Pathfinder Society San Antonio
Male Dhampir Oracle 4
N Medium humanoid (dhampir)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +11
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 27 (4d8+4)
Fort +4, Ref +4, Will +6; +4 Competence bonus vs. disease, +2 bonus vs. disease and mind-affecting
Defensive Abilities negative energy affinity; Resist oracle’s curses (wasting), undead resistance
Weakness light sensitivity
Speed 30 ft.
Melee masterwork morningstar +4 (1d8)
Ranged masterwork light crossbow +6 (1d8/19-20)
Oracle Spells Known (CL 4th; concentration +8):
2nd (4/day)—false life, inflict moderate wounds (DC 18), pilfering hand
1st (7/day)—shield of faith, comprehend languages, inflict light wounds (DC 17), cause fear (DC 17), ray of sickening (DC 17)
0 (at will)—resistance, stabilize, mending, read magic, detect magic, spark (DC 14)
Str 11, Dex 15, Con 13, Int 10, Wis 12, Cha 18
Base Atk +3; CMB +3; CMD 15
Feats Greater Spell Focus (necromancy), Spell Focus (necromancy)
Traits observant, resilient
Skills Bluff +2, Diplomacy +0, Disguise +0, Heal +8, Intimidate +11, Knowledge (history) +7, Knowledge (religion) +7, Perception +11; Racial Modifiers +2 Bluff, +2 Perception
SQ mysteries (bones), resist level drain, revelations (armor of bones +4 [4 hours/day], raise the dead [4 hd] [1/day])
Combat Gear Wand of Inflict Light Wounds; Other Gear Leather armor, Crossbow bolts (30), Masterwork Light crossbow, Masterwork Morningstar, Cloak of resistance +1, Backpack, masterwork (10 @ 9.5 lbs), Disguise kit (10 uses), Flint and steel, Ink, black, Inkpen, Parchment (10), Scroll case (10 @ 0 lbs), Silk rope, Trail rations (4), Vial, 7892 GP, 9 SP
Armor of Bones +4 (4 hours/day) (Ex) – 0/4
Crossbow bolts – 0/30
Detect Undead (3/day) (Sp) – 0/3
Disguise kit (10 uses) – 0/10
Raise the Dead (4 HD) (1/day) (Su) – 0/1
Trail rations – 0/4
Wand of Inflict Light Wounds – 0/50
Armor of Bones +4 (4 hours/day) (Ex) +4 AC.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Greater Spell Focus (Necromancy) +1 to the Save DC of spells from one school.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Raise the Dead (4 HD) (1/day) (Su) Summon a 4 HD Skeleton, or Zombie to serve you.
Resist Level Drain (Ex) Negative levels don’t impose penalties or become permanent, but still kill if exceed HD.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Undead Resistance +2 save vs. disease, mind affecting effects.
Wand of Inflict Light Wounds Add this item to create a wand of a chosen spell.
Wasting +4 competence bonus to save vs. Disease