About Alamar Heavenlight
Devko Sabreev
Male human (Chelaxian) cleric of Dispater 14
LE Medium humanoid (human)
Init +1; Senses Perception +20
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Defense
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AC 20, touch 12, flat-footed 19 (+5 armor, +1 deflection, +1 Dex, +3 shield)
hp 134 (14d8+42) (currently 129)
Fort +16, Ref +9, Will +20; +4 morale vs. poison and fear
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Offense
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Speed 30 ft.
Melee mwk heavy mace +13/+8 (1d8)
Special Attacks channel negative energy 9/day (DC 26, 7d6)
Domain Spell-Like Abilities (CL 14th; concentration +20)
. . At will—master's illusion (14 rounds/day)
. . 9/day—copycat (14 rounds)
Cleric Spells Prepared (CL 14th; concentration +20)
. . 7th—mass cure serious wounds, repulsion[D] (DC 23), undeath to death (DC 23)
. . 6th—brilliant inspiration[D,APG] (DC 22), heal, heal, heal, heroes' feast
. . 5th—breath of life (DC 21), greater command[D] (DC 21), major curse[UM] (DC 22), flame strike (DC 21), lesser spellcasting contract (DC 21)
. . 4th—blessing of fervor[APG] (DC 20), confusion[D] (DC 20), death ward, death ward, dimension door, freedom of movement
. . 3rd—bestow curse (DC 20), cure serious wounds, cure serious wounds, dispel magic, magic circle against chaos, prayer[D]
. . 2nd—cure moderate wounds, cure moderate wounds, grace[APG], invisibility[D], remove paralysis, resist energy, status
. . 1st—ant haul[APG] (DC 17), bless[D], cure light wounds, cure light wounds, endure elements, infernal healing[ISWG], shield of faith
. . 0 (at will)—detect magic, guidance, light, stabilize
. . D Domain spell; Domains Nobility (Leadership subdomain), Trickery
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Statistics
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Str 10, Dex 12, Con 16, Int 14, Wis 23, Cha 22
Base Atk +10; CMB +12; CMD 22
Feats Command Undead, Eldritch Heritage[UM], Improved Channel, Improved Eldritch Heritage[UM], Leadership, Quick Channel[UM], Selective Channeling, Skill Focus (Knowledge [religion]), Spell Focus (necromancy)
Traits sacred conduit, teacher's pet
Skills Bluff +22, Diplomacy +20, Disguise +10, Knowledge (arcana) +6, Knowledge (history) +6, Knowledge (nobility) +6, Knowledge (planes) +10, Knowledge (religion) +25, Linguistics +7, Perception +20, Sense Motive +16, Spellcraft +19, Stealth +5, Use Magic Device +7
Languages Abyssal, Common, Infernal, Necril, Varisian
SQ inspiring command, new arcana, variant channeling (rulership variant channeling[UM])
Combat Gear pearl of power (1st level), pearl of power (1st level), pearl of power (1st level), pearl of power (1st level), pearl of power (1st level), potion of darkvision (2), potion of remove blindness/deafness, reach metamagic rod[APG], ring of the ram, scroll of death ward, scroll of delay poison, remove paralysis; Other Gear infernal protectrice (bestow curse), +2 light steel shield, mwk heavy mace, - arcane bond amulet -, belt of mighty constitution +4, boots of levitation, cloak of resistance +3, headband of inspired wisdom +2, ring of protection +1, jewelry[UE], noble's outfit, poudre de diamant (worth 600 gp), true seeing composant (worth 500 gp), 174 gp, 5 sp
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Special Abilities
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Arcane Bond (Amulet) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Cleric Channel Negative Energy 7d6 (9/day, DC 26) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Leadership)
Cleric Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Command Undead (DC 26) Channel energy can take control of undead.
Copycat (9/day) (Sp) Create a single mirror image duplicate
Inspiring Command (5 allies) (Su) Allies gain +2 Attack AC, CMD, skill checks
Leadership (score 20) You attract loyal companions and devoted followers.
Master's Illusion (14 rounds/day, DC 23) (Sp) Hide self and allies in 30 ft, as with veil but enhanced DC.
New Arcana (Ex) Add 1 spell to your list of spells known
Quick Channel Channel energy faster by expending more uses
Rulership Variant Channeling (±3 Profane) Diplomacy bonus/dazed
Selective Channeling Exclude targets from the area of your Channel Energy.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
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