Denizen of Leng

Benevolence's page

211 posts. Organized Play character for Pirate Rob.


Full Name

Benevolence

Race

Aasimar

Classes/Levels

Wizard 1/Cleric of Abadar 2/Theurge 6 | HP 94/88 | AC 16* T 12 FF 14* CMD 14 | F +10 R +5 W +14 | Init +3 Perc +5 | Darkvision

Strength 7
Dexterity 14
Constitution 18
Intelligence 20
Wisdom 20
Charisma 7

About Benevolence

Benevolence
Male archon-blooded aasimar (lawbringers) cleric (separatist) of Abadar 2/mystic theurge 6/transmuter 1 (Pathfinder Player Companion: Blood of Angels 22, Pathfinder RPG Adventurer's Guide 63, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Magic 32)
LG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +5
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 88 (9 HD; 7d6+2d8+47)
Fort +10, Ref +5, Will +14
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 40 ft.
Melee mwk quarterstaff +3 (1d6-2)
Special Attacks channel positive energy 1/day (DC 9, 1d6)
Spell-Like Abilities (CL 9th; concentration +7)
. . 1/day—continual flame
Arcane School Spell-Like Abilities (CL 7th; concentration +12)
. . 8/day—telekinetic fist (1d4 bludgeoning)
Domain Spell-Like Abilities (CL 8th; concentration +13)
. . 8/day—copycat (round)
Cleric (Separatist) Spells Prepared (CL 8th; concentration +13)
. . 4th—air walk, dimension door[D], freedom of movement, restoration
. . 3rd—daylight, communal delay poison[UC], fly[D], magic circle against evil, prayer
. . 2nd—burst of radiance (DC 17), invisibility[D], shatter (DC 17), sound burst (DC 17), summon monster II
. . 1st—deathwatch, detect evil, longstrider[D], obscuring mist, remove fear, remove sickness[UM] (DC 16), suspend drowning
. . 0 (at will)—detect poison, guidance, purify food and drink (DC 17), stabilize
. . D Domain spell; Domains Travel, Trickery
Transmuter Spells Prepared (CL 9th; concentration +14)
. . 4th—emergency force sphere, dazing magic missile, telekinetic maneuver[OA], telekinetic maneuver[OA]
. . 3rd—countless eyes[UM] (DC 20), haste, haste, dazing snapdragon fireworks[UM] (DC 18), dazing snapdragon fireworks[UM] (DC 18)
. . 2nd—command undead (DC 17), darkvision, darkvision, darkvision, darkvision, false life
. . 1st—feather fall, grease, liberating command[UC], liberating command[UC], magic missile, mount, protection from evil, technomancy
. . 0 (at will)—detect magic, disrupt undead, prestidigitation, read magic
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Statistics
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Str 7, Dex 14, Con 18, Int 20, Wis 20, Cha 7
Base Atk +4; CMB +2; CMD 14
Feats Dazing Spell[APG], Greater Spell Focus (transmutation), Greater Spell Penetration, Spell Focus (transmutation), Spell Penetration, Toughness
Traits magical knack, wayang spell hunter
Skills Acrobatics +2 (+6 to jump), Appraise +17, Diplomacy +10, Fly +9, Heal +9, Intimidate +0, Knowledge (arcana) +11, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +9, Knowledge (religion) +11, Linguistics +16, Sense Motive +19, Spellcraft +17; Racial Modifiers +2 Intimidate, +2 Sense Motive
Languages Abyssal, Aquan, Azlanti, Celestial, Common, Draconic, Dwarven, Elven, Ignan, Infernal, Terran, Thassilonian, Undercommon, Varisian, Vudrani
SQ agile feet (8/day), arcane bond (masterwork quarterstaff), combined spells, forbidden rite (trickery), physical enhancement (+1)
Combat Gear lesser extend metamagic rod; Other Gear mwk quarterstaff, aegis of recovery[UE], belt of mighty constitution +2, cloak of resistance +1, cracked dusty rose prism ioun stone, first aid gloves, headband of mental prowess +2 (Int, Wis), 150 gp
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Special Abilities
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Agile Feet (8/day) (Su) For 1 rd, you ignore difficult terrain.
Cleric (Separatist) Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Cleric (Separatist) Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Cleric Channel Positive Energy 1d6 (1/day, DC 9) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Combined Spells (3rd) (Su) You can prepare the spells of one spellcasting class using another classes' slots.
Copycat (8/day) (Sp) Create a single mirror image duplicate
Darkvision (60 feet) You can see in the dark (black and white only).
Dazing Spell You can cast a spell that dazes those injured by it (duration = spell's level in rounds, Fort negates).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Greater Spell Focus (Transmutation) +1 to the Save DC of spells from one school.
Greed (Transmutation) Transmuters use magic to change the world around them.
Physical Enhancement +1 (Dexterity) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Spell Focus (Transmutation) Spells from one school of magic have +1 to their save DC.
Telekinetic Fist (1d4 bludgeoning, 8/day) (Sp) As a standard action, ranged touch deals bludgeon dam vs. foe in 30 ft.