Hit Points:		268 hp																				
Initiative:			+1																				
Speed:			30' (6 sq) (light enc.)																				
Space/Reach:		5 ft./5 ft.																			
AC:		       30 (+5 Natural Armor, +5 Deflection, Dex +1, +9 Other)
                        Touch 25, Flat-footed 20
Saves:			Fort +34, Ref +31, Will +33																				
Abilities:			Str 11, Dex 13, Con , Int 44, Wis 17, Cha 28																				
Base Att/CMB/CMD:	+14 / +14 / 30																							
																					"────┤ Racial Traits ├────
Immunity to all mind-affecting effects (charms, compulsions, morale effects, 
   patterns, and phantasms).
Immunity to bleed, death effects, disease, paralysis, poison, sleep effects,
   and stunning.
Not subject to nonlethal damage, ability drain, or energy drain.
Immune to damage to physical ability scores, exhaustion, and fatigue.
Immunity to any effect that requires a Fortitude save (unless the effect
   works on objects).
Does not need to breathe, eat, or sleep.

────┤ Damage Reduction ├────
15 / Bludgeoning & Magic

────┤ Energy Resistance ├────
Cold: ∞, Electricity: ∞

────┤ Spell Resistance: 22 ├────

────┤ Vision & Senses ├────
Darkvision 60 ft.

────┤ Class Features ├────
Weapon & Armor Proficiency: Wizards are proficient with the club, dagger,
   heavy crossbow, light crossbow, and quarterstaff, but not with any type
   of armor or shield. Armor interferes with a wizard's movements, which can
   cause his spells with somatic components to fail
Concentration check: 1d20+35
Cantrips: cast your Cantrips at will
Bonus Feat: Scribe Scroll
Arcane Bond (Sp): Bonded Object: <name>
   • Free object of Masterwork quality gained at first level
   • Must be worn or wielded to have an effect
   • If you attempt to cast a spell without your bonded object worn or in
     hand, you must make a DC 20 + spell's level concentration check or lose
   • 1/day, use bonded object to cast any spell from your spellbook, even if
     the spell is not prepared. This spell cannot be modified by metamagic
     feats or other abilities, nor be from your opposition schools (if any)
Arcane School: Universal
Hand of the Apprentice (Su): 20/day < OOOOOOOOOOOOOOOOOOOO > 
   As a std action, strike a foe within 30' with your melee weapon at +31 to attack,
   and +0 to damage. This attack is treated as a ranged attack with a thrown
   weapon, except that you add your Intelligence modifier on the attack roll
   instead of your Dexterity modifier
Metamagic Mastery (Su): 6/day < OOOOOO > You can apply any one metamagic
   feat that you know to a spell you are about to cast. This does not alter
   the level of the spell or the casting time. Any time you use this ability
   to apply a metamagic feat that increases the spell level by more than 1,
   you must use an additional daily usage for each level above 1 that the
   feat adds to the spell
Weapon & Armor Proficiency: Antipaladins are proficient with all simple and
   martial weapons, with all types of armor (heavy, medium, and light), and
   with shields (except tower shields)
Aura of Evil (Ex): Level 2
Detect Good (Sp): At will
Smite Good (Su): 1/day: +9 Attack, +2 dmg < O >
   • +4 dmg vs Good Clerics/Dragons/Outsiders/Paladins, bypasses any DR
   • +9 deflection bonus to AC vs target of Smite Good while it is in effect
Unholy Resilience (Su): +9 on all saves
Touch of Corruption (Su): 10/day < OOOOOOOOOO >
   • As a touch attack, deal 1d6 damage
   • Heals Undead by the same amount
Weapon & Armor Proficiency: Oracles are proficient with all simple weapons,
   light armor, medium armor, and shields (except tower shields). Some
   oracle revelations grant additional proficiencies
Concentration check: 1d20+25
Orisons (Sp): Cast 0-level spells at will
Using Inflict spells instead of Cure spells
Oracle’s Curse (Ex): Lame
   • One leg is permanently wounded, reducing your base land speed by 10'
   • Immune to the fatigued and exhausted conditions
Mystery: Lore
   • Bonus Spell Known: Identify, Tongues, Locate Object, Legend Lore,
     Contact Other Plane, Owl's Wisdom (Mass), Vision, Moment of Prescience
   • Unless otherwise noted, activating the power of a revelation is a std
   • Think On It (Ex): 1/day, retry a failed knowledge check with +10 bonus
   • Sidestep Secret (Su): Add your Charisma modifier (+9) instead of your
     Dexterity modifier (+1) to your Armor Class and all Reflex saves
   • Mental Acuity (Ex): You keep getting smarter. +4 inherent bonus to INT
   • Focused Trance (Ex): 9/day, 1d6 round Trance to gain +16 to saves vs
     Sonic and Gaze attacks. After Trance, you may make a single
     Intelligence-based skill check with a +20 circumstance bonus
   • Whirlwind Lesson (Ex): Study a book in 8hrs
      · Allow up to 16 others to join in your study (remembers for 9 days)

