Halfling Slinger

Vuloo's page

846 posts. Alias of wehrpig.


Full Name

Vuloo

Race

Halfling

Classes/Levels

Dual Cursed Life Oracle 10; AC 19, HP 102/106 , Fort +7, Ref +5, Will +8, Perception +12,

Tracked Resources:
Spells: 7/8 1st 7/8 2nd, 5/8 3rd 1/6 4th 3/4 5thCh: 8/8 (4d6)

Gender

M

Size

S

Age

30

Special Abilities

Clouded Vision/Tongues Curses, Life Mystery, Channel/Life Link Revelations

Alignment

NG

Deity

Sarenrae

Location

Magnimar

Languages

Common, Halfling

Occupation

Scholar

Homepage URL

Character Sheet

Strength 8
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 10
Charisma 21

About Vuloo

Vuloo
Male halfling oracle (dual-cursed oracle) 10 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Ultimate Magic 58)
NG Small humanoid (halfling)
Init +1; Senses blindsense 30 ft., darkvision 60 ft.; Perception +12
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 18 (+7 armor, +1 Dex, +1 size)
hp 106 (10d8+40)
Fort +7, Ref +5, Will +8; +2 vs. fear
--------------------
Offense
--------------------
Speed 20 ft. (15 ft. in armor)
Ranged light crossbow +7 (1d6/19-20)
Special Attacks channel positive energy 8/day (DC 22, 5d6)
Oracle (Dual-Cursed Oracle) Spells Known (CL 10th; concentration +17)
. . 5th (4/day)—breath of life (DC 23), mass cure light wounds, summon monster V
. . 4th (6/day)—air walk, blessing of fervor[APG] (DC 21), cure critical wounds, dismissal (DC 21), freedom of movement, neutralize poison, restoration, summon monster IV
. . 3rd (8/day)—bestow curse (DC 20), cure serious wounds, dispel magic, prayer, summon monster III
. . 2nd (8/day)—cure moderate wounds, oracle's burden[APG] (DC 19), resist energy, lesser restoration, silence (DC 19), burst of radiance (DC 19)
. . 1st (8/day)—bless, cure light wounds, endure elements, ill omen[APG], obscuring mist, protection from evil, sanctuary (DC 18)
. . 0 (at will)—create water, detect magic, detect poison, light, read magic, resistance, spark[APG] (DC 17), stabilize, virtue
. . Mystery Life
--------------------
Statistics
--------------------
Str 8, Dex 12, Con 16, Int 10, Wis 10, Cha 24
Base Atk +7; CMB +5; CMD 16
Feats Augment Summoning, Expanded Arcana[APG], Expanded Arcana[APG], Spell Focus (conjuration), Superior Summoning[UM]
Traits monument scholar, well-informed
Skills Acrobatics -3 (-11 to jump), Bluff +10, Climb -5, Diplomacy +17 (+18 to gather information), Heal +4, Intimidate +8, Knowledge (arcana) +1, Knowledge (history) +5, Knowledge (local) +5, Knowledge (planes) +4, Knowledge (religion) +9, Perception +12, Sense Motive +4, Spellcraft +9; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Celestial, Common, Halfling, Varisian; tongues (understand)
SQ oracle's curses (clouded vision, tongues [celestial, celestial]), revelations (fortune[UM], life link, misfortune[UM], channel)
Combat Gear scroll of cure light wounds, cure light wounds, cure light wounds, cure light wounds, cure light wounds, cure light wounds, scroll of delay poison, scroll of hold person, scroll of remove paralysis, scroll of silence, scroll of water breathing, wand of lesser restoration (17 charges), wand of spiritual weapon (11 charges), alchemist's fire (2), antitoxin (3); Other Gear +1 breastplate, light crossbow, belt of mighty constitution +2, headband of alluring charisma +4, hemp rope (50 ft.), iron spike[APG] (5), scroll case, scroll case, trail rations (7), 105 gp, 7 sp, 5 cp
--------------------
Special Abilities
--------------------
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Blindsense (30 feet) (Ex) Sense things and creatures without seeing them.
Clouded Vision You cannot see beyond 30'
Darkvision (60 feet) You can see in the dark (black and white only).
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Fortune (1/day) (Ex) At 5th level, as an immediate action, you can reroll any one d20 roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it's worse than the original roll. You can use this ability onc
Life Link (10 max bonds, 200 feet) (Su) As a standard action, establish bond that drains your HP to heal others who have taken 5 dam.
Misfortune (Ex) At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it's worse than the o
Oracle Channel Positive Energy 5d6 (8/day, DC 22) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Superior Summoning When summoning more than one creature, summon an extra one
Tongues (Celestial, Celestial) You can only understand and speak two languages in combat.
Tongues (understand) (Ex) Understand any language.

