 (at will)— detect magic , guidance, light, mending, purify food and drink (DC 14), read magic
Mystery Time
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Statistics
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Str 12, Dex 15, Con 14, Int 12, Wis 7, Cha 18
Base Atk +3; CMB +4; CMD 16
Feats Extra Revelation APG, Extra Revelation APG, Improved Initiative, 
Spell Focus (conjuration)
Traits focused mind, reactionary
Skills Acrobatics -3 (-7 to jump), Diplomacy +10, Disable Device +3, Heal +2, Knowledge (arcana) +8,
Knowledge (dungeoneering) +2, Knowledge (engineering) +2, Knowledge (geography) +2, Knowledge
(history) +8, Knowledge (local) +2, Knowledge (nature) +2, Knowledge (nobility) +2, Knowledge (planes)
+6, Knowledge (religion) +5, Linguistics +2, Perception +5, Profession (fortune-teller) +3, Sense Motive +2,
Spellcraft +6, Use Magic Device +8
Languages Common, Thassilonian
SQ bypass object hardness, disable by touch, oracle's curse (wrecker), 
revelations (aging touch UM, erase
from timeUM, temporal celerity UM, time flicker UM)
Combat Gear wand of cure light wounds , acid (2), alchemist's fire (2); Other Gear +1 chainmail , +1
heavy steel shield , +1 darkwood club , cold iron morningstar, crossbow bolts (10), light crossbow, silver
morningstar, boots of the cat UE, cloak of resistance +1 , backpack, bedroll, belt pouch, candle (10), flint
and steel, hemp rope (50 ft.), mess kit UE, pot, soap, thieves' tools, torch (10), trail rations (5), waterskin,
2,085 gp, 5 sp
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Tracked Resources
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+1 darkwood club - 0/1
Acid - 0/2
Aging Touch (2 STR to creatures or 5d6 HP to objects, 2/day) (Su) - 0/2
Alchemist's fire - 0/2
Crossbow bolts - 0/10
Erase from Time (2 rds, 1/day, DC 16) (Su) - 0/1
Time Flicker (5 minutes/day) (Su) - 0/5
Torch - 0/10
Trail rations - 0/5
Wand of cure light wounds - 0/50
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Special Abilities
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Aging Touch (2 STR to creatures or 5d6 HP to objects, 2/day) (Su) Your touch ages living creatures
and objects. As a melee touch attack, you can deal 1 point of Strength damage for every two oracle levels
you possess to living creatures. Against objects or constructs, you can deal 1d6 points of damage per
oracle le
Boots of the cat When falling, always land on feet and take the minimum damage.
Bypass Object Hardness At 5th level, whenever you attempt to damage an object with a melee attack,
reduce its hardness by an amount equal to your oracle level before determining the damage you deal with
that attack.
Disable By Touch Disable Device becomes a class skill for you and you can make Disable Device
checks to destroy nonmagical traps as a move action without the need to use tools or take any action
beyond simply touching it.
Erase from Time (2 rds, 1/day, DC 16) (Su) As a melee touch attack, you can temporarily remove a
creature from time altogether. The target creature must make a Fortitude save or vanish completely for a
number of rounds equal to 1/2 your oracle level (minimum 1 round). No magic or divinations
Focused Mind +2 to Concentration checks
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Temporal Celerity (Su) Whenever you roll for initiative, you can roll twice and take either result. At 7th
level, you can always act in the surprise round, but if you fail to notice the ambush, you act last,
regardless of your initiative result (you act in the normal order
Time Flicker (5 minutes/day) (Su) As a standard action, you can flicker in and out of time, gaining
concealment (as the blur spell). You can use this ability for 1 minute per oracle level that you possess per
day. This duration does not need to be consecutive, but it must be s
Wrecker The destructive power of the Abyss and its teeming hordes of demons seeps from your very
pores and into your belongings and surroundings. Held objects gain the broken condition when you use or
equip them but regain their actual condition if employed