Male angel-blooded aasimar oracle 15
CG Medium outsider (native, human)
Init +1, Senses darkvision (60 ft.); Perception +2
AC 28, Touch 11, Flat-footed 27 (10 armor, +1 Dex, +3 natural, +4 shield); 50% miss chance from ranged attacks
HP 183 (15d8+105)
Fort +16, Ref +10, Will +13; +2 vs. death effects
Resistances acid 5, cold 5, electricity 20
Weaknesses oracles curse (tongues[auran, celestial])
Speed 30 ft.
Melee unarmed strike +19/+14/+9 (1d3+8 plus 1d6 electricity)
Melee+3 returning throwing warhammer +23/+18/+13 (1d8+11/x3 plus 1d6 electricity)
Ranged+3 returning throwing warhammer +16/+11/+6 (1d8+11/x3 plus 1d6 electricity)
Special Attacks lightning breath (30-line, 15d4 electricity, DC 23, 4/day), thunderburst (20-foot radius, 100-foot, 15d6 bludgeoning plus deaf, DC 23), touch of electricity (+19 touch, 1d6+7 electricity, 9/day)
Spell-like abilities (CL 15th, concentration +21)
1/day - lesser age resistance
Oracle Spells (CL 15th, concentration +21)
7th (4/day) - control weather, greater restoration, mass cure serious wounds (DC 23), resurrection
6th (7/day) - heal (DC 22), heroes' feast, mass bull's strength, mass cure moderate wounds (DC 22), sirocco (DC 22)
5th (7/day) - breath of life (DC 21)[/i], cleanse, communal air walk, control winds (DC 21), mass cure light wounds (DC 21), righteous might
4th (7/day) - blessing of fervor, cure critical wounds (DC 20), death ward, divine power, restoration, river of wind (DC 20)
3rd (7/day) - cloak of winds (DC 19), cure serious wounds (DC 19), magic circle against evil, prayer, remove curse, wind wall
2nd (8/day) - align weapon, bull's strength, consecrate, cure moderate wounds (DC 18), gust of wind (DC 18), lesser restoration, remove paralysis
1st (8/day) - alter winds (DC 17), bless, cure light wounds (DC 17), magic weapon, remove fear, remove sickness, shield of faith
0th (at will) - create water, detect magic, detect poison, guidance, light, purify food and drink, resistance, spark, stabilize Mystery Wind
Str 26, Dex 13, Con 20, Int 10, Wis 10, Cha 22
Base Atk +11, CMB +19 (+21 grapple), CMD 30 (34 vs. disarm and sunder, 32 vs. grapple)
Feats great fortitude, improved grapple, improved unarmed strike, leadership, power attack, toughness, weapon focus (warhammer), weapon proficiency (warhammer)
Skills Climbing +18, Handle Animal +21, Heal +18, Intimidate +25, Survival +18, Swimming +18
Languages Auran, Celestial, Dansk Tunga ("Old Norse")
Traits bully, child of nature
SQ immortal spark, revelations (air barrier, lightning breath, spark skin, thunderburst, touch of electricity), scion of humanity
Other Gear+2 heavy wooden shield, +3 adamantine returning throwing warhammer, amulet of natural armor +3, belt of physical might +6 (str. & con.), boots of the winterlands, cloak of resistance +4, gloves of dueling, improved ring of climbing, improved ring of swimming, staff of journeys
Air Barrier You can create an invisible shell of air that grants you a +10 armor bonus. At 13th level, this barrier causes incoming arrows, rays, and other ranged attacks requiring an attack roll against you to have a 50% miss chance. You can use this barrier for 15 hour(s) per day. This duration does not need to be consecutive, but it must be spent in 1-hour increments.
Bully You grew up in an environment where the meek were ignored and you often had to resort to threats or violence to be heard.
Celestial Resistance (Ex) Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Child of Nature (Odin) You have been blessed by Odin to be as comfortable in the wilderness as you are at home. You gain a +2 trait bonus on Survival checks to find food and water, and a +1 trait bonus on Knowledge (nature) checks. One of these skills (your choice) is always a class skill for you.
Immortal Spark Aasimars with this racial trait defy the powers of death. They gain a +2 bonus on Knowledge (history) checks and saving throws against death effects and can use lesser age resistance once per day as a spell-like ability. This racial trait replaces the skilled and spell-like ability racial traits.
Lightning Breath (Su) As a standard action, you can breathe a 30-foot line of electricity. This line deals 15d4 points of electricity damage. A Reflex save (DC 23) halves this damage. You can use this ability 4 time(s) per day.
Scion of Humanity (Ex) You count as an outsider (native) and a humanoid (human) for any effect related to race. You can pass for human without using the Disguise skill.
Spark Skin (Ex) You gain resist electricity 5. This resistance increases to 10 at 5th level and 20 at 11th level. At 17th level, you gain immunity to electricity.
Thunderburst (Ex) As a standard action, you can create a blast of air accompanied by a loud peal of thunder. The blast has a range of 100 feet and has a 20-foot radius, increasing by 5 feet for every 4 oracle levels after 7th. Creatures in the area take 1d6 points of bludgeoning damage per oracle level and are deafened for 1 hour, with a Fortitude save resulting in half damage and no deafness. You must be at least 7th level to select this revelation. You can use this ability once per day, plus one additional time per day at 11th level and every four levels thereafter.
Tongues (Celestial,Auran) In times of stress or unease, you speak in tongues.
Touch of Electricity (Su) As a standard action, you can perform a melee touch attack that deals 1d6+7 points of electricity damage. You can use this ability 9 times per day. At 11th level, any weapon that you wield is treated as a shock weapon.
Tanngrisnir and Tanngnjóstr
Male Goat (Half-Celestial) animal 9
CG Medium outsider (native)
Init +3, Senses darkvision (60 ft.), low-light vision; Perception +15
AC 20, touch 13, flat-footed 17 (+3 Dex, +7 natural, )
hp 112 (9d8+72)
Fort +13, Ref +9, Will +8, +4 vs. poison
DR5/magic; Immunities disease, Resistances acid 10, cold 10, electricity 10, SR 15
Speed 30 ft., fly 60 ft. (Good)
Melee gore +14 (1d6+12)
Special Attackssmite evil 1/day (+1 to hit, +9 damage)
Spell-Like Abilities 1/day - aid, bless, cure serious wounds (DC 14), detect evil, dispel evil (DC 16), holy smite (DC 15), neutralize poison (DC 15), remove disease; 3/day - protection from evil
Str 26, Dex 16, Con 24, Int 8, Wis 16, Cha 12
Base Atk +6; CMB +14 (+16 bullrush); CMD 27 (29 vs bullrush)
Feats improved bull rush, iron will, nimble moves, power attack, toughness
Skills Acrobatics +15, Climb +20, Fly +19, Perception +15, Swim +20
Smite Evil (Su) Once per day you can add 9 extra damage against an evil foe.