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About VulooVuloo
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
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
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
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
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
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
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
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
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:
Feat/Revelation/Spell Progression: 1. Bless, Sanctuary, Extra Revelation, Channeling, Lifelink
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)
OFFENSE
0 (at will)—create water, detect magic, guidance, light, stabilize STATISTICS
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),
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:
Re-trained Feat Progression
Spell Progression:
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=Lantern Archon attack]1d20+3[/dice]; ranged touch
[dice=Lantern Archon attack]1d20+3[/dice]; ranged touch
[dice=CSW]3d8+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=Hound Archon greatsword attack]1d20+4+2[/dice];
[dice=Hound Archon bite]1d20+9+2[/dice];
[dice=ankylosaurus Attack]1d20+14+2[/dice]
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