Male Human (Chelaxian) Oracle 1
CG Medium Humanoid (Human)
Init + 3, Senses Clouded Vision, Darkvision (30 feet), Perception + 3
AC 15, touch 13, flat-footed 12 (+ 2 armor, + 3 Dex)
hp 11 (1d8+ 2)
Fort + 2, Ref + 3, Will + 4
Spd 30 ft.
Melee + 1 Spear + 3 (1d8+ 4/20/x3) and
Dagger + 2 (1d4+ 2/19- 20/x2) and
Unarmed Strike + 2 (1d3+ 2/20/x2)
Oracle Spells Known (CL 1, + 2 melee touch, + 3 ranged touch):
1 (4/day) Cure Light Wounds (DC 14), Cure Light Wounds (DC 14), Comprehend Languages (DC 14)
0 (at will) Stabilize, Create Water, Detect Magic, Cure Minor Wounds (DC 13)
Str 14, Dex 17, Con 15, Int 14, Wis 14, Cha 17
Base Atk + 0, CMB + 2, CMD 15
Feats Combat Casting, Extra Channel
Skills Diplomacy + 7, Heal + 6, Knowledge (History) + 6, Knowledge (Planes) + 6, Knowledge (Religion) + 6, Perception + 3, Spellcraft + 6
Languages Abyssal, Common, Dwarven
Combat Gear + 1 Spear, Dagger, Leather
Clouded Vision You cannot see beyond 30’
Combat Casting + 4 to Concentration checks to cast while on the defensive.
Darkvision (30 feet) You can see in the dark (black and white vision only).
Cleric Channel Positive Energy 1d6 (8/day) (DC 13) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Healing Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Delphi is a True Oracle and has the rare gift to enter a trace 1/day at random, 10% chance per level if trying to enter. Once the trace has been entered its as if Sight beyond sight spell has been cast.
Sight Beyond Sight
School divination; Level oracle changing per level
Casting Time 1 turn
Components V, S, M/DF
Range personal or touch
Target see text
Duration 1 round/level
Saving Throw none or Will negates (harmless); Spell Resistance no or yes (harmless)
This spell grants an oracle a powerful sixth sense or future information in relation to yourself or another. Once the trance is cast, you receive instantaneous warnings of impending danger or harm to the subject of the spell or useless information that has no bering on the person’s situation. At levels above 5th if trance has been entered before combat the caster may not be surprised or flat-footed. In addition, the spell gives you a general idea of what action you might take to best protect yourself and gives you a +2 insight bonus to AC and on
Reflex saves. This insight bonus is lost whenever you would lose a Dexterity bonus to AC.
When another creature is the subject of the spell, you receive warnings about that creature. You must communicate what you learn to the other creature for the warning to be useful, and the creature can be caught unprepared in the absence of such a warning. Shouting a warning, yanking a person back, and even telepathically communicating (via an appropriate spell) can all be accomplished before some danger befalls the subject, provided you act on the warning without delay. The subject, however, does not gain the insight bonus to AC and Reflex saves.