Vulnudaemon

Adriala Nightmoon's page

86 posts. Organized Play character for william Nightmoon.


Full Name

Adriala Nightmoon

Race

Tiefling (Pitborn)

Classes/Levels

Cleric of Lamashtu 4

Vitals:
HP:27/5 AC:18=(6armor,2dex,) CMB:6 CMD:15 Fort:5 Refl:3 Will:7 Init:+2 Perception:+3

Gender

Female

Size

medium

Age

20

Deity

Lamashtu

Languages

Common, Abyssal, Polyglot

Strength 16
Dexterity 14
Constitution 13
Intelligence 10
Wisdom 16
Charisma 14

About Adriala Nightmoon

Vitals:

HP:27/18 AC:18=(6armor,2dex,)
CMB:6 CMD:15
Fort:5 Refl:3 Will:7
Init:+2 Perception:+3

Teifling Traits(Pitborn):

Ability Modifiers +2 Str, +2 Cha, –2 Int

Native Outsider: Tieflings are outsiders with the native subtype.

Medium: Tieflings are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Tieflings have a base speed of 30 feet.

Darkvision: Tieflings see in the dark for up to 60 feet.

Fiendish Sprinter
Source Advanced Race Guide pg. 1
Some tieflings have feet that are more bestial than human. Whether their feet resemble those of a clawed predator or are the cloven hooves common to many of their kind, tieflings with this trait gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions. This racial trait replaces skilled.

Maw or Claw
Source Advanced Race Guide pg. 1
Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait.(claw)

Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Prehensile Tail
Source Advanced Race Guide pg. 1
Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc.

Cleric Traits:

Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity.

Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).

Spells: A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare her spells in advance.

To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.

Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.

Domains: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.

Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.

In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action.

A full list of Cleric Domains can be found here.

Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

An evil cleric (or a neutral cleric who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).

A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy).

Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

Bonus Languages: A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race

Domains:

Evil(Canabalizm Subdomain)
Granted Powers: You are sinister and cruel, and have wholly pledged your soul to the cause of evil.

Consume the Enemy (Su): As a full-round action that is considered an evil act and provokes attacks of opportunity, you can bite a helpless living or freshly killed creature, dealing 1d3 points of damage. By consuming the creature’s flesh, you gain a +1 profane bonus on saving throw DCs for all spells, spell-like abilities, and supernatural abilities you use against creatures of the same type (and subtype, if humanoid or outsider) as the cannibalized creature. This effect lasts for a number of minutes equal to 1/2 your cleric level or until you use this ability against a different creature. At 5th, 10th, 15th, and 20th level, this bonus increases by 1 (+5 maximum). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Scythe of Evil (Su): At 8th level, you can give a weapon touched the unholy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Domain Spells: 1st—magic fang, 2nd— enemy’s heart, 3rd—greater magic fang, 4th—unholy blight, 5th—dispel good, 6th—create undead, 7th—blasphemy, 8th—unholy aura, 9th—summon monster IX (evil spell only).

Strength (Furosity subdomain)
Ferocious Strike (Su): Whenever you make a melee attack, you can designate that attack as a ferocious strike. If the attack hits, it deals additional damage equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier

Might of the Gods (Su): At 8th level, you can add your cleric level as an enhancement bonus to your Strength score for a number of rounds per day equal to your cleric level. This bonus only applies on Strength checks and Strength-based skill checks. These rounds do not need to be consecutive.

Domain Spells: 1st—enlarge person, 2nd—bull's strength, 3rd—Rage, 4th—spell immunity, 5th—righteous might, 6th—Bull's Strength (mass), 7th—grasping hand, 8th—clenched fist, 9th—crushing hand.

Skills/Feats/Traits:

Appraise (Int),
Craft (weapons)(Int),7/0/0
Diplomacy (Cha),
Heal (Wis),
Knowledge (arcana) (Int),
Knowledge (history) (Int),
Knowledge (nobility) (Int),
Knowledge (planes) (Int),7/0/
Knowledge (religion) (Int),7/0/
Linguistics (Int),
Profession (Smithing)(Wis),7/3/0
Sense Motive (Wis),
Spellcraft (Int),

Feats
Feindish heritage(Able to make armor/Sheilds Spiked)
Cleric Proficiency
Power attack

Traits
Birthmark
Source Ultimate Campaign pg. 54
You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.

Dark Magic Affinity
Source Blood of Fiends pg. 30
Category Race
Requirement(s) Tiefling
You have an instinctive talent for unleashing the vilest spells, letting the taint in your blood empower your malicious magic. Whenever you cast a spell with the evil descriptor, you act as if you were one level higher for the purpose of determining that spell’s effects.

Spells:

0-(4/day) Detect Magic, Read Magic, Guidence, light

1-(4+1/day)cure light wounds, Bless, Protection From Law, Infenal Healing+ enlarge Person

2-(3+1/day),cure Moderate wounds, Savage Maw, Animate Dead-Lesser, +Bull's Strength.

Equipment:
GP:104
Adimantium Falchion, Masterwork Breastplate, light Steel Shield, a backpack, a bedroll, a belt pouch, candles (10), a cheap unholy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden unholy symbol, Black Adder Venom (5), Masterwork Fortune-teller's deck, Cracked Gamboge Nodule Ioun stone(Drow Sleeping Poison,

Background:

Adriala has no parents... Her mother is Lamashtu. She carries her mother with her, as a mark on her chest. Those that see her know something is wrong, for her face is always covered in blood.

Adriala tends to get in trouble quite a bit. After all she spends her nights eating her enemies alive. But most wouldn't know that for she isn't stupid. She just ends up being the one everyone looks at when something goes wrong.

She believes that Lamashtu isn't about destroying everything but rather making it perfect in her own way. Having monsters, the spawn of Lamashtu, dominant over all else