Full Name |
Rush: Weather Wise |
Race |
Sylph |
Classes/Levels |
Oracle 5 |
Gender |
Current HP: 28 of 28 |
Size |
Medium |
Age |
25 |
Special Abilities |
Darkvision: 60ft, Weather Savvy: accurately predict the weather up to 24 hours in advance; Resist Sonic 5/Lightning 10; Storm Blooded: fast healing from lightning damage; Cloud Gaze: see through natural fog, mist, etc; Airy Step |
Alignment |
CN |
Deity |
Gozreh |
Location |
Shackles |
Languages |
Common, Auran |
Occupation |
Weather Wise |
Strength |
10 |
Dexterity |
12 |
Constitution |
10 |
Intelligence |
10 |
Wisdom |
14 |
Charisma |
18 |
About Rush: Weather Wise
HP: 28 . Resist 5 to sonic and 10 electricity
Initiative: +3
Defenses
AC: 16 (+4 Armor, +1 Shield, +1 Dex)
Touch: 11 FF: 15
Fort: +2 Ref: +2 Will: +6
BAB: +3 CMB: +3 CMD: 14
Offense
Short Spear: +3 (1d8/ x3)
Dagger: melee: +3 (1d4/ 19-20 x2)
thrown: +4 (1d4/ 19-20 x2)
(+1 to all attacks vs. Aquatic creatures)
SKILLS:
Acrobatics: +7
Diplomacy: +9
Escape Artist: +5
Fly: +7
Knowledge (History): +7
Knowledge (Planes): +4
Knowledge (Religion): +4
Profession (Sailor): +8
Sense Motive: +7
Spellcraft: +4
Stealth: +5
Swim: +8 (+5 from Ring of Swimming)
Feats
1) Airy Step: +2 on saves vs. electricity and air spells and damaging affects; ignore the first 30 feet of falling damage
2) Cloud Gaze: clouds, mist, fog, etc don't obscure vision; if the mist (or like) is magical, can see 3 times the normal allowed distance
3) Storm-Lashed: In rainy conditions, your visibility is reduced by only one-quarter (not by half) and you take only a –2 penalty on Perception checks. You are treated as if you were one size category larger for the purpose of wind effects, and halve any penalty on Perception checks caused by high winds. You gain a +2 bonus on saving throws against effects with the electricity descriptor or that deal electricity damage.
Special Abilities
*Darkvision: 60 ft
*Weather Savy: predict weather up to 24 hours in advance
*Thunderous Resilience: resist 5 sonic
*Storm Blooded: when hit w/electricity; fast healing 2 for 1 round/level
*Curse: Lame
*Oracle Mystery: Waves
Revelations: Spark Skin: Resist electricity
. . . . . .Invisibility: 1 minute per level, need not be consecutive
*Traits: Reactionary, Peg Leg
SPELLS:
0: Create Water, Detect Poison, Guidance, Mending, Detect Magic, Light
1st Level (7 per day): Alter Winds (Mystery), Ant Haul, Liberating Command, Magic Weapon, Summon Monster, Cure Light Wounds (Free) {USED: 1}
2nd Level (5 per day): Make Whole, Slipstream (Mystery), Summon Monster II, Cure Moderate Wounds (free) {USED: 1 }
GEAR
Back Pack
Blanket
Block and Tackle
Silk Rope (50 ft)
Waterskin
Quick Runner's Shirt
Anit-Toxin (x5)
Anti-Plague (x5)
Holy Water
Holy Symbol of Gozreh
Holy Symbol of Aroden (in backpack)
40 meals worth of fruits and veggies bought on island
Magical Gear
Potion of Cure Light Wounds (x3)
Potion of Cure Moderate Wounds (x3)
Potion of Touch of the Sea
Wand of Bless (37 charges)
Wand of Cure Light Wounds (41 charges)
Wand of Summon Nature's Ally II (7 charges)
Wand of Air Bubble (48 charges)
Scroll of Air Bubble (x2)
Ring of Swimming
Ring of Sustenance
Besmara's Tricorn Hat (+2 Sailor checks)
Equipment
Spear
Dagger
Masterwork Buckler
+1 Studded Leather Armor
Coinage
CP: 0
SP: 7
GP: 2,061
PP: 8