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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

8th Level:

Vuloo
Male halfling oracle (dual-cursed oracle) 8 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Ultimate Magic 58)
NG Small humanoid (halfling)
Init +1; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 18 (+7 armor, +1 Dex, +1 size)
hp 88 (8d8+32)
Fort +6, Ref +4, Will +7; +2 vs. fear
--------------------
Offense
--------------------
Speed 20 ft. (15 ft. in armor)
Ranged light crossbow +6 (1d6/19-20)
Special Attacks channel positive energy 8/day (DC 21, 4d6)
Oracle (Dual-Cursed Oracle) Spells Known (CL 8th; concentration +15)
. . 4th (4/day)—blessing of fervor[APG] (DC 21), cure critical wounds, restoration
. . 3rd (7/day)—bestow curse (DC 20), cure serious wounds, dispel magic, summon monster III
. . 2nd (8/day)—cure moderate wounds, oracle's burden[APG] (DC 19), lesser restoration, silence (DC 19), burst of radiance (DC 19)
. . 1st (8/day)—bless, cure light wounds, ill omen[APG], obscuring mist, protection from evil, sanctuary (DC 18), summon monster I
. . 0 (at will)—create water, detect magic, detect poison, guidance, light, read magic, spark[APG] (DC 17), stabilize
. . Mystery Life
--------------------
Statistics
--------------------
Str 8, Dex 12, Con 16, Int 10, Wis 10, Cha 24
Base Atk +6; CMB +4; CMD 15
Feats Augment Summoning, Spell Focus (conjuration), Superior Summoning[UM]
Traits monument scholar, well-informed
Skills Acrobatics -3 (-11 to jump), Bluff +10, Climb -5, Diplomacy +13 (+14 to gather information), Heal +4, Intimidate +8, Knowledge (arcana) +1, Knowledge (history) +5, Knowledge (local) +5, Knowledge (planes) +4, Knowledge (religion) +9, Perception +8, Sense Motive +4, Spellcraft +9; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Celestial, Common, Halfling, Varisian
SQ oracle's curses (clouded vision, tongues [celestial, celestial]), revelations (fortune[UM], life link, misfortune[UM], channel)
Combat Gear scroll of cure light wounds, cure light wounds, cure light wounds, cure light wounds, cure light wounds, cure light wounds, scroll of delay poison, scroll of hold person, scroll of remove paralysis, scroll of silence, scroll of water breathing, wand of lesser restoration (17 charges), wand of spiritual weapon (11 charges), alchemist's fire (2), antitoxin (3); Other Gear +1 breastplate, light crossbow, belt of mighty constitution +2, headband of alluring charisma +4, hemp rope (50 ft.), iron spike[APG] (5), scroll case, scroll case, trail rations (7), 3505 gp, 7 sp, 5 cp
--------------------
Special Abilities
--------------------
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Clouded Vision You cannot see beyond 30'
Darkvision (60 feet) You can see in the dark (black and white only).
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Fortune (1/day) (Ex) At 5th level, as an immediate action, you can reroll any one d20 roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it's worse than the original roll. You can use this ability onc
Life Link (8 max bonds, 180 feet) (Su) As a standard action, establish bond that drains your HP to heal others who have taken 5 dam.
Misfortune (Ex) At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it's worse than the o
Oracle Channel Positive Energy 4d6 (8/day, DC 21) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Superior Summoning When summoning more than one creature, summon an extra one
Tongues (Celestial, Celestial) You can only understand and speak two languages in combat.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

7th Level Stats:

Vuloo
Male halfling oracle (dual-cursed oracle) 7 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Ultimate Magic 58)
NG Small humanoid (halfling)
Init +1; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 17 (+6 armor, +1 Dex, +1 size)
hp 70 (7d8+21)
Fort +5, Ref +4, Will +6; +2 vs. fear
--------------------
Offense
--------------------
Speed 20 ft. (15 ft. in armor)
Ranged light crossbow +7 (1d6/19-20)
Special Attacks channel positive energy 6/day (DC 18, 4d6)
Oracle (Dual-Cursed Oracle) Spells Known (CL 7th; concentration +12)
. . 3rd (5/day)—bestow curse (DC 18), cure serious wounds, dispel magic, magic circle against evil
. . 2nd (7/day)—cure moderate wounds, hold person (DC 17), oracle's burden[APG] (DC 17), lesser restoration, silence (DC 17), burst of radiance
. . 1st (8/day)—bless, cure light wounds, ill omen[APG], obscuring mist, protection from evil, sanctuary (DC 16), summon monster I
. . 0 (at will)—create water, detect magic, detect poison, guidance, light, read magic, stabilize
. . Mystery Life
--------------------
Statistics
--------------------
Str 8, Dex 12, Con 14, Int 10, Wis 10, Cha 21
Base Atk +5; CMB +3; CMD 14
Feats Eldritch Heritage[UM], Extra Revelation[APG], Extra Revelation[APG], Skill Focus (Knowledge [arcana])
Traits monument scholar, well-informed
Skills Acrobatics -1 (-9 to jump), Bluff +7, Climb -3, Diplomacy +10 (+11 to gather information), Heal +4, Intimidate +6, Knowledge (arcana) +4, Knowledge (history) +5, Knowledge (local) +5, Knowledge (planes) +4, Knowledge (religion) +9, Perception +7, Sense Motive +4, Spellcraft +8; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Celestial, Common, Halfling, Varisian
SQ oracle's curses (clouded vision, tongues), revelations (delay affliction, energy body, fortune[UM], life link, misfortune[UM], channel)
Combat Gear scroll of cure light wounds, cure light wounds, cure light wounds, cure light wounds, cure light wounds, cure light wounds, scroll of delay poison, scroll of hold person, scroll of remove paralysis, scroll of silence, scroll of water breathing, wand of lesser restoration (17 charges), wand of spiritual weapon (11 charges), alchemist's fire (2), antitoxin (3); Other Gear breastplate, light crossbow, headband of alluring charisma +2, hemp rope (50 ft.), iron spike[APG] (5), scroll case, scroll case, trail rations (7), 5 gp, 7 sp, 5 cp
--------------------
Special Abilities
--------------------
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Clouded Vision You cannot see beyond 30'
Darkvision (60 feet) You can see in the dark (black and white only).
Delay Affliction (7 hours, 2/day) (Su) Delay the start of diseases and poisons.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
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.
Fearless +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Fortune (1/day) (Ex) At 5th level, as an immediate action, you can reroll any one d20 roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it's worse than the original roll. You can use this ability onc
Life Link (7 max bonds, 100 feet) (Su) As a standard action, establish bond that drains your HP to heal other below -5 hp.
Misfortune (Ex) At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it's worse than the o
Oracle Channel Positive Energy 4d6 (6/day, DC 18) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Tongues (Celestial, Celestial) You can only understand and speak two languages in combat.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

6th Level Stats:

