Female Ifrit oracle 2
NG Medium outsider (native)
Init +8,
Senses darkvision (60 ft.); Perception +0
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DEFENSE
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AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 shield, )
hp 17 ((2d8)+4)
Fort +2,
Ref +2,
Will +2
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OFFENSE
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Speed 15 ft.
Melee morningstar +1 (1d8)
Ranged alchemist's fire (flask) +3 (1d6)
Ranged sling +3 (1d4)
Melee dagger (cold iron) +1 (1d4/19-20)
Ranged dagger (cold iron/thrown) +3 (1d4/19-20)
Special Attacks Channel (1d6, DC 15, 5/day),
Innate Spell-Like Abilities enlarge person (DC 10,1/day), reduce person (DC 10,1/day),
Oracle Spells Known (CL 2nd; concentration +6)
1st(5/day)-bless, protection from evil(DC 15), cure light wounds(DC 15), detect undead
0th(at will)-detect magic, guidance(DC 14), light, mending(DC 14), spark(DC 14)
Prepared Spells
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TACTICS
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STATISTICS
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Str 10, Dex 15, Con 14, Int 12, Wis 8, Cha 18,
Base Atk +1; CMB +1; CMD 13
Feats Selective Channeling
Skills Diplomacy +9, Heal +3, Knowledge (History) +5, Knowledge (Planes) +5, Knowledge (Religion) +5, Perception +0, Spellcraft +5, Survival +3, Use Magic Device +9,
Traits Dangerously Curious, Reactionary,
Languages Common, Elven, Ignan
SQ bonus oracle revelation level (2x), darkvision, efreeti magic, fire insight, lame, life mysteries, orisons, ,
Combat Gear Wand (Cure Light Wounds/Cleric/1st) (14 charges), tindertwig (2), sunrod (2), alchemist's fire (flask), potion of cure light wounds (2), torch (2), rations (trail/per day) (7),
Other Gear morningstar, hide, traveler's outfit, mithral heavy shield, belt pouch, chalk (1 piece) (5), bandolier, backpack, common, bedroll, kite (common), ball (5 in) (5), mug or tankard (clay), fishhook (2), flint and steel, sewing needle, signal whistle, string (50 ft.), thread (50 ft.), waterskin, holy symbol (iron), spell component pouch, sling, dagger (cold iron), 52.19 gp
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SPECIAL ABILITIES
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Bonus Oracle Revelation Level (2x) Oracle: Add +1/6 to the oracle's level for the purpose of determining the effects of one revelation.
Channel (Su) You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 15 Will save to halve the damage. You can use this ability 5 times per day.
Dangerously Curious You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent's laboratory or shrine to tinker with spell components and magic devices, and often caused quite a bit of damage and headaches for your parent as a result. You gain a +1 trait bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Darkvision
Efreeti Magic (Ex) You can cast enlarge person or reduce person 1/day, and can affect other ifrits with this ability.
Fire Insight (Ex) Summon monster and summon nature's ally spells you cast to summon fire subtype creatures last 2 rounds longer.
Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet. Your speed is never reduced due to encumbrance.
Life Mysteries You draw upon the divine mystery of Life to grant your spells and powers.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Wildfire Heart (Ex) Gain a +4 racial bonus on initiative.