| Full Name |
Teldirien |
| Classes/Levels |
Male half-elf oracle 1/paladin 2 |
About Teldirien
Teldirien
Male half-elf oracle 1/paladin (oath of vengeance) 2 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Ultimate Magic 60)
LG Medium humanoid (elf, human)
Init +0; Senses low-light vision; Perception +4
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Defense
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AC 20, touch 13, flat-footed 17 (+7 armor, +3 Dex)
hp 28 (3 HD; 1d8+2d10+7)
Fort +8, Ref +3, Will +7; +2 vs. enchantments, +2 vs. death
Immune sleep
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee bardiche +4 (1d10+7/19-20) or
. . cold iron morningstar +4 (1d8+5) or
. . mwk cold iron greatsword +5 (2d6+7/19-20)
Ranged sling +2 (1d4+3)
Space 5 ft.; Reach 5 ft. (10 ft. with bardiche)
Special Attacks smite evil 1/day (+3 attack and AC, +2 damage)
Paladin Spell-Like Abilities (CL 2nd; concentration +5)
. . At will—detect evil
Oracle Spells Known (CL 1st; concentration +4)
. . 1st (4/day)—cure light wounds, divine favor, protection from evil
. . 0 (at will)—create water, guidance, light, purify food and drink (DC 13)
. . Mystery Nature
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Statistics
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Str 17, Dex 10, Con 14, Int 14, Wis 8, Cha 16
Base Atk +2; CMB +4; CMD 18
Feats Fey Foundling[ISWG], Power Attack, Skill Focus (Sense Motive)
Traits dangerously curious, fate's favored
Skills Acrobatics -3 (-7 to jump), Climb +4, Craft (weapons) +9, Diplomacy +9, Handle Animal +8, Knowledge (history) +7, Perception +4, Ride +3, Sense Motive +8, Use Magic Device +10; Racial Modifiers +2 Perception
Languages Common, Elven
SQ elf blood, lay on hands 4/day (1d6+1), oracle's curse (legalistic), revelation (nature's whispers), vow to self
Combat Gear wand of shield (50 charges), air crystal, alchemist's fire, bladeguard[APG], holy water, vermin repellent[UE] (5); Other Gear +1 breastplate, bardiche[APG], cold iron morningstar, mwk cold iron greatsword, sling, bandolier[UE], bedroll, bit and bridle, grappling hook, hemp rope (50 ft.), masterwork backpack[APG], masterwork weaponsmithing tools, smoked goggles[APG], trail rations (5), waterskin, wrist sheath[UE], light horse, feed (per day), military saddle, saddlebags
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Special Abilities
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Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Fey Foundling Magical healing works better on you
Lay on Hands (1d6+1 hit points, 4/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Legalistic The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your ob
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Smite Evil (1/day) (Su) +3 to hit, +2 to damage, +3 deflection bonus to AC when used.
Vow to Self (1/day) +4 morale bonus to one roll to keep a promise.