Vuloo
Male halfling oracle (dual-cursed oracle) 6 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Ultimate Magic 58)
NG Small humanoid (halfling)
Init +1; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 17 (+6 armor, +1 Dex, +1 size)
hp 59 (6d8+18)
Fort +10, Ref +9, Will +11; +2 vs. fear
--------------------
Offense
--------------------
Speed 20 ft. (15 ft. in armor)
Ranged light crossbow +4 (1d6/19-20)
Special Attacks channel positive energy 6/day (DC 18, 3d6)
Oracle (Dual-Cursed Oracle) Spells Known (CL 6th; concentration +11)
. . 3rd (4/day)—bestow curse (DC 18), cure serious wounds, dispel magic
. . 2nd (6/day)—cure moderate wounds, hold person (DC 17), oracle's burden[APG] (DC 17), lesser restoration, burst of radiance
. . 1st (8/day)—bless, cure light wounds, ill omen[APG], protection from evil, sanctuary (DC 16), summon monster I
. . 0 (at will)—create water, detect magic, detect poison, guidance, light, read magic, stabilize
. . Mystery Life
--------------------
Statistics
--------------------
Str 8, Dex 12, Con 14, Int 10, Wis 10, Cha 21
Base Atk +4; CMB +2; CMD 13
Feats Divine Protection[ACG], Extra Revelation[APG], Extra Revelation[APG]
Traits monument scholar
Skills Acrobatics -1 (-9 to jump), Bluff +7, Climb -3, Diplomacy +10, Heal +4, Intimidate +6, Knowledge (history) +5, Knowledge (local) +1, Knowledge (planes) +4, Knowledge (religion) +9, Perception +7, Sense Motive +4, Spellcraft +5; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Celestial, Common, Halfling, Varisian
SQ oracle's curses (clouded vision, tongues), revelations (energy body, fortune[UM], life link, misfortune[UM], channel)
Combat Gear scroll of cure light wounds, cure light wounds, cure light wounds, cure light wounds, cure light wounds, cure light wounds, scroll of delay poison, scroll of hold person, scroll of remove paralysis, scroll of silence, scroll of water breathing, wand of lesser restoration (17 charges), wand of spiritual weapon (11 charges), alchemist's fire (2), antitoxin (3); Other Gear breastplate, light crossbow, headband of alluring charisma +2, hemp rope (50 ft.), iron spike[APG] (5), scroll case, scroll case, trail rations (7), 5 gp, 7 sp, 5 cp
--------------------
Special Abilities
--------------------
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Clouded Vision You cannot see beyond 30'
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Body (1d6+6, 6 rounds/day) (Su) Elemental subtype and deal 1d6+6 to undead who touch you or heal 1d6+6 to allies who enter your square.
Fearless +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Fortune (1/day) (Ex) At 5th level, as an immediate action, you can reroll any one d20 roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it's worse than the original roll. You can use this ability onc
Life Link (6 max bonds, 100 feet) (Su) As a standard action, establish bond that drains your HP to heal other below -5 hp.
Misfortune (Ex) At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it's worse than the o
Monument Scholar +1 Know (hist) in varisia, +2 if related to Magnimar. +2 to recieve Magnimar monument boon.
Oracle/Oracle/Oracle Channel Positive Energy 3d6 (6/day, DC 18) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Tongues (Celestial, Celestial) You can only understand and speak two languages in combat.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

5th Level Stat Block:

Vuloo
Male halfling oracle (dual-cursed oracle) 5 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Ultimate Magic 58)
NG Small humanoid (halfling)
Init +1; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 17 (+6 armor, +1 Dex, +1 size)
hp 46 (5d8+15)
Fort +9, Ref +8, Will +10; +2 vs. fear
--------------------
Offense
--------------------
Speed 20 ft. (15 ft. in armor)
Ranged light crossbow +3 (1d6/19-20)
Special Attacks channel positive energy 6/day (DC 17, 3d6)
Oracle (Dual-Cursed Oracle) Spells Known (CL 5th; concentration +10)
2nd (5/day)—cure moderate wounds, hold person (DC 17), oracle's burden[APG] (DC 17), burst of radiance
1st (8/day)—bless, cure light wounds, ill omen[APG], protection from evil, sanctuary (DC 16), summon monster I
0 (at will)—create water, detect magic, detect poison, guidance, light, stabilize
Mystery Life
--------------------
Statistics
--------------------
Str 8, Dex 12, Con 14, Int 10, Wis 10, Cha 21
Base Atk +3; CMB +1; CMD 12
Feats Divine Protection[ACG], Extra Revelation[APG], Extra Revelation[APG]
Traits monument scholar
Skills Acrobatics -1 (-9 to jump), Bluff +7, Climb -3, Diplomacy +10, Heal +4, Intimidate +6, Knowledge (history) +5, Knowledge (local) +1, Knowledge (planes) +4, Knowledge (religion) +8, Perception +4, Sense Motive +4, Spellcraft +5; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Celestial, Common, Halfling, Varisian
SQ oracle's curses (clouded vision, tongues), revelations (energy body, fortune, life link, misfortune, channel)
Combat Gear scroll of cure light wounds, cure light wounds, cure light wounds, cure light wounds, cure light wounds, cure light wounds, scroll of delay poison, scroll of hold person, scroll of remove paralysis, scroll of silence, scroll of water breathing, wand of lesser restoration (17 charges), wand of spiritual weapon (11 charges), alchemist's fire (2), antitoxin (3); Other Gear breastplate, light crossbow, headband of alluring charisma +2, hemp rope (50 ft.), iron spike (5), scroll case, scroll case, trail rations (7), 5 gp, 7 sp, 5 cp
--------------------
Special Abilities
--------------------
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Clouded Vision You cannot see beyond 60 ft
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Body (1d6+5, 5 rounds/day) (Su) Elemental subtype and deal 1d6+5 to undead who touch you or heal 1d6+5 to allies who enter your square.
Fearless +2 racial bonus vs Fear saves.
Fortune (1/day) (Ex) At 5th level, as an immediate action, you can reroll any one d20 roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it's worse than the original roll. You can use this ability onc
Life Link (5 max bonds, 100 feet) (Su) As a standard action, establish bond that drains your HP to heal other below -5 hp.
Misfortune (Ex) At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it's worse than the o
Monument Scholar +1 Know (hist) in varisia, +2 if related to Magnimar. +2 to recieve Magnimar monument boon.
Oracle/Oracle/Oracle Channel Positive Energy 3d6 (6/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Tongues (Celestial, Celestial) You can only understand and speak two languages in combat.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

