Full Name |
Thistle Voltare |
Race |
| HP: 99/99 | AC: 32 (15 Tch, 30 FF) | CMB: +11, CMD: 26 | F: +10, R: +10, W: +12 | Init: +4 | Perc: +15 +18, SM: +4 |
Classes/Levels |
| Speed 20ft | Channel 7/7, Energy Body: 11/11 | Spells: 5th 5/5, 4th 5/7,4 3rd 6/7, 2nd 7/8, 1st 8/8 | Daily Abilities: [Gaze DC17] | Active Conditions: Archon's Aura, air walk, free move, prot from evil |
Gender |
Male NG Nagaji Oracle (Sarenrae) 11 |
Size |
Medium |
Alignment |
Neutral Good |
Strength |
16 |
Dexterity |
14 |
Constitution |
14 |
Intelligence |
8 |
Wisdom |
10 |
Charisma |
22 |
About Thistle Voltare
Thistle Voltare
Male nagaji oracle 11
NG Medium humanoid (reptilian)
Init +4; Senses lifesense 30 ft., low-light vision, scent; Perception +15; deaf
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Defense
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AC 32, touch 15, flat-footed 30 (+10 armor, +2 deflection, +2 Dex, +1 insight, +3 natural, +4 shield)
hp 99 (11d8+41)
Fort +10, Ref +10, Will +12; +2 vs. mind-affecting effects and poison
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 silver morningstar +11/+6 (1d8+4)
Special Attacks channel positive energy 7/day (DC 21, 6d6)
Spell-Like Abilities (CL 11th; concentration +17)
—hypnotic gaze (DC 17) 1/day
Oracle Spells Known (CL 11th; concentration +17)
5th (5/day) – breath of life (DC 21), cleanse, mass cure light wounds, mass ghostbane dirge (DC 21)
4th (7/day) – air walk, blessing of fervor (DC 20), cure critical wounds, freedom of movement, restoration
3rd (7/day)— archon’s aura (DC 19), cure serious wounds, invisibility purge, neutralize poison, prayer, communal resist energy
2nd (8/day)—align weapon, cure moderate wounds, hold person (DC 17), communal protection from evil, lesser restoration, surmount affliction
1st (8/day)—bless, cure light wounds, detect undead, divine favor, obscuring mist, remove fear, shield of faith, unbreakable heart
0 (at will)—create water, detect magic, detect poison, guidance, light, read magic, resistance, virtue
Mystery Life
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Statistics
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Str 16
Dex 14
Con 14
Int 8
Wis 10
Cha 22
Base Atk +8; CMB +11; CMD 26
Feats Channeled Shield Wall, Divine Interference, Extra Revelation[APG], Selective Channeling, Silent Spell, Toughness, Turn Undead
Traits observant, reactionary
Skills
Acrobatics -3 (-7 to jump)
Diplomacy +20
Heal +11
Knowledge (planes) +3
Knowledge (religion) +3
Perception +15 (+18 on checks that do not rely on hearing)
Sense Motive +4
Spellcraft +5
Survival +0 (+2 to avoid becoming lost)
Languages Common, Draconic
SQ oracle's curse (deaf), resistant, revelations (energy body, life link, lifesense, channel, safe curing)
Armaments +4 chainmail, +2 heavy wooden shield, +1 silver morningstar, dusty rose prism ioun stone (inserted into wayfinder), amulet of natural armor +2, cloak of resistance +5, ring of protection +2
Magical Gear-Wands-Scrolls-Potions belt of mighty constitution +4, extend metamagic rod (lesser), headband of alluring charisma +2, wand of cure light wounds (21 charges), wayfinder, scroll of daylight, scroll of remove curse, scroll of remove disease, potion of fly (2), wayfinder
Consumables antiplague, antitoxin, bladeguard, caltrops (3), thunderstone, diamond dust worth 1100gp (for restoration spell)
Gear backpack, bedroll, chalk (10), silk rope (50 ft.), smoked goggles, spire transport token (worth 600 gp), trail rations (10), waterskin, 6216 gp, 8 sp
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Special Abilities
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Channeled Shield Wall Enhance your shield and the shields of allies adjacent to you
Deaf Fail sound-based Perception, -4 opposed Perception. All spells have Silent Spell for free.
Divine Interference Sacrifice a spell to force an enemy to reroll a successful attack against your ally
Energy Body (1d6+11, 11 rounds/day) (Su) Elemental subtype and deal 1d6+11 to undead who touch you or heal 1d6+11 to allies who enter your square.
Hypnotic Gaze 1/day (DC 17) (Sp) Hypnotism on a single target using gaze, effect lasts a single round.
Life Link (11 max bonds, 210 feet) (Su) As a standard action, establish bond that drains your HP to heal other below -5 hp.
Lifesense (30 ft.) (Ex) Sense living things and creatures without seeing them.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Oracle Channel Positive Energy 6d6 (7/day, DC 21) (Su) Positive energy heals the living and harms the undead
Resistant (Ex) +2 racial bonus to saves vs. mind-affecting effects and poison.
Safe Curing (Su) Casting healing spells does not provoke AoO
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Selective Channeling Exclude targets from the area of your Channel Energy.
Silent Spell Cast a spell with no verbal components. +1 Level.
Turn Undead (DC 21) Your Channel Energy can make undead in 30 ft flee for 1 min.