Fort +10 (+11), Ref +5 (+7), Will +13 (+14) (+1 vs. fear) | Init +1 | Perception +5 | 2/6 Channel Energy; 6/8 Divine Vessel; 1/1 Magical Epiphany | Active Effects: Haste, Prayer, Aid
Gender
Female Human Cleric of Nethys 8 | 71/71 HP (4/4 TEMP) | AC 22 (20; Haste, no Shield), T 12 (13), FF 20, CMD 21 |
About Aurora Fallowarc
Basics:
Aurora Fallowarc
Female Human Cleric of Nethys 8
Neutral Medium Humanoid (Human)
Init +1; Perception +5
Defense:
AC 22, Touch 12, Flat-Footed 20; (+7 armor, +1 deflection, +1 Dex, +3 shield)
hp 71 (8d8+16)
Fort +10, Ref +5, Will +13
Offense:
Speed 20ft.
Melee +1 Light Mace +10/+5 (1d6+4; 20/x2)
Masterwork Quarterstaff +10/+5 (1d6+5; 20/x2)
Ranged Light Crossbow +7 (1d8; 19-20/x2)
Special Attacks Channel Positive Energy (4d6, DC 14, 6/day)
Spells:
Spells Prepared (CL 8th; Concentration +11)
4th—Spell Immunity(D), OPEN SLOT, OPEN SLOT, OPEN SLOT
3rd—Protection from Energy(D), Prayer x2, Water Breathing, OPEN SLOT
2nd— Aid, Protection from Evil (Communal), Resist Energy, Shield Other(D), Water Walk (Communal)
1st—Bless x2, Divine Favor, Sanctuary(D) (DC 14), Shield of Faith (+3)
0 (At Will)—Create Water, Detect Magic, Guidance, Stabilize
Domains Divine, Protection
Statistics:
Str 16, Dex 12, Con 14, Int 10, Wis 20, Cha 13
Base Atk +6; CMB +7; CMD 21
Feats Bless Equipment, Channel Smite, Extra Channel, Magical Epiphany, Quick Channel
TraitsEldritch Delver(+1 trait bonus on all Knowledge (dungeoneering) and Knowledge (history) checks, and you may treat your caster level as 1 level higher for all conjuration spells of the teleportation subschool), Underlying Principles(You gain a +1 trait bonus on Use Magic Device checks, and Use Magic Device is a class skill for you.), Jeweler's Conversation(+1 to Appraise)
Potion of Bull's Strength,
Potion of Invisibility,
Potion of Remove Disease,
Potion of Stone to Flesh;
Scroll of Summon Monster IV,
Scroll of Breath of Life,
Scroll of Lesser Restoration x3
Wand of Cure Light Wounds (50 charges)
Wand of Cure Light Wounds (50 charges)
Other Gear
+1 Breastplate,
Yaza's Other +1 Light Mace,
+1 Heavy Wooden Shield,
+1 Ring of Protection,
Ring of the Faithful Dead,
Belt of Giant Strength +2,
Masterwork Quarterstaff,
Cold Iron Dagger,
Silver Sickle,
Carrier Backpack,
Chain (10ft.)
Cleric's Kit (a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), a waterskin, and a wooden holy symbol.),
Spring-Loaded Wrist Sheath (Cold Iron Dagger within),
Sunrod (2),
Vermin Repellent (4),
Flask of Holy Water (2),
Coffee bean grinder,
Trail Rations (8)
2,000gp of diamond dust,
100gp of powdered silver,
14,464gp
Staff of the Battlecleric - +1 Grayflame quarterstaff that can shine with an oddly grey glow.
Purify Body: 2 charges
Breath of Life: 3 charges
Restoration: 5 charges
8/10 charges left.
===== Special Abilities =====
Divine Vessel (Su): Whenever you are the target of a divine spell, you can, as a swift action, grant each ally within 15 feet of you a divine boon. This boon grants a +2 bonus on the next attack roll, skill check, or ability check made before the end of their next turn. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Protection Domain: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Resistant Touch (Sp): As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Familiar - Nicothoe:
Nicothoe
Harpy Chick
CE Tiny monstrous humanoid
Init +4; Senses: darkvision 60 ft.; Perception +7
DEFENSE
AC 18, touch 14, flat-footed 14 (+3 Dex, +1 dodge, +4 natural via familiar)
HP 31 (half Aurora’s)
Saves (Aurora’s): Fort +9, Ref +5, Will +10
OFFENSE Speed: 20 ft., fly 40 ft. (poor [she’s still learning])
Melee: 2 talons +3 (1d4)
Special Attacks: captivating song
STATISTICS Str 8, Dex 16, Con 10, Int 7 (9 as level 7 familiar), Wis 12, Cha 17
Base Atk (Aurora’s) +5; CMB +2; CMD 15
Feats: Dodge, Great Fortitude
Skills: (seven ranks to assign beyond what I’ve got here, Aurora! And/or she can use your own skills). Bluff +7, Fly +7, Intimidate +7, Perception +7, Perform (song) +5,
Languages: Common
A harpy’s song has the power to infect the minds of those that hear it, calling them to the harpy’s side. When a harpy sings, all creatures aside from other harpies within a 300-foot spread must succeed on a DC 16 Will saving throw or become captivated. A creature that successfully saves is not subject to the same harpy’s song for 24 hours. A victim under the effects of the captivating song moves toward the harpy using the most direct means available. If the path leads them into a dangerous area such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet of the harpy simply stands and offers no resistance to the harpy’s attacks. This effect continues for as long as the harpy sings and for 1 round thereafter. This is a sonic mind-affecting charm effect. The save DC is Charisma-based.
[Note from the GM: This is a pretty powerful ability to have on tap—I am going to start off by reversing an earlier decision to make you all immune to this power and instead say that only Aurora is immune as the bonded one. That way, Nico can use it to nuke an encounter, but its use will be restricted to situations that have already gone pretty sideways. That said, pranking is highly encouraged out of combat.]
[GM: The DC happens to be 16 for Nico as a familiar right now, I think, because she’d get DC 10+3 for Aurora’s 7 HD + 3 for CHA. It’ll go up as you level up.]
[GM: In general, I will not target Nico unless you bring her into combat, as per normal Pathfinder familiar courtesy.]