AC 21, T: 13, FF: 19 hp 79/88, Fort +6, Ref +6, Will +9; (+2 vs. poison, spells, and spell-like abilities)
About Zeke Kazmulke
stats from herolab level 12:
Zeke Khazmulke
Male Dwarf Oracle 12
N Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 21, touch 13, flat-footed 19 (+7 armor, +2 Dex, +1 natural, +1 deflection)
hp 88 (12d8+25)
Fort +6, Ref +6, Will +9; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
Weakness oracle's curses (haunted)
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Offense
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Speed 20 ft.
Melee +1 dwarven dorn-dergar +13/+8 (1d10+5+1d6 acid) and
. . masterwork heavy pick +13/+8 (1d6+3/×4+1d6 acid) and
. . masterwork silver dagger +13/+8 (1d4+2/19-20+1d6 acid) and
. . masterwork silver morningstar +13/+8 (1d8+3+1d6 acid)
Ranged masterwork light crossbow +12 (1d8/19-20+1d6 acid) and
. . sling +11 (1d4+3+1d6 acid)
Special Attacks +1 on attack rolls against goblinoid and orc humanoids
Oracle Spells Known (CL 12th; concentration +16):
6th (3/day)—heal, mass cure moderate wounds, stone tell
5th (5/day)—cleanse, invigorating repose (magrim), mass cure light wounds, stoneskin, telekinesis
4th (7/day)—cure critical wounds, divine power, mighty strength (trudd), repel vermin, wall of stone
3rd (7/day)—cure serious wounds, meld into stone, sand whirlwind (DC 17), searing light, stone shape, summon ancestral guardian
2nd (7/day)—cure moderate wounds, hold person (DC 16), levitate, minor image (DC 16), sound burst (DC 16), spiritual weapon, stone call, summon monster ii, weapon of awe (DC 16)
1st (7/day)—bless, cure light wounds, divine favor, hairline fractures (DC 15), liberating command, magic stone, shield of faith
0 (at will)—bleed (DC 14), create water, detect magic, ghost sound (DC 14), guidance, mage hand, purify food and drink (DC 14), read magic, resistance, scrivener's chant, stabilize
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Statistics
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Str 16, Dex 14, Con 15, Int 10, Wis 12, Cha 18
Base Atk +9; CMB +12 (+16 trip); CMD 25 (33 vs. bull rush, 35 vs. trip)
Feats Extra Revelation, Extra Revelation, Extra Revelation, Extra Revelation, Greater Trip, Improved Trip, Leadership, Spell Penetration
Traits guardian of the forge, strong arm, supple wrist
Skills Acrobatics +1 (-3 jump), Climb +5, Craft (stonemasonry) +8, Diplomacy +12, Fly +1, Heal +12, Intimidate +8, Knowledge (arcana) +1, Knowledge (engineering) +9, Knowledge (history) +5, Knowledge (planes) +4, Knowledge (religion) +5, Linguistics +4, Perception +4, Profession (miner) +5, Spellcraft +9, Stealth +0, Survival +8, Swim +2, Use Magic Device +5
Languages Celestial, Common, Dwarven, Kelish, Polyglot, Varisian
SQ mysteries (mystery [stone]), revelations (crystal sight, earth glide, mighty pebble, rock thrower, shard explosion, steelbreaker skin, stone stability, touch of acid)
Combat Gear potion of barkskin, potion of barkskin +2, potion of invisibility, scroll of align weapon, wand of cure light wounds, wand of cure light wounds (41 charges), healer's kit; Other Gear +2 scale mail, +1 dwarven dorn-dergar, masterwork heavy pick, masterwork light crossbow, masterwork silver dagger, masterwork silver morningstar, sling, amulet of natural armor +1, belt of giant strength +2, handy haversack, headband of alluring charisma +2, ring of protection +1, adventurer's sash, backpack, bedroll, blanket, blanket, winter, leeching kit, wrist sheath, spring loaded, wrist sheath, spring loaded, 545 pp, 5 gp
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Special Abilities
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Crystal Sight (13') (13 rounds/day) (Ex) See through 13' of stone, earth, or sand, or 1/12 that distance through metal.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Earth Glide (20') (13 minutes/day) (Su) Move through unworked stone at your normal movement speed.
Greater Trip Foes you trip provoke AoO when they are knocked prone.
Guardian of the Forge (Knowledge [engineering]) You receive a +1 trait bonus on Knowledge (engineering) and Knowledge (history) checks. One of these skills (your choice) is a class skill for you.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Improved Trip You don't provoke attacks of opportunity when tripping.
Leadership (Base Score 16) You attract loyal companions and devoted followers.
Leeching kit +2 Heal to treat poison.
Mighty Pebble (+3 to hit, 6d6+3) (3/day) (DC 20) (Su) Thrown pebble (+3 to hit) deals 6d6+3 Bludgeoning damage, and half that to adjacent creatures (Ref none).
Potion of barkskin Add this item to create a potion of a chosen spell.
Potion of invisibility Add this item to create a potion of a chosen spell.
Rock Thrower (2D4+4, 20') (Su) You are an accomplished rock thrower and have a +1 racial bonus on attack rolls with thrown rocks. You can hurl rocks up to two categories smaller than your own size. The range increment for a rock is 20 feet, and you can hurl it up to 5 range increm
Scroll of align weapon Add this item to create a scroll with spells on it.
Shard Explosion (10', 6d6) (3/day) (DC 20) (Su) Explosion of shards deals 6d6 piercing damage to all creatures within 10', Ref Half. The area is difficult terrain until your next turn.
Steelbreaker Skin (13 HP, 13 minutes) (1/day) (Su) Weapons striking you take 13 damage. If the weapon is destroyed, it deals no damage.
Stone Stability (Ex) +4 CMD vs. bull rush or trip while standing on the ground.
Strong Arm, Supple Wrist (1/round) When move 10 ft before attack, add +10 ft to rng increment of thrown wep.
Touch of Acid (1d6+6) (7/day) (Su) Melee touch attack deals 1d6+6 Acid damage. Weapons you wield deal +1d6 Acid.
Wand of cure light wounds (41 charges) Add this item to create a wand of a chosen spell.