Siegfried

Sulis / Oracle

Description:

Player: Nate

Sulis / Oracle 5

Diety: Pharasma

N Medium humanoid

Init +0; Low-light Vision, Perception +0

Languages: Common,Ignan
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DEFENSE
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AC 19, touch 10, flat-footed 19 (+7 armor, +2 shield, +0 Dex,)

HP 34

Fort +1, Ref +1, Will +4

Acid Resistance: 5
Cold Resistance: 5
Fire Resistance: 5
Electricity Resistance: 5
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OFFENSE
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Speed 30 ft.

Base Atk +3; CMB +5; CMD 15

Melee 1 Morningstar (7) (1d8+3 Critical 20)
Melee touch attack (5)
Range Light Masterwork Crossbow (
4) (1d6 Critical 19-20)
Ranged ranged touch attack (+3)

Combat Abilities: 8/day – Channel Evergy (Posistive & Negetive) (Will Negates)-(18DC)
Channel Energy: 3d6 Positive Energy / 2d6 Negetive

Elemental Assault (Su): Once per day as a swift action, a suli can shroud her arms in acid, cold, electricity, or fire. This lasts for one round per level, and can be dismissed as a free action. Unarmed strikes with her arms or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type.

Revelations:

1st Level: Channel (Su): You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier.

3rd Level: Energy Body (Su): As a standard action, you can transform your body into pure life energy, resembling a golden-white fire elemental. In this form, you gain the elemental subtype and give off a warm, welcoming light that increases the light level within 10 feet by one step, up to normal light. Any undead creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of positive energy damage + 1 point per oracle level. Creatures wielding melee weapons with reach are not subject to this damage if they attack you. If you grapple or attack an undead creature using unarmed strikes or natural weapons, you may deal this damage in place of the normal damage for the attack. Once per round, if you pass through a living allied creature’s square or the ally passes through your square, it heals 1d6 hit points + 1 per oracle level. You may use this ability to heal yourself as a move action. You choose whether or not to heal a creature when it passes through your space. You may return to your normal form as a free action. You may remain in energy body form for a number of rounds per day equal to your oracle level.

Oracle Spells (CL 4th; DC 14 + level, concentration +8)
2nd – 4 + 1
1st — 6 + 1
0 — 5

Spells List:
0 -
Create Water
Detect Magic
Light
Mending
Purify Food and Drink
Resistance

1st-
Bane
Bless
Cure Light Wounds
Detect Undead
Doom
Inflict Light Wounds
Shield of Faith

2nd—
Consecrate
Cure Moderate Wounds
Hold Person
Inflict Moderate Wounds
Lesser, Restoration

3rd—

4th—

5th—

6th—

7th—

8th—

9th—


STATISTICS
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Abilities: Str 15, Dex 10, Con 10, Int 10, Wis 10, Cha 18

Feats: Selective Channeling, Versatile Channeler

Skills: Craft (), Diplomacy (16), Heal (8), Knowledge (history) (4), Knowledge (Nature) (), Knowledge (planes)(4), Knowledge (religion) (6), Profession (), Sense Motive (2), and Spellcraft (8).

Negotiator: Sulis are keen negotiators, and gain a +2 racial bonus on Diplomacy and Sense Motive checks.

Traits:

Sacred Conduit

Benefit: Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.

Exalted of the Society (Cleric, Pathfinder Society)

Benefit: You may channel energy 1 additional time per day.

Hero Points: 3


Equipment
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Hat/Mask:
Headband:
Eyes:
Neck/Throat:
Shoulders:
Chest:
Belt:
Clothing/Body:
Arms/Wrist:
Feet:

Armor: Masterwork +1 Chainmail
Shield: Masterwork Heavy Steel Shield
Weapon: Masterwork +1 Morningstar

Ring:
Ring:
Hands:

Other Weapons: Acid Flask (3) (1d6+1) 10’ Range, Silver Morningstar

Potions: Potion of Cure Mod (2), Potion of Shield of Faith +3 (1)

Scrolls: Scroll of Identify

Other Equipment: Oracle’S Kit – backpack, a bedroll, a belt pouch, candles (10), a flint and steel, an iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin., Golden Skeleton Key, Harrow Deck,

Gold: 0
Silver: 0
Copper: 0

Bio:

SULI RACIAL TRAITS

+2 Strength, +2 Charisma, –2 Intelligence: Sulis are brawny and charming, but slow-witted.

Native Outsider: Sulis are outsiders with the native subtype.

Medium: Sulis are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Sulis have a base speed of 30 feet.

Low-Light Vision: Sulis can see twice as far as humans in dim light.

Negotiator: Sulis are keen negotiators, and gain a +2 racial bonus on Diplomacy and Sense Motive checks.

Elemental Assault (Su): Once per day as a swift action, a suli can shroud her arms in acid, cold, electricity, or fire. This lasts for one round per level, and can be dismissed as a free action. Unarmed strikes with her arms or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type.

Energy Resistance 5: Sulis have resistance to acid 5, cold 5, electricity 5, and fire 5.

Languages: Sulis begin play speaking Common and one elemental language (Aquan, Auran, Ignan, or Terran). Sulis with high Intelligence scores can choose from the following: Aquan, Auran, Draconic, Ignan, and Terran.

Siegfried

Curse of the Crimson Throne Siegfried_the_Invulnerable