Seffie Layle
Human Bones Oracle 1
Neutral Good
Init:+0 Senses: Perception +5
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DEFENSE
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AC: 13 Touch: 10 Flat-Footed: 13 (+0 dex +3 armor)
HP: 10 (1d8 +2 con)
Fort: +2 Ref: +0 Will: +3
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OFFENSE
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Speed: 30 ft
Melee: -1 Dagger (1d4-1, 19-20)
Ranged: +0 Light Crossbow (1d6, 19-20)
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ORACLE SPELLS
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CL 1; concentration +5
1st (4/day) Cure Light Wounds, Inflict Light Wounds, Protection from Evil
0th (at will) Bleed, Detect Magic, Sotto Voice, Stabilize
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STATISTICS
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Str 8 Dex 10 Con 14 Int 14 Wis 12 Cha 18
Base Atk: 0 CMB: -1 CMD: 9
Skills: +8 Bluff (1 rank + 4 cha + 3 class), +8 Diplomacy (1 rank + 4 cha + 3 class), +5 Heal (1 rank + 1 wis + 3 class), +8 Intimidate (1 rank + 4 cha + 3 class), +8 Kn Religion (1 rank + 2 int + 3 class + 2 trait), +6 Kn Planes (1 rank + 2 int + 3 class), +2 Perception (1 rank + 1 wis), +6 Spellcraft (1 rank + 2 cha + 3 class)
Background Skills: +5 Profession [Undertaker] (1 rank + 1 wis + 3 class), +6 Artistry [Poetry] (1 rank + 2 int + 3 class)
Traits: Spirit Guide, Possessed
Equipment: Dagger, Light Crossbow, 30 Crossbow Bolts, Holy Symbol of Pharasma, Potion of Inflict Light Wounds, Studded Leather Armor
Languages: Common, Orc, Celestial
SQ: Bones Mystery, Lich Curse
Feats: Command Undead, Extra Revelations (Voice of the Grave), Spell Focus (Necromancy)
Favoured class bonuses: Oracle (+1 skill)
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SPECIAL ABILITIES
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Possessed: You were, or are, possessed in some way by another entity that grants you occasional access to its knowledge. Once per day, you can attempt a Knowledge check of your choice even if you are not trained in that skill and it is not usually possible to use that skill untrained. If you can normally use that skill untrained, you gain a +2 trait bonus on the check.
Lich curse: Every living spellcaster hides a secret in their flesh—a unique, personalized set of conditions that, when all are fulfilled in the correct order, can trigger the transformation into a lich. Normally, one must expend years and tens of thousands of gold pieces to research this deeply personalized method of attaining immortality. Yet, in a rare few cases, chance and ill fortune can conspire against an unsuspecting spellcaster. You have unknowingly) fulfilled most (but not all) of the ritualistic components to achieve lichdom. You have yet to turn into an undead creature, but you are close. You take damage from positive energy and heal from negative energy as if you were undead.
Undead Servitude: You gain Command Undead as a bonus feat. You can channel negative energy a number of times per day equal to 3 + your Charisma modifier, but only to use Command Undead. You can take other feats to add to this ability, such as Improved Channeling, but not feats that alter this ability, such as Alignment Channel.
Command Undead (DC 14): As a standard action, you can use one of your uses of channel negative energy to enslave undead within 30 feet. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead. Intelligent undead receive a new saving throw each day to resist your command. You can control any number of undead, so long as their total Hit Dice do not exceed your cleric level. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If an undead creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict.
Voice of the Grave: You can speak with dead, as per the spell, for a number of rounds per day equal to your oracle level. These rounds do not need to be consecutive. At 5th level, and every five levels thereafter, the dead creature takes a cumulative –2 penalty on its Will save to resist this effect.