4th Level Stat Block:

Vuloo
Male halfling oracle (dual-cursed oracle) 4 (Pathfinder RPG Advanced Player's Guide 42; Pathfinder RPG Ultimate Magic 58)
NG Small humanoid (halfling)
Init +2; Senses darkvision 30 ft.; Perception +4
--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 17 (+6 armor, +2 Dex, +1 size)
hp 41 (4d8+12)
Fort +4, Ref +4, Will +5; +2 vs. fear
--------------------
Offense
--------------------
Speed 15 ft.
Ranged light crossbow +4 (1d6/19-20)
Special Attacks channel positive energy 6/day (DC 17, 2d6)
Oracle (Dual-Cursed Oracle) Spells Known (CL 4th; concentration +9):
2nd (4/day)—cure moderate wounds, hold person (DC 17), oracle's burden{super}APG{/super} (DC 17)
1st (8/day)—bless, cure light wounds, ill omen{super}APG{/super}, sanctuary (DC 16), summon monster i
0 (at will)—create water, detect magic, detect poison, guidance, light, stabilize
--------------------
Statistics
--------------------
Str 6, Dex 14, Con 14, Int 10, Wis 10, Cha 21
Base Atk +3; CMB +0; CMD 12
Feats Extra Revelation[APG], Extra Revelation[APG]
Skills Acrobatics +0, Bluff +7, Climb -4, Diplomacy +11, Heal +4, Intimidate +6, Knowledge (history) +5, Knowledge (local) +1, Knowledge (planes) +4, Knowledge (religion) +4, Perception +4, Sense Motive +4, Spellcraft +4; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Celestial, Common, Halfling
SQ mystery (mystery [life]), oracle's curse (clouded vision, tongues), revelation (energy body, life link, misfortune, channel)
Other Gear breastplate, light crossbow, 150 gp
--------------------
Special Abilities
--------------------
Clouded Vision You cannot see beyond 30'
Darkvision (30 feet) You can see in the dark (black and white vision only).
Energy Body (1d6+4, 4 rounds/day) (Su) Elemental subtype and deal 1d6+4 to undead who touch you or heal 1d6+4 to allies who enter your square.
Fearless +2 racial bonus vs Fear saves.
Life Link (4 max bonds, 100 feet) (Su) As a standard action, establish bond that drains your HP to heal other below -5 hp.
Misfortune (Ex) At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it's worse than the o
Oracle Channel Positive Energy 2d6 (6/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Tongues (Celestial) You can only understand and speak one language in combat.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Background:

Vuloo is haunted by his dreams. The dreams portend a future of dark vistas and unspeakable evil. Within the mists of his visions the monuments of Magnimar dominate the dreamscape. Somehow the monuments from the ancient Varisia are associated with the coming doom. The sense of urgency within the dreams is quickening. He now desperately seeks the answers before it is too late. The dreams have drawn him to the underworld of Mangnimar. He now seeks to understand the future by working with the Sczarni to uncover clues of Varisia’s past. But Vuloo has increasingly found that the Sczarni criminal agenda is incompatible with his goals of saving his homeland. But he knows that Sarenrae must have a reason for bringing him here…

