Full Name |
Riveh |
Race |
M Ifrit Oracle (Dark Tapestry) 4 (HP 24/31 | AC:18 | T:13 | FF:10 | CMB:5 | CMD:18 | Fort:+3| Ref:+4 | Will:+3 | Init:+7| Perc:+3 | Speed 30) |
Classes/Levels |
Oracle 3 |
Gender |
Male |
Size |
M |
About Riveh Geminus
Ifrit Oracle 4
N Medium humanoid ( ifrit)
Init +7; Senses Darkvision 60 feet Perception +0
DEFENSE
AC 18, touch 13, flat-footed 10 (+3 Dex, Armor +4)
hp 31 (8+5+5+5+2 Con+2 Favored Bonus)
Fort +3, Ref +4, Will +3
Defensive Abilities
OFFENSE
Speed 30 ft.
Melee Morningstar +5 (1d8+2)x2
Ranged Light crossbow +6 (1d8+1) 19-20/x2
Special Attacks Interstellar Void 2d6 cold damage (Fort Save Half) 1/day. Burning Hands 1/day
STATISTICS
Str 14, Dex 16, Con 14, Int 10, Wis 8, Cha 19
Base Atk +3; CMB +5; CMD 18
Feats Extra Revelation, Combat Casting
Traits Deep Cover (Bluff as Class Skill), Axe to Grind (You gain a +1 trait bonus on damage against foes who are threatened by only you.)
Skills (16 total) Bluff(Cha) +10, Craft (Int)+0, Diplomacy (Cha) +9, Disguise (Cha) +8, Heal (Wis)-1, Intimidate (Cha) +4, Knowledge Arcana, Knowledge (history) (Int)+4, Knowledge (planes) (Int)+4, Knowledge (religion) (Int)+0, Perception, +3 Sense Motive (Wis)+3, Spellcraft (Int)+4 and Stealth (Dex)+4.
Background skills (4 total)- Know. Nobility +5, Lore (Wis) +7 Star-gazer
Languages Common, Ignan
Spells Known:
0 Level (5)- Detect Magic, Enhanced Diplomacy, Light, Spark, Mending
1 Level (4 +1 from Favored Bonus)- (Mystery Bonus Spell) Entropic Shield, Murderous Command, Touch of Blindness, Freezing Disarm, Protection from Evil
2 Level (1)- (Mystery Bonus Spell) Dust of Twilight, Boneshaker
Spells Per Day
0 Level - Unlimited
1 Level - 7 times per day
2 Level- 4 Times per day
Gear 722 GP
Armored Coat- -2 Armor Check
Morning Star
Heavy crossbow
Courtier Outfit (with jewelry)
Potion of Cure Light Wounds
2 Smoke Pellets
Ifrit Stuff:
Mostly Human: A few ifrits have appearances much closer to those of their human ancestors; in fact, they may not even realize their true race. Such geniekin appear to be human, save perhaps minor features like unusual eye color, and they count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These geniekin do not automatically gain their associated elemental language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the geniekin’s type, subtype, and languages.
Wildfire Heart Ifrits with this trait are as swift and dangerous as a blazing wildfire. They gain a +4 racial bonus on initiative checks. This racial trait replaces energy resistance.
Desert Mirage Ifrits thrive in the deserts of the world, where their keen instincts and resistance to heat give them a huge edge over their competitors. Those with this trait gain a +2 racial bonus on Stealth checks in desert environments and on saves to resist starvation and thirst. This racial trait replaces fire affinity.
Spell-Like Ability (Sp): Ifrits can use burning hands 1/day as a spell-like ability (caster level equals the ifrit’s level; DC 11 + Charisma modifier).
Oracle Stuff:
Curse- Scourge
Mystery (Dark Tapestry)-
Class Skills: An oracle with the dark tapestry mystery adds Disguise, Intimidate, Knowledge (arcana), and Stealth to her list of class skills.
Bonus Spells: entropic shield (2nd), dust of twilight [APG] (4th), tongues (6th), black tentacles (8th), feeblemind (10th), planar binding (12th), insanity (14th), reverse gravity (16th), interplanetary teleport [UM] (18th).
Revelations-
Lvl 1- Interstellar Void (Su): You call upon the frigid depths of outer space to bring a terrible chill to your enemies. As a standard action, one target within 30 feet is cloaked in the void and takes 1d6 points of cold damage for every oracle level you possess. A successful Fortitude save halves this damage. At 10th level, the interstellar void is so extreme that a creature that fails its save is fatigued. At 15th level, a creature that fail its save is exhausted and stunned for 1 round. You can use this ability once per day plus one additional time per day at 10th level.
Lvl 3- Brain Drain (Su): You can take a standard action to violently probe the mind of a single intelligent enemy within 100 feet. The target receives a Will save to negate the effect and immediately knows the source of this harmful mental prying. Those who fail this save are wracked with pain, taking 1d4 points of damage for every oracle level you possess. After successfully attacking with this ability, you may use a full-round action to sort through the jumble of stolen thoughts and memories to make a single Knowledge check using the victim’s skill bonus. The randomly stolen thoughts remain in your mind for a number of rounds equal to your Charisma modifier. Treat the knowledge gained as if you had used detect thoughts. This is a mind-affecting effect. You can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every five levels beyond 5th.
From Extra Revelation Feat- Cloak of Darkness (Su): You conjure a cloak of shadowy darkness that grants you a +4 armor bonus and a +2 circumstance bonus on Stealth checks. At 7th level, and every four levels thereafter, these bonuses increase by +2. You can use this cloak for 1 hour per day per oracle level. The duration does not need to be consecutive, but it must be spent in 1-hour increments. Standard Action.