Race |
N Oracle (Lunar) / Sorcerer (Arcane) | HP 16/57| AC: 19(15Tch, 14Fl) | CMB: +7, CMD: 17 | F:+ 4, R: +7, W: +5; | Init: +5| Perc: +9, SM: +4 | Speed 30 ft| |
Classes/Levels |
|Oracle Spells: 1st 5/7| 2nd 6/6| 3rd 4/4||Sorcerer Spells: 1st 3/7| 2nd 5/6| 3rd 3/4|Active conditions: Mage Armor 6h, See invisibility 1h6 |
Alignment |
N |
Strength |
16 |
Dexterity |
10 |
Constitution |
14 |
Intelligence |
11 |
Wisdom |
10 |
Charisma |
20 |
About Akumu
Male Oracle 6 (Lunar - Legalistic Curse)/ Sorcerer 6 (Arcane Bloodline)
N Tiefling, 120ft Darkvision, See in Darkness
Init +5; Perception +9
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Defense
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AC 15, touch 15, flat-footed 15
hp 57
Fort +4, Ref +7, Will +5;
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Offense
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Speed 30 ft.
Melee Claws +7 (1d4+3)
No ranged.
Oracle Spells (CL 6th; concentration +11)
. . At will—Stabilize, Create Water, Light, Guidance, Detect Magic, Detect Poison, Read Magic
Lv 1 spells known (7/day): Remove Fear, CLW, Divine Favour, Liberating Command, Protection from good/evil/lawful/chaos, Fumbletongue, Obscuring Mist
Lv 2 spells known (6/day): Burst of Radiance, Lesser Restoration, Dust of Twilight, CMW,
Lv 3 spells known (4/day): Deeper Darkness, Rage, CSW
Sorcerer Spells (CL 6th; concentration +11)
. . At will—Read Magic, Message, Mage Hand, Acid Splash, Prestidigitation, Ghost Sound, Detect Poison
Lv 1 spells known (7/day): Mage Armor, Grease, Ear Piercing Scream, Longarm, Identify, Burning Hands
Lv 2 spells known (6/day): See Invisibility, Glitterdust, Invisibility
Lv 3 spells known (4/day): Aqueous Orb
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Statistics
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Str 16, Dex 10, Con 14, Int 11, Wis 10, Cha 20
Base Atk +4; CMB +7; CMD 17
Feats Noble Scion (War), Fiend Sight, Fiend Sight(Again)
Skills Perception +9, Survival +4, Knowledge Planes +9, Diplomacy +13, Sense motive +4, Ride +5
Languages Common, Abyssal
Revelations Gift of Claw and Horn, Prophetic Armor
Legalistic Curse
Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual.
At 5th level, you gain a +3 competence bonus on Diplomacy, Intimidate, and Sense Motive checks while talking to an individual one-on-one.
At 10th level, you can make a new saving throw each minute to resist mind-affecting effects as your subconscious searches for loopholes.
At 15th level, any creature that violates its freely given word to you takes a penalty to AC, to spell resistance, and on saving throws against your attacks and abilities equal to your Charisma modifier (minimum 1) for 24 hours.
Gift of Claw and Horn (Su): As a swift action, you gain a natural weapon. The natural weapon lasts for a number of rounds equal to half your oracle level (minimum 1). You must choose a bite, claw, or gore attack. These attacks deal the normal damage for a creature of your size. At 5th level, your natural weapon gains a +1 enhancement bonus. This bonus increases by +1 at 10th, 15th, and 20th level. At 11th level, you gain two natural weapons at a time. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Prophetic Armor (Ex): You are so in tune with your primal nature that your instincts often act to save you from danger that your civilized mind isn't even aware of. You may use your Charisma modifier (instead of your Dexterity modifier) as part of your Armor Class and all Reflex saving throws. Your armor's maximum Dexterity bonus applies to your Charisma, instead.
Racial traits
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Alternate racial traits
Maw or Claw Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait. (Claw chosen)
Prehensile tail
Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Other Gear
Headband of Alluring Charisma, Wand of Infernal Healing, Goz Mask, MW Longspear, Page of Spell Knowledge Obscuring Mist, Page of Spell Knowledge Burning Hands, Backpack, 4 days rations, 2 Spell Component Pouches, Flint and Steel, Belt Pouch, Exotic Military Saddle, Stillgut, Familiar Satchel, 50 ft twine
Bat Familiar - 28 hp...
AC 19 Touch 16, Flatfooted 17
20 ft Blindsense
Saves Fort +4, Ref +7, Will +5
Fly 40 ft.
Abilities
Alertness, improved evasion, share spells, empathic link, Speak with master