Skills:
Bluff 1r
Diplomacy 2r
Intimidate 1r
Knowledge (History) 1r
Knowledge (Local) 1r
Sense Motive 2r
Perception 1r
Spellcraft 1r
Knowledge (Planes) 1r
Knowledge (Religion) 1r

Feat/Revelation/Spell Progression:

1. Bless, Sanctuary, Extra Revelation, Channeling, Lifelink
2.
3. Summon Monster I, Extra Revelation, Misfortune, Energy Body
4.
5. Fortune
6.
7.


3rd Level Stat Block:

Vuloo
Male halfling oracle 3

None Small humanoid (halfling)

Init +1; Senses clouded vision, Perception +3

DEFENSE

AC 19, touch 12, flat-footed 18 (+6 armor, +1 Dex, +1 size, +1 shield)
hp 31 (3d8+9)
Fort +4, Ref +3, Will +4, +2 vs. fear

OFFENSE
Speed 15 ft.
Ranged crossbow (light) (small) +4 (1d6/19-20)
Special Attacks Channel (2d6, DC 15, 5/day),
Known Oracle Spells (CL 3rd, concentration +7):
1st (6/day)—bless, sanctuary (DC 15), summon monster i, ill omen, cure light wounds

0 (at will)—create water, detect magic, guidance, light, stabilize

STATISTICS
Str 8, Dex 12, Con 14, Int 10, Wis 10, Cha 18
Base Atk +2; CMB +0; CMD 11

Feats Armor Proficiency, Light, Armor Proficiency, Medium, Extra Revelation (2x), Shield Proficiency, Simple Weapon Proficiency

Skills Acrobatics -2, Acrobatics (Jump) -10, Appraise +0, Bluff +5, Climb -4, Craft (Untrained) +0, Diplomacy +9, Disguise +4, Escape Artist -4, Fly -2, Heal +0, Intimidate +5, Knowledge (History) +5, Knowledge (Local) +5, Knowledge (Planes) +4, Knowledge (Religion) +4, Perception +3, Perform (Untrained) +4, Ride -4, Sense Motive +4, Spellcraft +4, Stealth +0, Survival +0, Swim -6

Languages Common, Halfling, Tongues (Celestial),
Archetypes Dual-Cursed Oracle,
SQ clouded vision, energy body, fearless, halfling luck, keen senses, life link, life mysteries, misfortune, orisons, second curse, sure-footed, weapon familiarity,
Gear breastplate (small); outfit (explorer's/small); buckler (small); bolt, crossbow (x18); Crossbow (Light) (Small) ;

SPECIAL ABILITIES

Channel (Su) You can unleash a wave of positive energy. You must choose to deal 2d6 points of positive energy damage to undead creatures or to heal living creatures of 2d6 points of damage. Creatures that take damage from channeled energy receive a DC 15 Will save to halve the damage. You can use this abilty 5 times per day.

Clouded Vision Your eyes are obscured, making it difficult for you to see.

Energy Body (Su) As a standard action, you can transform your body into pure life energy, resembling a golden-white fire elemental. In this form, you gain the elemental subtype and give off a warm, welcoming light that increases the light level within 10 feet by one step, up to normal light. Any undead creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6+3 points of positive energy damage. Creatures wielding melee weapons with reach are not subject to this damage if they attack you. If you grapple or attack an undead creature using unarmed strikes or natural weapons, you may deal this damage in place of the normal damage for the attack. Once per round, if you pass through a living allied creature's square or the ally passes through your square, it heals 1d6+3 hit points. You may use this ability to heal yourself as a move action. You choose whether or not to heal a creature when it passes through your space. You may return to your normal form as a free action. You may remain in energy body form for 3 rounds per day.

Fearless (Ex) Halflings receive a +2 racial bonus on saving throws against fear. This bonus stacks with the bonus granted by Halfling Luck.

Halfling Luck (Ex) Halflings receive a +1 racial bonus on all saving throws.

Keen Senses (Ex) Halflings receive a +2 bonus on Perception skill checks.

Life Link (Su) As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have 3 bond(s) active at a time. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).

