Harbinger Disciple

Zarjkil's page

28 posts. Organized Play character for Ed Birnbryer.


Full Name

Zarjkil

Race

Ifrit

Classes/Levels

Oracle 2 (Dual Cursed)

Gender

M

Size

M

Alignment

N

Strength 10
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 8
Charisma 18

About Zarjkil

ZARJKIL
CR 1
Male Ifrit oracle 2
CN medium outsider (native)
Init +7; Senses Darkvision (60 ft.), Perception +3,
Languages Common, Ignan (Infernal)
AC 17, touch 13, flat-footed 14
hp 19 (2HD)
Fort +2, Ref +3, Will +2
Speed 30 ft. (6 squares)
Melee quarterstaff +1 (1d6/)
Face 5 ft. Reach 5 ft.
Base Atk +1; CMB +1; CMD 14
Known Oracle Spells (CL 2nd):
1st (5/day) - ant haul (DC 15), bless , cure light wounds, memory lapse (DC 15) obscuring mist
0th (at will) - detect magic, enhanced diplomacy (DC 14), ghost sound, guidance (DC 14), mage hand, resistance (DC 14), stabilize (DC 14)
Innate Spell-Like Abilities: burning hands ( DC 15, 1/day)

Abilities
Str 10, Dex 16, Con 14, Int 10, Wis 8, Cha 18

Special Qualities Darkvision, Fire Insight, Misfortune, Orisons, Second
Curse, Spell-Like Ability, Temporal Celerity, Time Mysteries, Tongues

Feats Extra Revelation

Skills Acrobatics +3, Bluff +4, Climb +0, Diplomacy +8, Disguise +4, Heal -1, Intimidate +4, Knowledge (Arcana) +4, Knowledge (Planes) +4, Knowledge (Religion) +4, Perception +3, Perception +3, Perform (Untrained) +4, Sense Motive -1, Survival -1, Swim +0, Use Magic Device +10,

Possessions quarterstaff; chain shirt (mithral); explorer's outfit; oracle's kit; Spell Component Pouch ;

Careful Combatant You have a strong sense of self-preservation, believing it is more important to safely extract yourself from a fight that has turned hopeless than to stubbornly stand your ground and risk death--for when you're dead, you can't protect the innocent. When using the withdraw action, both the first and second squares of your movement are not considered threatened by any opponents you can see, rather than just the first square.

Dangerously Curious You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent's laboratory or shrine to tinker with spell components and magic devices, and often caused quite a bit of damage and headaches for your parent as a result. You gain a +1 trait bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Fire Insight (Ex) Summon monster and summon nature's ally spells you cast to summon fire subtype creatures last 2 rounds longer.

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). 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. At 5th level, add levitate and minor image to your list of spells known. At 10th level, add telekinesis to your list of spells known. At 15th level, add reverse gravity to your list of spells known.

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.

Spell-Like Ability (Ex) Burning Hands 1/day.

Temporal Celerity (Su) Whenever you roll for initiative, you can roll twice and take either result.

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

Tongues (Dual Cursed-never changes)
In times of stress or unease, you speak in tongues. Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language. (Infernal)

Wildfire Heart (Ex) Gain a +4 racial bonus on initiative.