Hal (Haluketumakametukala)

Hal is a Gnome Sorcerer / Oracle

Description:

Haluket (Haluketumakametukala)
Male Gnome Oracle (Wordcaster) 1 Sorcerer (Wordcaster) 2
N Small Humanoid (gnome)
Init 2; Senses low-light vision; Perception +2
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Defense
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AC 13, touch 13, flat-footed 11 (
2 Dex, 1 size)
hp 22 (1d8
2d6+9)
Fort 3, Ref +2, Will +5
Defensive Abilities revelations (air barrier +4 [1 hours/day]), warden of nature
Weakness oracle’s curses (haunted)
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Offense
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Speed 15 ft.
Ranged Light crossbow +2 (1d6/19-20/x2)
Special Attacks elemental ray (7/day), warden of nature
Spell-Like Abilities Dancing Lights (1/day), Flare (1/day), Prestidigitation (1/day), Produce Flame (1/day)
Oracle (Wordcaster) Spells Known (CL 1):
1 (4/day) Decipher Boosted (Selected), Simple Order (Selected) (DC 15), Fog Bank* (Burst), Force Block Boosted (Personal/Selected), Moving Fog Bank Boosted (Burst), Soothing Touch Boosted (Personal/Selected), Cure Light Wounds, Fog Bank, Simple Order (DC 15)
0 (at will) Boost, Sense Magic (Cone), Soothing Touch (Personal/Selected), Decipher* Language (Personal), Force Block* (Personal/Select), Ghost Sound (DC 14), Mage Hand, Decipher, Force Block (DC 14), Sense Magic, Soothing Touch (DC 14)
Sorcerer (Wordcaster) Spells Known (CL 2):
1 (5/day) Burning Flash (Cone/Person/Select/Burst/Line) (DC 15), Burning Flash (DC 15), Careful
0 (at will) Distant, Boost, Spark (Cone/Person/Select) (DC 14), Acid Burn (Cone/Person/Select) (DC 14), Flame Jet (Cone/Person/Select) (DC 14), Cramp (Cone/Person/Select) (DC 14), Acid Burn (DC 14), Cramp (DC 14), Flame Jet (DC 14), Spark (DC 14)
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Statistics
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Str 10, Dex 15, Con 16, Int 16, Wis 10, Cha 19
Base Atk +1; CMB +0; CMD 12
Feats Eldritch Heritage, Eschew Materials, Skill Focus (Knowledge [planes])
Traits Focused Mind, Power of Suggestion
Skills Acrobatics +3 (-5 jump), Bluff +8, Climb -3, Diplomacy +10, Escape Artist +3, Fly +1, Intimidate +8, Knowledge (arcana) +11, Knowledge (history) +7, Knowledge (planes) +10, Perception +2, Ride -1, Sense Motive +4, Spellcraft +9, Stealth +7, Survival +0 (
2 to avoid becoming lost when using this), Swim 3, Use Magic Device 8
Languages Common, Draconic, Giant, Gnome, Orc, Sylvan
SQ bloodlines (marid), frost ray (1d6
1) (7/day), mysteries (wind), oracle meta word limit (1/day), sorcerer meta word limit (1/day)
Combat Gear ??, ??, Used @ 2nd floor, Used @ entry, Potion of cure light wounds, Potion of cure moderate wounds, Potion of eagle’s splendor, Potion of restoration, lesser, Wand of Restoration, Lesser; Other Gear Light crossbow, Spirit Planchette, Brass, Barbed vest, Compass, Earplugs, Flask, Ink, black, Inkpen, Marbles, Mirror, Paper, Scroll case (1 @ 0 lbs), Sealing wax, Signal whistle, Signet ring, Smoked goggles, Soap, Sorcerer’s kit, 100 GP, 5 SP, 3 CP
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Special Abilities
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Air Barrier 4 (1 hours/day) (Ex) +4 AC.
Barbed vest Those injuring you with an unarmed or natural attack must make a DC 15 Ref save or take 1 damage.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Dancing Lights (1/day) (Sp) With Charisma 11
, cast Dancing Lights once per day.
Earplugs 2 save vs. hearing effects, -5 hearing-based Perception.
Elemental (Fire) You may change any energy spell to use [Fire] energy.
Elemental Ray (7/day) (Sp) Ranged touch attack deals 1d6
1 Fire damage.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Flare (Pyromaniac) (1/day) (Sp) With Charisma 11+, cast Flare once per day.
Focused Mind 2 to Concentration checks
Frost Ray (1d6
1) (7/day) (Sp) Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of cold damage + 1 for every two sorcerer levels you possess. You can use this ability
Haunt siphon (????) These glass vials are held within stylized cold-iron casings etched with strange runes, necromantic designs, or other eldritch markings. Within the vial roils a small wisp of white vapor, churning as if caught in a miniature vortex of air.

To capture a haunt’s energies within a haunt siphon, you need only twist the metal casing to open the vial in the same round that the haunt manifests (a standard action)—this can be before or after the haunt has acted. You must be within the haunt’s area of influence to use a haunt siphon. When you activate a haunt siphon, it deals 3d6 points of positive energy damage to a single haunt. If it deals enough damage to the haunt to reduce the haunt’s hit points to 0, the mist inside the haunt siphon glows green—if it does not reduce the haunt to 0 hit points, the haunt siphon is still expended and becomes nonmagical. It may take multiple haunt siphons to destroy powerful haunts. A haunt that is neutralized by a haunt siphon takes a –5 penalty on its caster level check to manifest again after its reset time passes.

