Ooh. This oughta be fun. ^^<br/>And, so I don't go and forget..<br/><br/><div class="floatleft">(http://www.infinitelibraries.com/images/Elli/Destined.jpg)</div><strong>Arlais <del>the Foretold</del> Maislen</strong><br/>Female archon-blooded aasimar (lawbringers) oracle 2 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Advanced Race Guide 84)<br/>CG Medium outsider (native)<br/><br/>Arlais has spent most of her life being prepared for a grand destiny. Everyone she has ever known, her entire family and an assortment of others have held her up to high standards, placed her on a pedestal and generally made her out to be a hero of some sort of grand stature.<br/><br/>The reality is rather more down-to-earth, and for an Aasimar, almost ... human.<br/>Arlais' golden eyes are more like amber caboshons, and she takes great pains to conceal the fact that she really can't see very well past a certain distance. Physically, Arlais is a delicate young woman, tougher and faster than she looks, but overall, not an immediate threat; in fact, she barely registers.<br/>Arlais' delicate features are framed by a wavy cloud of vivid red hair, tipped at the ends with gold. She usually wears it pulled back in a neat braid to keep it out of her way, whatever she's doing.<br/>She wears plain clothing, with her family's crest and the symbol of the Dawnflower worked into it somewhere or other.<br/><br/><br/>Arlais is fairly certain that, whatever she is, she isn't a hero. She'd much rather spend a day braiding wire, or hammering silver than practice hitting people with sticks, and tends to spend most of her time in the infirmary, bandaging wounds and listening; she's a good enough healer as a result that no one minds it. She has a strong concept of what is 'right', and a powerful sense of justice from her Archon blood, but given a choice, she'd rather talk than fight. Sent here, practically on the lip of the Worldwound, of all the bloody places, she's not so sure her family doesn't have the right idea; neither is she sure she's the one to strike that hammer-blow, whatever 'everyone' says.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">crunch</div><div class="spoiler_body"><strong>Init </strong>+2; <strong>Senses </strong>darkvision 30 ft.; Perception +2<br/>--------------------<br/><strong>Defense</strong><br/>--------------------<br/><strong>AC </strong>16, touch 12, flat-footed 14 (+4 armor, +2 Dex)<br/><strong>hp </strong>19 (2d8+6)<br/><strong>Fort </strong>+2, <strong>Ref </strong>+2, <strong>Will </strong>+3; +2 vs. [evil], +1 vs. charm and compulsion<br/><strong>Resist </strong>acid 5, cold 5, electricity 5<br/>--------------------<br/><strong>Offense</strong><br/>--------------------<br/><strong>Speed </strong>30 ft. (20 ft. in armor)<br/><strong>Melee </strong>mwk cold iron spear +2 (1d8/×3)<br/><strong>Oracle Spells Known </strong>(CL 2nd; concentration +5)<br/>. . 1st (5/day)—bless, cure light wounds, detect undead, protection from evil<br/>. . 0 (at will)—create water, detect magic, guidance, purify food and drink (DC 13), stabilize<br/>. . <strong>Mystery</strong> Life<br/>--------------------<br/><strong>Statistics</strong><br/>--------------------<br/><strong>Str </strong>10, <strong>Dex </strong>14, <strong>Con </strong>14, <strong>Int </strong>14, <strong>Wis </strong>10, <strong>Cha </strong>16<br/><strong>Base Atk </strong>+1; <strong>CMB </strong>+1; <strong>CMD </strong>13<br/><strong>Feats </strong>Angelic Blood[ARG]<br/><strong>Traits </strong>adrift, child of the crusades<br/><strong>Skills </strong>Acrobatics +1 (-3 to jump), Appraise +3, Craft (jewelry) +7, Heal +5, Intimidate +5, Knowledge (planes) +6, Knowledge (religion) +7, Perception +2, Sense Motive +2, Spellcraft +7;<strong> Racial Modifiers </strong>+2 Intimidate, +2 Sense Motive<br/><strong>Languages </strong>Celestial, Common, Draconic, Elven<br/><strong>SQ </strong>oracle's curse (clouded vision), revelation (enhanced cures), variant channeling (protection variant channeling)<br/><strong>Combat Gear </strong><em>oil of bless weapon</em> (2), <em>potion of enlarge person</em>, <em>potion of hide from undead</em>, <em>potion of mage armor</em> (2), <em>potion of shield of faith +2</em> (2); <strong>Other Gear </strong>mwk armored coat, mwk cold iron spear, artisan's tools, bedroll, belt pouch, flint and steel, hip flask, masterwork backpack, mess kit, mirror, night tea (10), pot, soap, sunrod (5), tindertwig (5), torch (2), waterskin, 8 gp<br/>--------------------<br/><strong>Special Abilities</strong><br/>--------------------<br/><strong>Adrift</strong> +1 to save vs charm and compulsion effects.<br/><strong>Angelic Blood</strong> +2 saves vs. evil effects, to stabilize while dying, and 1 damage to evil or undead if bleeding.<br/><strong>Child of the Crusades (1/day)</strong> Against possession/incapacitation, free action: Reroll failed save, keep 2nd result.<br/><strong>Clouded Vision</strong> You cannot see beyond 30'<br/><strong>Darkvision (30 feet)</strong> You can see in the dark (black and white vision only).<br/><strong>Energy Resistance, Acid (5)</strong> You have the specified Energy Resistance against Acid attacks.<br/><strong>Energy Resistance, Cold (5)</strong> You have the specified Energy Resistance against Cold attacks.<br/><strong>Energy Resistance, Electricity (5)</strong> You have the specified Energy Resistance against Electricity attacks.<br/><strong>Enhanced Cures (+2 cap) (Su)</strong> For cure spells, any level caps in the spell become oracle or shaman level.<br/><strong>Extended Good Summoning</strong> Good summoned monsters remain 3 rds beyond normal duration.<br/><strong>Protection Variant Channeling (±1 Sacred)</strong> AC bonus/penalty<br/>--------------------<br/>Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. 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