NG angel-blooded aasimar oracle 3
Prestige/Fame 5/12 [Qadira]; Xp 6
Init +7; Senses perception +7; darkvision 60ft


AC 19, touch 14, flat-footed 12; (armor +4, Dex +4, shield +1)
hp 24 (3d8+6)
Fort +3, Refl +8, Will +5
Resist acid 5, cold 5, electricity 5


Speed 30ft
Melee mwk morningstar +5 (1d8+2 / x2); B and P


Str 14, Dex 7, Con 14, Int 12, Wis 14, Cha 18
Base Atk +2; CMB +4; CMD 12
Racial celestial resistances, darkvision, skilled, spell-like ability (sp)
Feats celestial servant, noble scion (of war)
Traits keleshite princess, unnatural presence*


Skills (acp -2) diplomacy +14 (3), handle animal +8 (1), intimidate +14 (3), perception +11 (3), sense motive +8 (3), spellcraft +6 (2)
Languages celestial, kelish, taldane
SQ mystery (lunar), oracle’s curse (haunted) (ex), orisons, primal companion (ex), prophetic armor


Spells
spell-like abilities (1/day) -
    alter self (assume the form of any small (+2 Dex) or medium (+2 Str) creature of the humanoid type)
1st (5/day) -
    cause fear (one creature of 5 HD or less flees for 1d4 rounds),
    cure light wounds (cures 1d8+1),
    detect animals and plants,
    fumbletongue (tongue tied for 1d4 rounds),
    remove fear (+4 morale bonus against fear effects for 10 minutes),
    shield of faith (aura grants +2 or higher deflection bonus)
orisons -
    detect magic (detects spells and magic items within 60 ft),
    enhanced diplomacy (+2 on one diplomacy or intimidate check),
    ghost sound (figment sounds),
    guidance (+1 single attack, saving throw, or skill check ),
    mage hand (5-pound telekinesis),
    spark (ignites flammable objects),
    stabilize (cause a dying creature to stabilize).


Combat gear wand of cure light wounds (1d8+1) (50)
Equipment mwk morningstar (6 lb), darkwood buckler (2.5 lb), chain shirt (25 lb), circlet of persuasion (1 lb), sleeves of many garments (1 lb), spell component pouch (2 lb)
Money 1381 gp; Enc 37.5; light (58 lb. or less)
Immaterial caravan*


Byakko

N totem guide (medium celestial magical beast 4)
Init +4; Senses perception +2; darkvision 60 ft, low-light vision, scent


AC 21, touch 14, flat-footed 17; (armor +4, Dex +4, natural armor +3)
hp 16 (3d8+3)
Fort +4, Ref +7, Will +3
DR -, SR 9; Resist acid 5, cold 5, electricity 5


Speed 40ft
Melee bite +3 (1d6+4/x2), 2 claws +3 (1d4+4/x2)
Special attacks rake (2 claws +3 1d4+4/x2), smite evil (+4 dmg)


Str 14, Dex 18, Con 13, Int 2, Wis 15, Cha 10
Base Atk +2; CMB +4; CMD 18
Feats light armor proficiency, power attack


Tricks known (attack/heel?); attack, defend
Skills acrobatics +10 (3)
SQ darkvision, link* (ex), low-light vision, scent, share spells* (ex), smite evil 1/day, spiritual guidance* (sp)


Equipment chain shirt (25 lb)
Enc 25: light (? lb. or less)



Notes
caravan - can use diplomacy for day-job rolls.
link - can handle Byakko as a free action, or push it as a move action, and gains a +4 bonus on handle animal checks towards Byakko.
share spells - Byakko can receive target You spells from Nyx.
spiritual guidance -
unnatural presence (old cults) - can use intimidate on animals and vermin.

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