H4L-5TN Brüfello

H4L-5TN Brüfello is a Oracle/Paladin in the Dread Powers campaign.

## Description

### Physical Description

H4L-5TN Brüfello is an android resembling an aasimar humanoid. He is 6'-3" and weighs 200lbs. He is 25 years old. He has pale skin, dark brown hair, and light green eyes. He has glowing blue circuitry tattoos on his face and running down his neck. He also has a holographic blue halo floating above his head. In darkness it glows with the brightness of a glow in the dark shirt.

## Background

### Growing Up

H4L-5TN grew with Emir in their town of Folkestone.

## Character Information

### Notable Items

***Breastplate (Masterwork)*** - Armor Bonus +6, Max Dex Bonus 3, Armor Pen -2

***Heavy Steel Shield (Masterwork)*** - Emblazoned with the tankard of his deity, Cayden Cailean.

***Wand*** ***of Moment of Greatness*** - Allows Hal to cast Moment of Greatness.

### Abilites

#### Feats

Fey Foundling: When he receives magical healing he heals an additional 2 points per die rolled.

Extra Revelation: You gain one additional revelation.

Selective Channeling: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.

Healer's Touch: When you cast a healing spell to heal a target other than yourself, the spell is maximized as though using the Maximize Spell effect.

#### Android Abilities

**Racial Variant:** *Amici* +2 Cha, +2 Wis, –2 Str

**Languages:** Common (100%), Elvish (100%), Dwarven (80%), Celestial (70%)

**Alert**: Androids gain a +2 racial bonus on Perception checks.

**Conduit**: Rarely, an android’s circuitry is built to act as a potent conduit for divine power. Androids with this trait treat their Charisma score as 2 points higher for the purpose of the channel energy and lay on hands class features, and also for oracle class features (including both spellcasting and revelations). Furthermore, conduits treat their caster level as 1 higher when casting cure and inflict spells. This racial trait replaces nanite surge.

**Empathic Tact**: Amici gain a +2 bonus on Sense Motive, Bluff, Intimidate, and Diplomacy skill checks, as well as Charisma checks. This ability replaces emotionless.

**Darkvision**: He can see perfectly in the dark for up to 60 feet. But he does suffer from Light Blindness. This can be overcome by a spell called Lightsight allowing dark crystal filters to cover his eyes.

**Humanoid Appearance**: Amici gain a +8 bonus on Disguise checks to appear as creatures of one other race, chosen at their creation. This ability replaces exceptional senses.

### Paladin Abilities

Aura of Good (Ex): The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

Smite Evil (Su): 1/day

Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

Lay of Hands: Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch.

#### Knight of Coins:

**Class Skills**: A knight of coins adds Appraise, Knowledge (local), Perception, and Use Magic Device to her list of class skills. She gains a number of skill ranks equal to 4 + her Intelligence modifier at each level, instead of a number of skill ranks equal to 2 + her Intelligence modifier.

Eye for Forgeries (Sp): Detect Magic at a specific object.

#### Invigorator:

Bestow Hope: As a swift action during combat, the invigorator can choose a number of nonevil allies within sight equal to her Charisma modifier upon whom to bestow hope. Once activated, bestow hope grants the invigorator and these allies DR 1/— until the combat ends, at which point the damage reduction immediately ends.

#### Variant Channeling:

**(+1) Bravery/Valor**: *Heal*—Creatures affected by fear may attempt another saving throw and receive a channel bonus on the roll. A creature unaffected by fear gains a channel bonus to its Armor Class until the end of your next turn and on its attack roll if it makes a charge attack before your next turn. *Harm*—This works like a standard channel (not halved).

### Oracle Abilities

#### Spellcasting:

***0-Level***

Balance Weapon

Blowing Dust

Cleanse of Alcohol

Create Water

Detect Magic (Eye for Forgeries)

Divine Mark

Lightsight

Summarize

***1st-Level***

Astute Fighting

Bless

Cure Light Wounds

Healing Stones

Sanctuary

Serenity

Stone Shield

***2nd-Level***

Cure Moderate Wounds

Eagle's Splendor

Hold Person

#### Mystery: Life

**Class Skills**: An oracle with the life mystery adds Handle Animal, Knowledge (nature), and Survival to her list of class skills.

**Bonus Spells**: detect undead (2nd), lesser restoration (4th), neutralize poison (6th), restoration (8th), breath of life (10th), heal (12th), greater restoration (14th), mass heal (16th), true resurrection (18th).

#### Revelations:

*Channel (Su)*: You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier.

*Life Link (Su)*: As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).

*Enhanced Cures (Su): Whenever you cast a cure spell, the maximum number of hit points healed is based on your oracle level, not the limit based on the spell. For example, an 11th-level oracle of life with this revelation may cast cure light wounds to heal 1d8+11 hit points instead of the normal 1d8+5 maximum.*

#### Oracle's Curse: Powerless Prophecy

You are forewarned of danger but can’t act to prevent it. You gain uncanny dodge, as the rogue class feature. However, you can’t take any actions in a surprise round, including free actions, except for flash of insight (see Revelations below). In the absence of a surprise round, you are staggered for the entire first round of combat.

Uncanny Dodge: He cannot be caught flat-footed, nor does he lose her Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A rogue with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against him.