Lich

Traber's page

223 posts. Organized Play character for Dax Thura.


Classes/Levels

Oracle (Life) 7| HP 45/45| AC 19 (22) T 12 (15) FF 17 (20)| Fo +4 Re +5 Wi +5; +4 v disease| Init +2| Percep +2| Lvl 3- 5/5 Lvl 2- 7/7, Lvl 1- 8/8, Orison at will| Channel Energy 10/10

About Traber

Traber Avernus
Male human (Chelaxian) oracle 7 (Pathfinder RPG Advanced Player's Guide 42)
N Medium humanoid (human)
Init +2; Senses Perception +2
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Defense
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AC 22, touch 15, flat-footed 20 (+7 armor, +3 deflection, +2 Dex)
hp 45 (7d8+7)
Fort +4, Ref +5, Will +5; +4 Competence bonus vs. disease
Immune sickened
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 morningstar +8 (1d8+4)
Ranged light crossbow +7 (1d8/19-20)
Special Attacks channel positive energy 10/day (DC 21, 4d6)
Oracle Spells Known (CL 7th; concentration +12)
. . 3rd (5/day)—blindness/deafness (DC 18), cure serious wounds, dispel magic, neutralize poison
. . 2nd (7/day)—cure moderate wounds, hold person (DC 17), remove paralysis, resist energy, lesser restoration, silence (DC 17), spiritual weapon
. . 1st (8/day)—bless, cause fear (DC 16), comprehend languages, cure light wounds, detect undead, divine favor, endure elements, protection from evil, shield of faith
. . 0 (at will)—bleed (DC 15), create water, detect magic, detect poison, guidance, light, mending, purify food and drink (DC 15), read magic, stabilize
. . Mystery Life
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Statistics
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Str 14, Dex 14, Con 12, Int 10, Wis 8, Cha 21
Base Atk +5; CMB +7; CMD 22
Feats Alignment Channel, Extra Channel, Extra Channel, Improved Channel, Selective Channeling
Traits anatomist, sacred conduit
Skills Acrobatics -1 (-5 to jump), Bluff +1, Diplomacy +11, Disguise +1, Heal +5, Knowledge (history) +9, Knowledge (nature) +4, Knowledge (planes) +7, Knowledge (religion) +6, Perception +2, Sense Motive +5, Spellcraft +7, Stealth +1, Survival +3 (+5 to avoid becoming lost)
Languages Common
SQ oracle's curse (wasting), revelations (energy body, channel, safe curing)
Combat Gear potion of fly (2), potion of invisibility (2), wand of cure light wounds (30 charges), wand of protection from evil (39 charges), alchemist's fire (2), healer's kit; Other Gear +1 breastplate, +1 morningstar, crossbow bolts (10), light crossbow, cloak of resistance +1, handy haversack, headband of alluring charisma +2, ring of protection +2, wayfinder[ISWG], bedroll, belt pouch, candle (5), chalk (4), colored ink, flint and steel, ink (2), iron vial[UE] (2), parchment, silk rope (50 ft.), string or twine[APG], sunrod (4), tiny cage[APG] (2), trail rations (4), vial (2), waterskin, wooden holy symbol of Asmodeus, 5,517 gp, 5 sp
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Tracked Resources
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Alchemist's fire - 0/2
Crossbow bolts - 0/10
Energy Body (1d6+7, 7 rounds/day) (Su) - 0/7
Healer's kit - 0/10
Light (At will) - 0/0
Oracle Channel Positive Energy 4d6 (10/day, DC 21) (Su) - 0/10
Potion of fly - 0/2
Potion of invisibility - 0/2
Sunrod - 0/4
Trail rations - 0/4
Wand of cure light wounds (30 charges) - 0/30
Wand of protection from evil (39 charges) - 0/39
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Special Abilities
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Alignment Channel (Evil) Channel Energy heals or harms outsiders of the chosen alignment.
Energy Body (1d6+7, 7 rounds/day) (Su) Elemental subtype and deal 1d6+7 to undead who touch you or heal 1d6+7 to allies who enter your square.
Immunity to Sickened You are immune to the sickened condition.
Oracle Channel Positive Energy 4d6 (10/day, DC 21) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Safe Curing (Su) Casting healing spells does not provoke AoO.
Selective Channeling Exclude targets from the area of your Channel Energy.
Wasting +4 competence bonus to save vs. Disease
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Traber hides his disfigurement behind medicted full body wrappings and a heavy cloak. His hands are always gloved. He is very proud of his pure, Chelaxian blood and carries himself as someone of importance. He is an ambitious fellow and has chosen to turn his divine gifts toward elevating his station. Traber has a dislike of the undead and, for some reason he never divulges, devils.
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55; 06; 2-15; 35; 0-05; 2-17; 2-19; 2-EX; 30; Rise of the Runelords Chapter 1; Dawn of the Scarlet Sun; ; 51; 52; 9-09; 4-05, 10-21

Dragonkiller: +1d6 untyped damage v a dragon; once only
Snowmask: Endure Elements v cold only
Lamashtu's Bane: +2 v those wearing Lamashtu holy symbol

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Dice:

[dice=Initiative]1d20+2[/dice]

[dice=Perception]1d20+2[/dice]

[dice=Diplomacy]1d20+11[/dice]

[dice=Channel Positive Energy DC 19]4d6[/dice]

[dice=Wand of Cure Light Wounds]1d8+1[/dice]

Morningstar +1: two hand
to hit [dice]1d20+8[/dice] damage [dice]1d8+3+1[/dice]

Lt Crossbow:
to hit [dice]1d20+7[/dice] damage [dice]1d8[/dice]