────┤  Conditional Skill and Synergies  ├────
-4 on Acrobatics checks made to jump [Base Speed]

────┤ Languages (x34) ├────
Draconic, Common, Common, Common

────┤ Description for the Magical Items Worn ├────
Ring of Protection +5: +5 deflection bonus to armor class
Ring of Freedom of Movement: Under the effect of a freedom of movement spell
Headband of Mental Prowess CHA/INT +6: +6 enhancement bonus to Charisma and
   • Speak Common, Common and Common while wearing this headband
																					────┤ FEATS ├────
Magical Lineage Trait, Scribe Scroll, Spell Penetration, Greater Spell Penetration, 
Forge Ring, Piercing Spell, Quicken Spell, Extend Spell, Craft Wondrous Item, 
Craft Staff, Spell Focus: Necromancy, Greater Spell Focus: Necromancy, Heighten Spell, 
Spell Perfection.

────┤ SKILLS ├────
Acrobatics +1-4, Appraise +37, Bluff +25, Climb +0, Diplomacy +30, Disguise +9, 
Escape Art +1, Fly +22, Handle Animal +30, Heal +22, Intimidate +9, Linguistics +38, 
Perception +29, Ride +5, Sense Motive +32, Spellcraft +38, Stealth +27, Survival +3, 
Swim +0, Use Magic Dev. +27, Kn:Arcana +38, Kn:Dungeon +38, Kn:Geo +38, 
Kn:History +38, Kn:Planes +38, Kn:Religion +38.

────┤ WIZARD (P) SPELLS ├────
Spells per Day: (4/9/8/8/8/8/7/6/6/5; save DC 27+spell level): 
Arcane Mark, Detect Magic, Light, Mage Hand, Feather Fall, Identify, 
Mage Armor, Magic Missile, Shield, Blur, Command Undead, Command Undead, 
Glitterdust, Knock, Resist Energy (acid) Ext, Resist Energy (fire) Ext, 
Resist Energy (sonic) Ext, See Invisibility Ext, Nondetection, Displacement, Dispel Magic, 
Gaseous Form, Haste, Darkvision (Greater), Detect Scrying, Dimension Door, 
Invisibility (Greater), Terrible Remorse, Break Enchantment, Suffocation, Teleport, 
Wall of Force, Curse (Major), Disintegrate, Dispel Magic (Greater), 
Control Construct, Control Undead, Finger of Death, Forcecage, Teleport (Greater), 
Horrid Wilting, Mind Blank, Polymorph Any Object, Maze, Protection from Spells, 
Telekinetic Sphere, Gate, Icy Prison (Mass), Wail of the Banshee, Gate, Time Stop.

────┤ ORACLE (P) SPELLS ├────
Spells per Day: (∞/9/8/8/8/8/7/6/4; save DC 19+spell level): 
Bless, Protection from Law, Protection from Chaos, Ant Haul, 
Shield of Faith, Zone of Truth, Silence, Delay Poison, Desecrate, 
Undetectable Alignment, Magic Circle against Chaos, Magic Circle against Law, Prayer, 
Dispel Magic, Dimensional Anchor, Blessing of Fervor, Inflict Critical Wounds, 
Protection from Energy (Communal), Break Enchantment, Breath of Life, True Seeing, 
Curse (Major), Banishment, Dispel Magic (Greater), Harm, Inflict Serious Wounds (Mass), 
Repulsion, Summon Monster VIII, Moment of Prescience.

────┤ EQUIPMENT ├────
Handy Haversack

Ring of Protection +5
Ring of Freedom of Movement
Headband of Mental Prowess CHA/INT +6
Tome of Leadership and Influence +3
Staff of the Afterlife
The Transcendent Concordance																								


A Manifestation of Chaos Khrol