Tsamara the Luminous's page

316 posts. Organized Play character for Lady Ladile.


l Senses: Perception -1, Low-Light Vision

Diplomacy +11, Kn. History/Local/Planes/Religion +9, Kn. Nature +8, Linguistics +4, Spellcraft +9


Female CG Catfolk Oracle (Spirit Guide) 4 | Active Conditions: Blur (1 min)


HP: 31/31 l AC: 18, T 14, FF 14 l CMD 17 l F +4, R +5, W +6; +4 vs. charm, compulsion, curse | Luminous Form (3/4) l Cat's Luck (1/1) l L1: 6/7, L2: 4/4 l Init +4

About Tsamara the Luminous

Tsamara the Luminous
PFS ID#: 192133 - 19
Experience: 9
Fame: 16
Prestige: 12
Wealth: 1,469 gp, 7 sp

Female Catfolk Oracle (Spirit Guide) 4
CG Medium Humanoid (Catfolk)
Init +4; Senses Low-Light Vision; Perception -1
AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 Dodge)
HP 31
Fort +4, Ref +5, Will +6 (+4 vs. charm and compulsion); +4 bonus vs curse effects
Speed 30 ft. (20 ft. in armor), Climb 20 ft.
Cold Iron Dagger +3 (1d4/19-20)
Longspear +3 (1d8/×3) or
Silver Light Mace +3 (1d6)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Oracle Spells Known (CL 4th; concentration +9)
2nd (4/day) - Cure Moderate Wounds, Flaming Sphere (DC 16), Silence (DC 16)
1st (7/day) — Barbed Chains (DC 15), Bless, Burning Hands (DC 15), Cure Light Wounds, Faerie Fire, Liberating Command, Lucky Number
0 (at will) — Detect Magic, Guidance, Light, Mending, Read Magic, Stabilize
Mystery Solar
Oracle Curse
Elemental Imbalance (Fire) - You wield an element’s might, but you are vulnerable to its opposite. Choose air, earth, fire, or water. If you select air, you gain vulnerability to acid, cannot benefit from any acid resistance or immunity, and cannot cast spells with the acid or earth descriptors. If you select earth, you gain vulnerability to electricity, cannot benefit from any electricity resistance or immunity, and cannot cast spells with the air or electricity descriptors. If you select fire, you gain vulnerability to cold, cannot benefit from any cold resistance or immunity, and cannot cast spells with the cold or water descriptors. If you select water, you gain vulnerability to fire, cannot benefit from any fire resistance or immunity, and cannot cast spells with the fire descriptor.

As you advance in level, add the following spells to your oracle spells known based on your chosen element. At 1st level, add Burning Hands to your spells known. At 5th level, add Scorching Ray to your spells known. At 10th level, add Wall of Fire to your spells known. At 15th level, add Contagious Flame to your spells known.

Oracle Revelations
Luminous Form (Su) - You can transform your body into churning light, granting you the effects of Blur and causing your body to shed light as a sunrod. At 7th level, creatures that end their turn adjacent to your luminous form become blinded for 1 round (Fortitude negates). At 13th level, creatures that end their turn adjacent to your luminous form are blinded for 1d4 rounds (Fortitude reduces to 1 round). At 18th level, your luminescence is as bright as natural sunlight, and creatures affected by natural sunlight are so affected if they end their turn adjacent to your luminous form. You can maintain your luminous form for up to 1 minute per day per oracle level; this duration need not be continuous, but it must be used in 1-minute increments. You can forgo the blur and blinding aspects of this ability to instead simply shed light as a torch, though this still counts against the ability’s duration for the day.

Starlight Agility - You gain Dodge as a bonus feat. At 8th level, you gain Wind Stance as a bonus feat. At 15th level, you gain Lightning Stance as a bonus feat. You do not need to meet the prerequisites to receive these feats.
Str 10, Dex 16, Con 14, Int 14, Wis 9, Cha 18
Base Atk +3; CMB +3; CMD 17
Extra Revelation
Iron Will
Arcane Temper
Climb +5 - (8 Racial, -3 ACP)
Diplomacy +11 - (4 rank, 4 Cha, 3 Class)
Kn. History +9 - (2 rank, 2 Int, 3 Class, 2 Racial)
Kn. Local +9 - (4 rank, 2 Int, 3 Class)
Kn. Nature +8 - (3 rank, 2 Int, 3 Class)
Kn. Planes +9 - (4 rank, 2 Int, 3 Class)
Kn. Religion +9 - (4 rank, 2 Int, 3 Class)
Linguistics +4 - (2 rank, 2 Int)
Spellcraft +9 - (4 rank, 2 Int, 3 Class)
Languages Catfolk, Common, Ignan, Tengu, Tien, Vudrani
Other Gear Hide Armor, Bedroll, Canteen, Flint & Steel, MW Backpack Silk Rope (50 ft.), Trail Rations (5), Wrist Sheath (Spring-Loaded)
Magical Gear
Cloak of Resistance +1
Headband of Alluring Charisma +2
Special Abilities
Bonded Spirit (Su) - At 3rd level, a spirit guide can form a temporary bond with a spirit, as the shaman’s Wandering Spirit class feature. She must make this selection each day when she refreshes her spells. A spirit guide cannot bond with a spirit that is incompatible with her alignment, ethos, or mystery.

A spirit guide gains one hex of her choice from the list of hexes available from that spirit. She uses her oracle level as her shaman level, and she switches Wisdom for Charisma and vice versa for the purpose of determining the hex's effects.

At 4th level, she adds the bonded spirit’s spirit magic spells to her oracle spells known for that day, but only of spell levels she can cast. At 7th level, she gains the spirit ability of her current bonded spirit. At 15th level, she gains the greater spirit ability of her current bonded spirit.

This ability replaces the revelations gained at 3rd, 7th, and 15th levels.

Bonded Spirit - Heavens
Wandering Hex - Heavens' Leap
Spirit Magic - Color Spray (1st), Flaming Sphere (2nd)

Cat's Luck (1/day) (Ex) - Once per day when a catfolk attempts a Reflex saving throw, she can roll the saving throw twice and take the better result. She must decide to use this ability before the saving throw is attempted.

Climber - Catfolk hunters excel at hunting prey from trees and other high vantage points. Catfolk with this racial trait possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords). This racial trait replaces Sprinter.

Curiosity - Catfolk are naturally inquisitive about the world around them, though some are more curious than others. Such catfolk gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) are always class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead. This racial trait replaces Natural Hunter.

Low-Light Vision - You can see twice as far as a human in dim light, distinguishing color and detail.

Introduction & Background:



Favored Class Bonus:

1st: + 1 Skill Point
2nd: + 1 Skill Point
3rd: + 1 Skill Point
4th: + 1 Spell Known (1st Level)


Wand of Bless (43 charges)
Wand of Cure Light Wounds (37 charges)
Alchemist's Fire x2
Alkali Flask x2
Holy Water x2