VISALD KRALIAN CR 2
Male Dhampir Oracle 3
NN Medium Humanoid (Dhampir)
Init + 2; Senses Darkvision (60 feet), Low-Light Vision; Perception + 10
AC 14, touch 12, flat-footed 12 ( +2 armor, +2 Dex)
hp 21 (3d8 +3)
Fort +4, Ref +4, Will +5
Defensive Abilities Armor of Bones +4 (3 hours/day), Negative Energy Affinity; Resist Raise the Dead (3 HD) (1/day), Undead Resistance, Wasting
Weakness Light Sensitivity
Spd 30 ft.
Melee Masterwork Morningstar +3 (1d8/20/x2)
Ranged Masterwork Crossbow, Light +5 (1d8/19-20/x2)
Spell-Like Abilities Detect Undead (3/day)
Oracle Spells Known (CL 3, +2 melee touch, +4 ranged touch):
1 (6/day) Shield of Faith (DC 14), Cause Fear (DC 16), Comprehend Languages (DC 14), Inflict Light Wounds (DC 16), Ray of Sickening (DC 16)
0 (at will) Resistance (DC 13), Stabilize, Read Magic (DC 13), Detect Magic, Mending
Str 11, Dex 15, Con 13, Int 10, Wis 12, Cha 17
Base Atk +2; CMB +2; CMD 14
Feats Greater Spell Focus: Necromancy, Spell Focus: Necromancy
Traits Observant: Perception, Resilient
Skills Bluff +1, Diplomacy -1, Disguise -1, Heal +7, Intimidate +9, Knowledge (History) +6, Knowledge (Religion) +6, Perception +10
SQ Resist Level Drain (Ex)
Combat Gear Bolts, Crossbow (30), Leather, Masterwork Crossbow, Light, Masterwork Morningstar; Other Gear Backpack, Masterwork (10 @ 9.5 lbs), Case, map or scroll (10 @ 0 lbs), Cloak of Resistance, +1, Disguise kit (10 uses), Flint and steel, Ink (1 oz. vial, black), Inkpen, Parchment (sheet) (10), Rations, trail (per day) (4), Rope, silk (50 ft.), Vial, ink or potion, Wand of Inflict Light Wounds
Armor of Bones +4 (3 hours/day) (Ex) – 0/3
Bolts, Crossbow – 0/30
Detect Undead (3/day) (Sp) – 0/3
Disguise kit (10 uses) – 0/10
Raise the Dead (3 HD) (1/day) (Su) – 0/1
Rations, trail (per day) – 0/4
Wand of Inflict Light Wounds – 0/50
Armor of Bones +4 (3 hours/day) (Ex) +4 AC.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Greater Spell Focus: Necromancy +1 to the Save DC of spells from one school.
Light Sensitivity (Ex) Dazzled as long as they remain in bright light.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Negative Energy Affinity (Ex) The creature is alive, but reacts to positive and negative energy as if it were undead – positive energy harms it, negative energy heals it.
Raise the Dead (3 HD) (1/day) (Su) Summon a 3 HD Skeleton, or Zombie to serve you.
Resist Level Drain (Ex) You take no penalties from energy draining effects, though you can still be killed if you accrue more negative levels than Hit Dice. After 24 hours, any negative levels you have gained are removed without any additional saving throws.
Spell Focus: Necromancy Spells from one school of magic have +1 to their save DC.
Undead Resistance +2 save vs. disease, mind affecting effects.
Wasting +4 competence bonus to save vs. Disease