Hp: 9 = 1d8+1 con
Ac: 22 = 10+, Armor +6, Shield +2, Dex +3, Size +1
Touch Ac: 13 = 10+, Dex +3
Flat Footed: 18 = 10+, Armor +6, Shield +2
CMD 4 = Bab +0, Str +2. Dex +3, Size -1
Fortitude: 2 = Base +0, Ability Mod +1, Race +1
Reflex: 4 = Base +0, Ability Mod +3, Race +1
Will: 3 = Base +2, Ability Mod +0, Race +1
Offense:
Speed: 20Ft
Initative: 3 = Dex +3
Base Attack Bonus: +0, Size +1
Melee Attack: Morning Star +3 = Bab +0, Str +3, Size +1
Melee Damage: Morning Star 1d6, Str +3
CMB: 1 = Bab +0, Str +2, Size -1
Feats:
Mark of Healing Least: Cure light wounds or lesser restoration 1/day; +2 bonus on Heal checks
Extra Channeling: Channel energy two additional times per day
Triats:
Exalted of the Society: You may channel energy 1 additional time per day.
Blessed Touch: You heal 1 additional point of damage when using lay on hands, channeling
energy, or casting a cure spell.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This
bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
Mystery:
Life: An oracle with the life mystery adds Handle Animal, Knowledge (nature), and Survival
to her list of class skills.
Revelation:
Channel: You can channel positive energy like a cleric, using your oracle level as your
effective cleric level when determining the amount of damage healed (or caused to undead) and the
DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier.
Curse:
Haunted: Malevolent spirits follow you wherever you go, causing minor mishaps and strange
occurrences (such as unexpected breezes, small objects moving on their own, and faint noises).
Effect: Retrieving any stored item from your gear requires a standard action, unless it
would normally take longer. Any item you drop lands 10 feet away from you in a random direction.
Add mage hand and ghost sound to your list of spells known.
Special Abilities:
Orisons: Oracles learn a number of orisons, or 0-level spells, as
Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
[spoiler=Spells]
Level-0 Known-4 PerDay-Infinite
----------------------------------------------------
Create Water:Creates 2 gallons/level of pure water.
Read Magic:Read scrolls and spell books.
Purify & Drink: Purifies 1 cu. ft./level of food or water.
Detect Magic: Detects spells and magic items within 60 ft.
Level-1 Known-2 PerDay- 5 = Normal 3, Bonus 2
------------------------------------------------------------------
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
Sanctuary: Opponents can't attack you, and you can't attack.
Enhance Water: Turn water into alcohol.
Worn Items:
Chest: Breastplate
Right Hand: Morning Star
Left Hand: Heavy Steel Shield
Feet: Sturdy Leather Boots
Legs: Leather Skirt
Waist:Leather Belt
Back: Cloak With plenty of pockets
Head: Wide-brimmed Top-hat
Other Items:
Folding Chair
Blanket
Trail Ration X2
Water Skin
Wishlist:
Cure Wands: So I can heal everyone After I run out of Spells
Rising to A humble 2Ft 8In.
Weighing in at 26lbs.
Preferring boots over going barefoot.
Light peach skin.
Long hair Die'd different color by berries.
Longer than average pointed ears filled with piercings.
Background:
Born to Sin and Zain Undergallow Into the nomadic tribes of halflings on the Talenta Plains. During her rite of passage of wrangling a glidewing as she won her fight with the beast she broke one of its arms being a little to forceful. Becoming overly distraught with the pain and sharp yelps that was coming from it she gripped the him A healing surge erupted from within her healing the beast and producing the Dragon mark of House Jorasco. This dragon mark awoken and even greater power within the young girl A blast wave of energy shot out from her healing everyone in close proximity. Everyone began to praise and thank her. She became there tribal healer but she refuse to stop the hunt. She loved the feeling of the hunt and felt even better now that she could tend to the injured on the battle field.
Glidewing:
Large Animal Hit Dice: 3d8+9 (22 hp)
Initiative: +2
Speed: 20 ft. (4 squares), fl y 80 ft. (average)
Armor Class: 15 (–1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +2/+10
Attack: Bite +5 melee (1d8+6)
Full Attack: Bite +5 melee (1d8+6)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision
Saves: Fort +6, Ref +5, Will +3
Abilities: Str 18, Dex 15, Con 16, Int 2, Wis 15, Cha 11
Skills: Listen +4, Spot +6
Feats: Alertness, Flyby Attack
Apperance:This large, birdlike reptile has a long, toothy beak, a thin headcrest, sharp talons, and small claws at the joints of its leathery wings. Its eyes are large and yellow, and its scaly skin sprouts small tufts of downy feathers.Glidewings are large pterosaurs used as flying mounts by the halflings of the Talenta Plains.
Combat:Carrying Capacity: A light load for a glidewing is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds. A glidewing can drag 4,500 pounds.