Mithral Scarab

Tera Fosham's page

133 posts. Organized Play character for CariMac.


Full Name

Tera Fosham

Race

Female ifrit oracle 1 | Init +3; Senses darkvision 30 ft.; Perception +4

Classes/Levels

AC 17 | T 13 | FF 14 | HP 13/13 | Fort +1, Ref +3, Will +1 Resist fire 5 | CMD 13

Strength 10
Dexterity 16
Constitution 13
Intelligence 12
Wisdom 8
Charisma 18

About Tera Fosham

Tera Fosham
Female ifrit oracle (seeker) 1 (Pathfinder Campaign Setting: Pathfinder Society Field Guide, Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Bestiary 2 160)
LN Medium outsider (native)
Init +3; Senses darkvision 30 ft.; Perception +4
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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 13 (1d8+5)
Fort +1, Ref +3, Will +1
Resist fire 5
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee morningstar +0 (1d8)
Ranged sling +3 (1d4)
Special Attacks channel positive energy 5/day (DC 14, 1d6)
Spell-Like Abilities (CL 1st; concentration +5)
1/day—burning hands (DC 15)
Oracle (Seeker) Spells Known (CL 1st; concentration +5)
1st (4/day)—bane (DC 15), bless, cure light wounds
0 (at will)—detect magic, light, read magic, stabilize
Mystery Life
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Statistics
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Str 10, Dex 16, Con 13, Int 12, Wis 8, Cha 18
Base Atk +0; CMB +0; CMD 13
Feats Toughness
Traits dangerously curious, tomb raider
Skills Acrobatics +0 (-4 to jump), Diplomacy +8, Disable Device +5, Perception +4, Spellcraft +5, Use Magic Device +9
Languages Common, Osiriani
SQ mostly human, oracle's curse (clouded vision), revelation (channel), trapfinding +1
Other Gear hide armor, morningstar, sling, sling bullets (20), belt pouch, flint and steel, masterwork backpack[APG], thieves' tools, trail rations (5), waterskin, 42 gp, 1 sp
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Special Abilities
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Clouded Vision You cannot see beyond 30'
Darkvision (30 feet) You can see in the dark (black and white only).
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Mostly Human Appear mostly human, count as humanoid (human) for all purposes, as well as outsider (native).
Oracle Channel Positive Energy 1d6 (5/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

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