Picture by Sam-Baten
Male Human Oracle (Spirit Guide 3)/Sorcerer (Crossblooded 1)
Chaotic Neutral Medium Humanoid (Human)
Init +7 (+2 dex, +1 competence, +4 familiar)
Senses Perception +7
AC 18, touch 12 , flat-footed 16; (+6 armor, +2 dex,)
HP 33 (3d8 + 1d6+ 8 con + 3 fcb)
Fort +4 (con +2, oracle +1, sorcerer +0, resistance +1)
Refl +4 (dex +2, oracle +1, sorcerer +0, resistance +1)
Will +5 (wis +1, oracle +3, sorcerer +2 (-2 crossblooded), resistance +1)
Speed 40ft, with armor 30ft
1-handed Melee Dagger -4 1d4-2 (19-20/*2)
Ranged Light Crossbow +0 1d8 (19-20/*2)
Oracle Spells:(CL 4, Concentration +9)
1st (5+2/day)(DC 16) Cure Light WoundsO, Ant Haul, Ice Armor, Shield of Faith, Endure ElementsM, Burning HandsC (DC 18 or DC 19 cold)
Orisons (5) Light, Guidance, Stabilize, Create Water, Mending
Where the spell is from: O = Oracle Spell, M=Mystery Spell, C=Curse Spell
Sorcerer Spells:(CL 1, Concentration +5, Arcane spell failure 25%)
1st (3+2/day)(DC 16) Heightened Awareness
Cantrips (3) Detect Magic, Read Magic, Acid Splash
Special Attacks: +1 per die to cold spells, Freezing Spells: failed save means slow for 1 round, can change other energy spells to cold
Mystery: Winter -Revelations:
1. Freezing Spells (Su):
You take a –4 penalty on weapon attack rolls, but you add burning hands to your list of spells known.
At 5th level, add scorching ray and flaming sphere to your list of spells known.
At 10th level, add wall of fire to your list of spells known and your penalty on weapon attack rolls is reduced to –2.
At 15th level, add delayed blast fireball to your list of spells known.
Str 7 , Dex 14, Con 14, Int 12, Wis 12, Cha 21
Base Atk +2; CMB 05; CMD 12
Skills acp: -3; total skill ranks: 22 + 5 to all Knowledge skills if spirit is Lore
Traits:Magical Knack (Oracle), Wayang Spell Hunter (Fireball)
Languages: Common, Tien, Minkaian
RSQ Skilled, Bonus Feat
SQ Curse (Blackened), Mystery (Winter), Bonded Spirit, Familiar (Arctic hare), Bloodlines: Marid and Draconic (White Dragon)
Ioun Stones: Cracked dusty rose prism (+1 init -competence)
Encumbrance lb. without backpack (//), lb. with backpack
Spirit Guide: Through her exploration of the universe's mysteries, a spirit guide opens connections to the spirit world and forms bonds with the entities that inhabit it.
Class Skills: A spirit guide gains all Knowledge skills as class skills. This replaces the bonus class skills gained from the oracle's mystery.
Bonded Spirit (Su)
At 3rd level, a spirit guide can form a temporary bond with a spirit, as the shaman's wandering spirit class feature. She must make this selection each day when she refreshes her spells. A spirit guide cannot bond with a spirit that is incompatible with her alignment, ethos, or mystery (GM's discretion).
A spirit guide gains one hex of her choice from the list of hexes available from that spirit. She uses her oracle level as her shaman level, and she switches Wisdom for Charisma and vice versa for the purpose of determining the hex's effects.
At 4th level, she adds the bonded spirit's spirit magic spells to her oracle spells known for that day, but only of spell levels she can cast. At 7th level, she gains the spirit ability of her current bonded spirit. At 15th level, she gains the greater spirit ability of her current bonded spirit.
This ability replaces the revelations gained at 3rd, 7th, and 15th levels.