Life Mysteries You draw upon the divine mystery of Life to grant your spells and powers.

Misfortune (Ex) As an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it's worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day.

Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Second Curse You must choose two curses at 1st level. One of these curses (oracle's choice) never changes its abilities as you gain levels; for example, an oracle with clouded vision never gains darkvision 60 feet, blindsense, or blindsight. The other curse comes with its normal benefits.

Sure-Footed (Ex) Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.

Tongues (Celestial) In times of stress or unease, you speak in tongues.

Weapon Familiarity (Ex) Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.

Well-Informed (Knowledge (Local)) You make it a point to know everyone and to be connected to everything around you. You frequent the best taverns, attend all of the right events, and graciously help anyone who needs it. Because of this, you gain a +1 trait bonus on Diplomacy checks to gather information.

Traits: Well Informed, Monument Scholar

Traits:

Well Informed, Monument Scholar

Appearance:

Personality:

Level Progression:

Feat Progression:
1. Extra Revelation
3. Extra Revelation
5. Divine Protection
Re-train Extra Revelation Feat (replace with Skill Focus (Knowledge, Arcane))
7. Eldritch Heritage (Arcane Bloodline - Arcane Bond)
Revelation
9. Improved Familiar
Retrain Extra Revelation Feat (replace with Craft Wand)
11. Improved Eldritch Heritage (Arcane Bloodline - New Arcana)
Revelation
Retrain Extra Revelation Feat (replace with Rime Spell)
13. Dazing Spell
Revelation
15. Improved Eldritch Heritage (Arcane Bloodline - Metamagic Adept)
17. Greater Eldritch Heritage (Arcane Bloodline - School Power(Evocation))

Re-trained Feat Progression
1. Skill Focus (Arcana)
3. Spell Focus (Conjuration)
5. Augmented Summoning
7. Eldritch Heritage
9. Improved Familiar
11. Expanded Arcana
13. Expanded Arcana
15. Expanded Arcana

Spell Progression:
1.bless, sanctuary, ill omen, cure light wounds
2.
3.
4. summon monster I, cure moderate wounds, hold person, oracle's burden
5. radiant burst
6. dispel magic, cure serious wounds, bestow curse, (sub lessor restoration for hold person)
7. obscuring mist, magic circle against evil
8. blessing of fervor, (sub shield of faith for summon monster I), (BS - Restoration)
9. silence, resist energy (communal), freedom of movement
10. (BS - breath of life)
11. speak with dead, air walk, wall of stone, (EH - Fireball)
12. (BS - Heal)
13. (EH - Cone of Cold)
14. (BS - Greater Restoration)
15.
16. (BS - Mass Heal)
17. (EH - )
18. (BS - True Resurrection)

Loot:

wand of cure critical wounds with 10 charges.
incense of meditations.
scroll of plane shift
Thanks for doing the tally Braelex. Vuloo will purchase a ring of invisibility ($20k) with his split of $23.4K.

script:

[dice=Archon attack]1d20+3[/dice]; ranged touch
[dice=damage]1d6[/dice]
[dice=miss chance]1d100[/dice]

[dice=Archon attack]1d20+3[/dice]; ranged touch
[dice=damage]1d6[/dice]
[dice=miss chance]1d100[/dice]

[dice=Lantern Archon attack]1d20+3[/dice]; ranged touch
[dice=damage]1d6[/dice]

[dice=Lantern Archon attack]1d20+3[/dice]; ranged touch
[dice=damage]1d6[/dice]

[dice=CSW]3d8+8[/dice]
[dice=CMW]2d8+8[/dice]

[dice=Init]1d20+1[/dice]

Vuloo will cast burst of radiance (DC 19 Reflex). He attempts to space the effects to hit both if possible, or just one if not.

[dice=damage]5d4[/dice]

[dice=Hound Archon greatsword attack]1d20+9+2[/dice];
[dice=damage]2d6+3+2[/dice]

[dice=Hound Archon greatsword attack]1d20+4+2[/dice];
[dice=damage]2d6+3+2[/dice]

[dice=Hound Archon bite]1d20+9+2[/dice];
[dice=damage]1d8+2+2[/dice]

[dice=ankylosaurus Attack]1d20+14+2[/dice]
[dice=ankylosaurus Damage]3d6+12+2[/dice]