Xel Qin's page

No posts. Organized Play character for Reckless.


About Xel Qin

Vo'Orshan Lo'kan
Drow noble oracle 7/slayer 7/gestalt 7 (Pathfinder RPG Advanced Class Guide 53, Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Bestiary 115)
NG Medium humanoid (elf)
Init +9; Senses darkvision 120 ft.; Perception +15
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Defense
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AC 23, touch 18, flat-footed 15 (+4 armor, +8 Dex, +1 natural)
hp 161 (7d10+42)
Fort +12, Ref +14, Will +9; +2 vs. enchantments, +4 Competence bonus vs. disease
Immune sleep, disease, sickened; SR 32
Weaknesses light blindness
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Offense
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Speed 40 ft.
Melee +1 adamantine gandasa +13/+8 (2d4+6/×3)
Ranged +1 adaptive darkwood composite longbow +17/+12 (1d8+6/×3)
Special Attacks channel positive energy 12/day (DC 24, 4d6), sneak attack +3d6, studied target +2 (2nd, swift action)
Spell-Like Abilities (CL 7th; concentration +18)
. . Constant—detect magic
. . At will—dancing lights, deeper darkness, faerie fire, feather fall, levitate
. . 1/day—dispel magic, divine favor, suggestion (DC 24)
Oracle Spells Known (CL 7th; concentration +18)
. . 3rd (7/day)—cure serious wounds, daylight, neutralize poison, remove curse
. . 2nd (9/day)—cure moderate wounds, remove paralysis, resist energy, lesser restoration, sound burst (DC 23)
. . 1st (9/day)—ant haul[APG] (DC 22), comprehend languages, cure light wounds, detect undead, obscuring mist, sanctuary (DC 22), unbreakable heart[ISWG]
. . 0 (at will)—create water, detect magic, detect poison, enhanced diplomacy, mending, purify food and drink (DC 21), read magic
. . Mystery Life
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Statistics
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Str 20, Dex 26, Con 22, Int 21, Wis 16, Cha 32
Base Atk +7; CMB +12; CMD 30
Feats Accomplished Sneak Attacker, Point Blank Master[APG], Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow)
Traits planar savant, tactician
Skills Acrobatics +23 (+27 to jump), Bluff +13, Climb +9, Craft (crystal carving) +15, Diplomacy +13, Disguise +11, Handle Animal +15, Heal +13, Intimidate +21, Knowledge (dungeoneering) +15, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +15, Knowledge (nature) +9, Knowledge (planes) +12, Knowledge (religion) +9, Perception +15, Ride +12, Sense Motive +13, Spellcraft +15, Stealth +18, Survival +13, Swim +9; Racial Modifiers +2 Perception
Languages Abyssal, Celestial, Common, Elven, Infernal, Shadowtongue, Undercommon
SQ combat style (archery), oracle's curse (wasting), poison use, revelations (energy body, enhanced cures, channel), slayer talents (fast stealth, ranger combat style[ACG], ranger combat style[ACG]), stalker, track +3
Combat Gear durable arrow (20); Other Gear +1 spider-silk bodysuit, +1 adamantine gandasa, +1 adaptive darkwood composite longbow, amulet of natural armor +1, boots of elvenkind, muleback cords[APG], ring of resistance +1, ring of sustenance, backpack, bedroll, belt pouch, cold weather outfit, explorer's outfit, flint and steel, hemp rope (50 ft.), hot weather outfit[APG], mess kit[UE], pot, torch (10), trail rations (5), waterskin, 2 gp
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Special Abilities
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Darkvision (120 feet) You can see in the dark (black and white only).
Drow Immunities - Sleep You are immune to magic sleep effects.
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.
Enhanced Cures (+7 cap) (Su) For cure spells, any level caps in the spell become oracle or shaman level.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Immunity to Disease You are immune to diseases.
Immunity to Sickened You are immune to the sickened condition.
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Oracle Channel Positive Energy 4d6 (12/day, DC 24) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Sneak Attack +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell Resistance (32) You have Spell Resistance.
Stalker (Ex) Studied target bonus applies to Disguise, Intimidate, and Stealth as well.
Studied Target +2 (swift action, 2 at a time) (Ex) Study foe as a Swift action, gain +2 to att/dam & some skills vs. them.
Track +3 Add the listed bonus to Survival checks made to track.
Wasting +4 competence bonus to save vs. Disease

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