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About temp1

Sir Bastion
Male human (Kellid) oracle 1/paladin (oath against fiends, hospitaler) 2/Hierophant 1 (Pathfinder RPG Advanced Player's Guide 42, 116, Pathfinder RPG Ultimate Magic 60)
LG Medium humanoid (human)
Init +1; Senses darkvision 30 ft.; Perception -1
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Defense
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AC 18, touch 11, flat-footed 17 (+5 armor, +1 Dex, +2 shield)
hp 32 (3 HD; 1d8+2d10+10)
Fort +8, Ref +4, Will +7
Defensive Abilities hard to kill; Resist electricity 2
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee radiance +5 (1d8+3/19-20)
Special Attacks channel positive energy 4/day (DC 13, 1d6), mythic power (5/day, surge +1d6), smite evil 1/day (+3 attack and AC, +2 damage)
Paladin Spell-Like Abilities (CL 0th; concentration +3)
. . At will—detect evil
Oracle Spells Known (CL 1st; concentration +4)
. . 1st (4/day)—bless, cure light wounds[M], sanctify corpse[UM]
. . 0 (at will)—create water, guidance, mending, purify food and drink (DC 13)
. . Mystery Life
. . M mythic spell
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Statistics
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Str 14, Dex 12, Con 14, Int 12, Wis 9, Cha 17
Base Atk +2; CMB +4; CMD 15
Feats Extra Revelation[APG], Greater Spell Penetration, Mythic Spell Lore[M], Spell Penetration
Traits touched by divinity, truth’s agent
Skills Acrobatics -5 (-9 to jump), Diplomacy +9 (+10 to gather information), Handle Animal +8, Heal +6, Knowledge (local) +6, Knowledge (planes) +5, Knowledge (religion) +5, Profession (soldier) +5, Spellcraft +5
Languages Abyssal, Common, Hallit
SQ lay on hands 4/day (1d6), legendary power, legendary surge, mythic bond, oracle's curse (clouded vision), revelations (life link, channel)
Combat Gear scroll of cure light wounds (x4), scroll of honeyed tongue (x5), scroll of sanctify corpse (x3), antiplague, antitoxin (2), healer's kit; Other Gear scale mail, heavy wooden shield, radiance, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text, pot, silver holy symbol of Iomedae, silver spurs (worth 5 gp, 1 lb), soap, torch (10), trail rations (5), waterskin, whetstone, wooden holy symbol of Iomedae, 2 gp
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Special Abilities
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Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Clouded Vision You cannot see beyond 30'
Darkvision (30 feet) You can see in the dark (black and white vision only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Energy Resistance, Electricity (2) You have the specified Energy Resistance against Electricity attacks.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Inspired Spell (Su) Use 1 power, cast one divine spell from your class spell list at +2 CL, it doesn't need to be known/memorized.
Lay on Hands (1d6 hit points, 4/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Legendary Power (2/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whet
Legendary Surge (+1d6 to Attack Rolls - All, Combat Maneuver Checks) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item - see the Legendary Surge sidebar o
Life Link (1 max bonds, 100 feet) (Su) As a standard action, establish bond that drains your HP to heal other below -5 hp.
Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.
A myth
Mythic Power (5/day, Surge +1d6) Use this power to perform your mythic abilities.
Mythic Spell Lore [Mythic] Gain mythic spells equal to your mythic tier.
Oracle/Oracle/Oracle Channel Positive Energy 1d6 (4/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Smite Evil (1/day) (Su) +3 to hit, +2 to damage, +3 deflection bonus to AC when used.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Truth’s Agent +1 to Diplomacy to gather information.