A haunt siphon that neutralizes a haunt can no longer be used to harm haunts, but it can be used as a grenadelike splash weapon that deals 1d6 points of negative energy damage with a direct hit. Every creature within 5 feet of the point where the haunt siphon hits takes 1 point of negative energy damage from the splash.

Construction
Requirements Craft Wondrous Item, cure moderate wounds, gentle repose; Cost 200 gp
Haunt siphon (????) These glass vials are held within stylized cold-iron casings etched with strange runes, necromantic designs, or other eldritch markings. Within the vial roils a small wisp of white vapor, churning as if caught in a miniature vortex of air.

To capture a haunt’s energies within a haunt siphon, you need only twist the metal casing to open the vial in the same round that the haunt manifests (a standard action)—this can be before or after the haunt has acted. You must be within the haunt’s area of influence to use a haunt siphon. When you activate a haunt siphon, it deals 3d6 points of positive energy damage to a single haunt. If it deals enough damage to the haunt to reduce the haunt’s hit points to 0, the mist inside the haunt siphon glows green—if it does not reduce the haunt to 0 hit points, the haunt siphon is still expended and becomes nonmagical. It may take multiple haunt siphons to destroy powerful haunts. A haunt that is neutralized by a haunt siphon takes a –5 penalty on its caster level check to manifest again after its reset time passes.

A haunt siphon that neutralizes a haunt can no longer be used to harm haunts, but it can be used as a grenadelike splash weapon that deals 1d6 points of negative energy damage with a direct hit. Every creature within 5 feet of the point where the haunt siphon hits takes 1 point of negative energy damage from the splash.

Construction
Requirements Craft Wondrous Item, cure moderate wounds, gentle repose; Cost 200 gp
Haunt siphon (Used @ 2nd floor) These glass vials are held within stylized cold-iron casings etched with strange runes, necromantic designs, or other eldritch markings. Within the vial roils a small wisp of white vapor, churning as if caught in a miniature vortex of air.

To capture a haunt’s energies within a haunt siphon, you need only twist the metal casing to open the vial in the same round that the haunt manifests (a standard action)—this can be before or after the haunt has acted. You must be within the haunt’s area of influence to use a haunt siphon. When you activate a haunt siphon, it deals 3d6 points of positive energy damage to a single haunt. If it deals enough damage to the haunt to reduce the haunt’s hit points to 0, the mist inside the haunt siphon glows green—if it does not reduce the haunt to 0 hit points, the haunt siphon is still expended and becomes nonmagical. It may take multiple haunt siphons to destroy powerful haunts. A haunt that is neutralized by a haunt siphon takes a –5 penalty on its caster level check to manifest again after its reset time passes.

A haunt siphon that neutralizes a haunt can no longer be used to harm haunts, but it can be used as a grenadelike splash weapon that deals 1d6 points of negative energy damage with a direct hit. Every creature within 5 feet of the point where the haunt siphon hits takes 1 point of negative energy damage from the splash.

Construction
Requirements Craft Wondrous Item, cure moderate wounds, gentle repose; Cost 200 gp
Haunt siphon (Used @ entry) These glass vials are held within stylized cold-iron casings etched with strange runes, necromantic designs, or other eldritch markings. Within the vial roils a small wisp of white vapor, churning as if caught in a miniature vortex of air.

To capture a haunt’s energies within a haunt siphon, you need only twist the metal casing to open the vial in the same round that the haunt manifests (a standard action)—this can be before or after the haunt has acted. You must be within the haunt’s area of influence to use a haunt siphon. When you activate a haunt siphon, it deals 3d6 points of positive energy damage to a single haunt. If it deals enough damage to the haunt to reduce the haunt’s hit points to 0, the mist inside the haunt siphon glows green—if it does not reduce the haunt to 0 hit points, the haunt siphon is still expended and becomes nonmagical. It may take multiple haunt siphons to destroy powerful haunts. A haunt that is neutralized by a haunt siphon takes a –5 penalty on its caster level check to manifest again after its reset time passes.

A haunt siphon that neutralizes a haunt can no longer be used to harm haunts, but it can be used as a grenadelike splash weapon that deals 1d6 points of negative energy damage with a direct hit. Every creature within 5 feet of the point where the haunt siphon hits takes 1 point of negative energy damage from the splash.

Construction
Requirements Craft Wondrous Item, cure moderate wounds, gentle repose; Cost 200 gp
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10’ away.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Marid You were born with the power of water genies, and the magic of the marids is strong in you.

Bonus Feats: Dodge, Empower Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Knowledge {planes}), Weapon
Oracle Meta Word Limit (1/day) A wordcaster can only use meta words a number of times a day equal to half his caster level in his wordcasting class (minimum 1).
Prestidigitation (Pyromaniac) (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Produce Flame (Pyromaniac) (1/day) (Sp) With Charisma 11+, cast Produce Flame once per day.
Smoked goggles +8 save vs. visual effects, -4 sight-based Perception and you treat all opponents as having 20% concealment.
Sorcerer Meta Word Limit (1/day) A wordcaster can only use meta words a number of times a day equal to half his caster level in his wordcasting class (minimum 1).
Warden of Nature +1 to hit and +2 AC vs. aberrations, oozes and vermin.

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Bio:

Hal (Haluketumakametukala)

Carrion Crown Adventure Path MikeHill