Aasimar oracle (dual-cursed oracle) 3 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Advanced Race Guide 84, Pathfinder RPG Ultimate Magic 58)
LN Medium outsider (native)
Init +6; Senses darkvision 60 ft.; Perception +1
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Defense
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AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 33 (3d8+9)
Fort +4, Ref +6, Will +3
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee dagger +6 (1d4+1/19-20) or
morningstar +3 (1d8+1)
Ranged mwk composite longbow +7 (1d8+1/×3)
Special Attacks channel positive energy 5/day (DC 15, 2d6), Lay on Hands 5/day 1d6, Misfortune 1x/creature re-roll a D20, Vow +4 1/day
Spell-Like Abilities (CL 3rd; concentration +7)
1/day—glitterdust
Oracle (Dual-Cursed Oracle) Spells Known (CL 3rd; concentration +7)
1st (6/day)—bless, command (DC 15), cure light wounds, divine favor, ill omen[APG]
0 (at will)—create water, detect magic, guidance, read magic, stabilize
Mystery Life
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Statistics
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Str 12, Dex 18, Con 14, Int 10, Wis 8, Cha 18
Base Atk +2; CMB +3; CMD 17
Feats Deadly Aim, Point-blank Shot, Precise Shot, Selective Channeling, Weapon Finesse
Traits dangerously curious, reactionary, hunter's eye (Longbow)
Drawback paranoid
Skills Diplomacy +10, Heal +4, Knowledge (planes) +5, Perception +1, Sense Motive +3, Spellcraft +6, Use Magic Device +11; Racial Modifiers +2 Diplomacy, +2 Perform
Languages Celestial, Common
SQ oracle's curse (merciful), oracle's curse (legalistic), revelations (misfortune, channel)
Other Gear mithral chain shirt, arrows (60), dagger, morningstar, mwk composite longbow (+1 Str), cloak of resistance +1, bedroll, masterwork backpack, spell component pouch, waterskin, 330 gp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Legalistic Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual.
Merciful If a non-enemy character who is adjacent asks you to heal them, or asks you for help and you can tell they have taken damage or drain or suffer from a disease or poison, you must help them on your next tum. If they have a condition or suffer from a poison or disease that you can neutralize or cure with any ability you possess or any spell you can cast, you must do so as your next action. Otherwise, if they have taken any damage, you must cast a spell or use an ability that heals hit points. Also, you cannot perform a coup de grace. You gain the ability to lay on hands, as the paladin ability, using your curse level as your paladin level.
Lay on Hands Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability. Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage. 5x/day 1d6
Misfortune At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it’s worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day.
Oracle Channel Positive Energy 2d6 (5/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Selective Channeling Exclude targets from the area of your Channel Energy.
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