Urko Gallonica's page

352 posts. Organized Play character for andreww.

Full Name

Urko Gallonica


Init +22 | HP 160|163 11 TempHP, FH3| AC 38, T25, FF28, +7 vs Unity, resist fire, cold, elec, acid 30 | Fort +20, Ref +28, Will +19, Evasion, +2 v fear, +5 vs disease | CMD 29 | Perception +27, Sense Motive +21, deathwatch


Clero +4, 2/4, 16rnds, Stardust 14/14, Extend rods: 5/9
AC20, T18, FF12, CMD 22 Fort +9, Reflex +17, Will +10
Conditions: FoM, Delay Poison


LG Male Half Orc Oracle (Lunar) 16

About Urko Gallonica

Urko is a tall, well built, half-orc with pale grey eyes and a silver furred complexion. He is a member of the Gallonica trading family based in Egorian and has spent much of his career exploring the Emerald Spire. He has little interest in the scheming family politics and avoids them whenever he can. His exploration of the lower depths of the Spire sparked an interest in planar exploration, especially after he had to rescue Artemis who was plane shifted away in one mishap.

Urko is a devotee of Tanagaar, the Empyreal Lord of the night, owls and watchfulness. He wears flowing silken armour of black and gold and a small golden buckler. His morningstar is of blackened adamantine and he is accompanied by his animal companion Artemis, a silver furred tiger. In combat they travel together with Urko buffing Artemis and himself or blasting his enemies with evocation or confusion based magic. Urko is always happy to talk first before fighting, he prefers a diplomatic solution but is not afraid to throw himself against the enemies of the civilised world.

Stat Block:
Urko Gallonica
Male half-orc oracle (spirit guide) 16
LG Medium humanoid (human, orc)
Init +18; Senses darkvision 60', see in darkness, detect evil; Perception +25

AC 34, touch 22, flat-footed 23 (+5 armor, +11 Dex, +1 insight, +2 natural, +5 shield)
hp 163 (16d8+70)
Fort +18, Ref +26, Will +17
Defensive Abilities sacred tattoo, evasion

Speed 30 ft., fly 40 ft. (good)

+4 adamantine morningstar +18/+13/+8 (1d8+6) or
cestus +14/+9/+4 (1d4+2/19-20) or
dagger +14/+9/+4 (1d4+2/19-20) or

Oracle Spell-Like Abilities (CL 16th; concentration +30)
Constant—endure elements

Oracle (Spirit Guide) Spells Known (CL 16th; concentration +30)

8th (4/4)—blood mist (DC 30), divine vessel, mass inflict critical wounds (DC 29), sunburst (DC 31)

7th (7/7)—bestow grace of the champion, infuse robot (DC28), mass inflict serious wounds (DC 28), lunar veil (DC 28), maddening oubliette (DC 28), prismatic spray (DC 30), reverse gravity

6th (8/8)—blade barrier (DC 29), chain lightning (DC 29), dust form, eaglesoul, greater dispel magic, heal, mass inflict moderate wounds (DC 27), litany of madness

5th (8/8)—aspect of the wolf, breath of life, flame strike (DC 30), hunter's blessing, mass inflict light wounds (DC 26), life bubble (DC 26), overland flight, plane shift (DC 26), greater sand whirlwind (DC 26), telekinesis (DC 26)

4th (8/8)—anti-incorporeal shell, blessing of fervor (DC 25), divine power, freedom of movement, hallucinogenic smoke (DC 25), inflict critical wounds (DC 25), magic weapon, greater, moonstruck (DC 25), rainbow pattern (DC 25)

3rd (9/9)—borrow fortune, daylight, inflict serious wounds (DC 24), invisibility purge, magic vestment, rage, communal resist energy, shield of darkness, stone shape

2nd (9/9)—burst of radiance (DC 25), cleromancy, delay poison, dust of twilight (DC 23), grace, hypnotic pattern (DC 23), inflict moderate wounds (DC 23), levitate, minor image (DC 23), page-bound epiphany, pilfering hand, suppress charms and compulsions

1st (9/9)—ant haul (DC 22), barbed chains (DC 22), color spray (DC 22), deathwatch, divine favor, dream feast, fumbletongue (DC 22), hide from undead (DC 22), inflict light wounds (DC 22), liberating command, obscuring mist, protection from evil, remove fear, remove sickness (DC 22), sanctuary (DC 22), shield of faith

0 (at will)—create water, detect magic, detect poison, ghost sound (DC 21), guidance, light, mage hand, mending, purify food and drink (DC 21), scrivener's chant, stabilize

Active buffs Ant Haul, Ext Magic Vestment (x2), Ext Delay Poison (shared), Eaglesoul, Greater Magic Weapon, Life Bubble, Overland Flight (shared)
Mystery Lunar


Str 14, Dex 7, Con 18, Int 16, Wis 7, Cha 32
Base Atk +12; CMB +14; CMD 23

Feats Alertness, Extend Spell, Greater Spell Focus (evocation), Improved Spell Sharing[ACG], Noble Scion Of War, Persistent Spell, Quicken Spell, Spell Focus (evocation), Spell Perfection (flame strike)

Traits fate's favored, reactionary

Skills Bluff +14, Diplomacy +35, Disguise +14, Fly +14, Handle Animal +15, Intimidate +17, Knowledge (religion, planes) +22, Knowledge (all others) +7, Perception +25, Ride +19, Sense Motive +21, Spellcraft +21, Survival -2 (+0 to avoid becoming lost), Use Magic Device +26

Languages Common, Draconic, Orc, Sylvan, Tien

SQ bonded spirit, bonded spirit hex (heaven's leap), no breath, oracle's curse (haunted), orc blood, revelations (primal companion, prophetic armor, touch of the moon), stardust


