The Vile Worm of the Eldritch Oak (Group Two)
Female human oracle 1
LG Medium humanoid (human)
Init +2; Senses darkvision 30 ft.; Perception +1
AC 16, touch 13, flat-footed 13 (+ 3 armor, + 2 Dex, + 1 dodge)
HP 8 (1d8)
Fortitude –1, Reflex +2, Willpower +3
Weaknesses oracle’s curse (clouded vision)
Speed 30 ft.
Melee quarterstaff + 0 (1d6 / Critical Hits 20/x2) or touch of flame + 0 touch (1d6 fire)
Ranged sling + 2 (1d4 / Critical Hits 20/x2)
Special Attacks touch of flame 6/day (1d6 fire)
Spells Known (CL 1st; concentration + 4 [+ 8 cast defensively])
0 (at will): detect magic, guidance, read magic, stabilize
1st (4/day): cure light wounds, doom (DC 14), magic stone
Strength 10 (+ 0), Dexterity 14 (+ 2), Constitution 8 (- 1), Intelligence 13 (+ 1), Wisdom 12 (+ 1), Charisma 17 (+ 3)
Base Attack + 0; CMB + 0; CMD 13
Feats Combat Casting, Dodge
Skills Acrobatics + 5, Climb + 3, Diplomacy + 7, Heal + 5 (+ 7 with healer’s kit), Knowledge (history) + 5, Spellcraft +5
Languages Common, Draconic
SQ revelation (touch of flame)
Combat Gear scrolls of cure light wounds (2), thunderstone; Other Gear studded leather armor, quarterstaff, sling with 10 bullets, backpack, fortune-telling bones, healer’s kit, rations (6), silver holy symbol, spell component pouch, 10 gp
Spells You cast divine spells drawn from the cleric spell lists (see page 226 of the Pathfinder RPG Core Rulebook). You can cast any spell you know without preparing it ahead of time. The Difficulty Class for a saving throw against your spells is 10 + the spell’s level + your Charisma modifier. Like other spellcasters, you can cast only a certain number of spells of each spell level per day. Unlike other divine spellcasters, your selection of spells is extremely limited. You also know all cure spells (cure spells include all spells with “cure” in their names).
Unlike a cleric, you need not prepare your spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level.
Mystery Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to
champion a cause. Regardless of the source, a mystery manifests in a number of ways as the oracle gains levels. Your mystery is Flame (see below).
Oracle’s Curse (Ex) Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. Your curse cannot be removed or dispelled without the aid of a deity.Clouded Vision: Your eyes are obscured, making it difficult for you to see. You cannot see anything beyond 30 feet, but you can see as if you had darkvision.
Revelation At 1st level, you uncover a new secret about the mystery that grants your powers and abilities. Unless otherwise noted, activating the power of a revelation is a standard action. Your revelation is Touch of Flame (see below).
Touch of Flame (Su): As a standard action, you can perform a melee touch attack that deals 1d6 points of fire damage. You can use this ability a number of times per day equal to 3 + your
Deities: Asmodeus, Sarenrae.
Class Skills: As an oracle with the flame mystery, you add Acrobatics, Climb, Intimidate, and Perform to your list of class skills.