Permanent items lesser extend metamagic rod (2), mnemonic vestment, amulet of natural armor +2, bead of newt prevention, beast-bond brand, belt of mighty constitution +6, circlet of persuasion, cloak of resistance +5, cracked pale green prism ioun stone (saves), dark blue rhomboid ioun stone, dusty rose prism ioun stone, eyes of the eagle, handy haversack, headband of alluring charisma +6, mnemonic vestment, page of spell knowledge (divine favor, dream feast, hide from undead, protection from evil, remove fear), ring of revelation (lesser), ring of evasion, scarlet and blue sphere ioun stone (ride, slotted), tome of leadership and influence +3, wayfinder

Handy Haversack 10 pathfinder chronicles (one for each knowledge skill), backpack, chalk (5), masterwork tool(perception, UMD, diplomacy), signal whistle, soap, spell component pouch, trail rations (7), acid (3), air crystal (2), alchemist's fire (2), alkali flask, antitoxin, holy water (2), potion of cure light wounds (2), gaseous form, scrolls of align weapon, break enchantment, carry companion (2), dimension door (2), find the path, greater planar ally, planar adaptation, protection from chaos (x2), protection from good (x2), protection from law (x2), remove blindness/deafness, remove curse, remove paralysis (x2), wind walk

Wands comprehend languages (50 charges), cure light wounds (4 charges, 50 charges), heightened awareness (50 charges), mage armor (9 charges), heroism (50 charges)

Weapons and armour silken ceremonial armor (+4 with MV), mwk buckler (+4 with MV), adamantine Morningstar (+4 with GMW), cestus, dagger, weapon cord (for morning star)

Special Abilities:

Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Bonded Spirit Gain a wandering spirit each day.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Heaven's Leap (Su) As a standard action, ally in 30 ft moves as jester jaunt.
No Breath (Ex) The monster doesn't breathe and is immune to effects that require breathing.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Prophetic Armor (Ex) You may apply your Charisma modifier instead of Dexterity to AC and Reflex saves.
Sacred Tattoo +1 to all saves.
See in Darkness See perfectly in darkness of any kind, including magical darkness.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Stardust (15/day) (Sp) Foe in 30 ft sheds light, can't be invisible/conceal & -5 to att & perception checks for 8 rds.
Touch of the Moon (DC 29) (Su) Targets damaged by your inflict spells suffer confusion for rounds equal to spell level.

PFS Information:

PFS# 44523-5
Faction: Exchange


RoW: 1 use Elemental Spell (Electricity)
Wardens 4: 10000gp in gems, earthquake object
Wardens 3: Reroll concentration check and possibly add metamagic effect
Wardens 2: Prestige cost reduction
Wardens 1: Habblegash ally
ES16: CL20 breath of life thrown object
ES15: Gain benefit of protection from law and entropic shield for 2d4-3 rounds
ES 14: +4 bonus to day job rolls, increase gold gained by 100%
ES12: While in the river kingdoms reduce the PP cost of one conjuration (healing) spellcasting service by 5 to a minimum of 0
ES11: As a stanndard action touch a crearture to reduce the duration of all spells and SLAs by 3 round or the same for an existing spell effect
ES10: Book of the Damned, free action +2CL evil spell or +4 charisma check with LE or 3/scenario use desecreate, lesser planar binding, orders wrath or SMIV (LE), check a box, make will save DC14 +1/check or move one step to LE
ES9: Serpent Magic, free action before casting a spell to gain +2CL or immediate action prior to save for evasion like ability but against all partial
ES6: +2 on Knowledge Arcana checks to identfy constructs, cross off to count as 20
ES5: Swift action to gain CL6 Touch of the Sea, one use
ES4: Negate up to 2 dice of sneak attack, one use
ES2: reroll reflex save against traps with a half level bonus, one use, use before knowing the original result but after the roll
ES1: +2 bonus to intimidate goblinoids
Confirmation: +1 to Knowledge checks in the Grand Lodge

Artemis, Female tiger
N Large animal
Init +5; Senses low-light vision, scent; Perception +7


AC 34, touch 14, flat-footed 29 (+7 armor, +5 Dex, +13 natural, -1 size)
hp 110 (13d8+52)
Fort +20, Ref +21, Will +17 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities improved evasion


Speed 40 ft., fly 40 ft. (good)

bite +18 (1d8+9 plus grab), 2 claws +18 (1d6+9 plus grab)
Space 10 ft.; Reach 5 ft.

Special Attacks pounce, rake (2 claws +18, 1d6+9 plus grab)


Str 26, Dex 20, Con 18, Int 3, Wis 16, Cha 10
Base Atk +9; CMB +19 (+23 grapple); CMD 33 (37 vs. trip)

Feats Extra Item Slot (saddle, shoulders) Additional Traits, Bodyguard, Combat Reflexes, Iron Will, Power Attack

Traits fate's favored, helpful

Tricks Aid, Air Walk, Attack, Attack, Attack Any Target, Combat Riding, Come, Defend, Down, Exclusive, Flank, Guard, Heel, Maneuver (Bull Rush, Grapple), Perform, Stay

Skills Acrobatics +20 (+24 to jump), Climb +12, Escape Artist +6, Fly +19, Perception +7, Stealth +5, Swim +12

Gear +1 benevolent darkleaf cloth studded leather (+4 with MV), amulet of mighty fists +1, cloak of resistance +5, cracked pale green prism ioun stone (attacks, saves), horsemaster's saddle, lucky horseshoe

Buffs Ext Delay Poison, Ext Magic Vestment, Life Bubble, Overland Flight

Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Grab: Bite, Claw (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Pounce (Ex) You can make a full attack as part of a charge.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.