About Chezare LeoniLevel XVII | Art (Social) | Art (Real) |
Spells Known:
-------------------- +12 bonus on caster level checks made to overcome the spell resistance of outsiders [+28 total] +2 to the DC & CL of all spells with the evil descriptor -------------------- Orisons & Cantrips CL11 (Race, 1/day): Purify Food and Drink, Create Water, Spark
-------------------- Spell-like ability (in urban terrain; 1/day + recharge)
Obedience
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Level 1 (6/day)
Level 2 (5/day)
Level 3 (5/day)
Level 4 (5/day)
Level 5 (4/day)
Level 6 (3/day)
Level 7 (3/day)
Level 8 (2/day)
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Level 1
Skills:
-------------------- Bluff +37 (+17 rank +3 class +6 cha +4 feat +2 oracle +5 competence) Intimidate +32/+36 (+17 rank +3 class +6 cha +2 oracle +4 class +4 Bloody Tears and Jagged Smile) Disguise +25 (+1 rank +3 class +2 feat +6 cha +2 kit +1 guidance +10 disguise self) Sense Motive +19 (+11 rank +3 class +5 wis) Diplomacy +15/+17 (+1 rank +3 class +6 cha +5 competence +2 Enhanced Diplomacy) & -4 with good or lawful creatures -------------------- Knowledge (Planes) +6/+8* (+3 rank +3 class) Knowledge (Any Other) +4/+6* (+1 [9] rank +3 class) Craft (Alchemy) +4 (+1 rank +3 class) Linguistics +4 (+1 rank +3 class) Spellcraft +4 (+1 rank +3 class) Appraise +4 (+1 rank +3 class) -------------------- Perception +29/+31* (+17 rank +3 class +5 wis +4 item) Stealth +24/+28 (+17 rank +3 class +5 cloak +4 in crowd -1 armor) Heal +11 (+3 rank +3 class +5 wis) Profession (Torturer) +9 (+1 rank +3 class +5 wis) -------------------- *+2 on Perception and Knowledge checks by Heightened Awareness spell -------------------- Feats:
Demonic Obedience: You physically defile yourself, others, or holy objects in order to prove your blasphemous devotion to a demon lord and gain special boons. Nocticula, Our Lady in Shadow: Ingest a dose of psychedelic plants or fungi and engage in any number of sexual acts (either alone or with others), during which at least a pint of blood must be shed. Gain a +4 profane bonus on saves against blindness and charm effects.
Channel Discord: You can focus the Abyss’s power to sow discord among those who take damage from your channeled energy. Once per day when you channel negative energy to harm living creatures, in addition to dealing damage you can choose to affect those who fail their Will save against your channel with a song of discord (caster level equal to your effective cleric level). Fiendskin The forces of darkness gird you against the light. You gain defensive abilities related to your patron’s outsider subtype:
Mask of Virtue: Your alignment is known to you and you alone. Those who try to learn your true alignment find it hidden or receive a false result. Depending on the number of damnation feats you possess, spells or special abilities that would normally reveal your alignment return a vague or incorrect result. If this feat disguises your alignment, you can use either your true alignment or the false one when using magic items with alignment prerequisites:
Soulless Gaze: Otherworldly dread infuses your gaze. You can use the Intimidate skill to manipulate and terrify others:
Maleficium: You are a master of dark magic. You cast spells with the evil descriptor with increased potency.
Command Undead: Using foul powers of necromancy, you can command undead creatures, making them into your servants. As a standard action, you can use one of your uses of channel negative energy to enslave undead within 30 feet. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead. Intelligent undead receive a new saving throw each day to resist your command. You can control any number of undead, so long as their total Hit Dice do not exceed your cleric level. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If an undead creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict. Selective Channeling: You can choose whom to affect when you channel energy. When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy Improved Channel: Your channeled energy is harder to resist. Add 2 to the DC of saving throws made to resist the effects of your channel energy ability. Extra Revelation (Focused Trance): You have discovered a new aspect of your mystery. You gain one additional revelation. You must meet all of the prerequisites for this revelation. Blind-Fight: (Wayfinder) You are skilled at attacking opponents that you cannot clearly perceive. In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however. You do not need to make Acrobatics skill checks to move at full speed while blinded. Improved Initiative: (Bonus) Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on initiative checks. Great Fortitude: (Bonus) You are resistant to poisons, diseases, and other maladies. You get a +2 bonus on all Fortitude saving throws. Deceitful: (Bonus) You are skilled at deceiving others, both with the spoken word and with physical disguises. You get a +2 bonus on all Bluff and Disguise skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. Feign Curse: (Deceitful, Bluff 5 ranks, Spellcraft 1 rank) You can fool others into believing you have ensorcelled them. As a standard action, you can feign placing a curse on a target. The target must attempt a Sense Motive or Spellcraft check (whichever skill that target has a higher bonus with) against a DC equal to 15 + your number of ranks in Bluff + your Charisma modifier, with a bonus on his skill check equal to any conditional bonus he has on saving throws against hexes or curses (like from the spell hex ward). If he fails, he becomes plagued by self-doubt and second-guesses himself. For his next two attack rolls, saving throws, skill checks, or ability checks, he rolls twice and takes the lower result; for every 5 ranks of Bluff you possess beyond 5, this ability affects an additional roll. This is a mind-affecting effect, and it doesn't work if the target is immune to curses. Once you attempt to feign putting a curse on a creature, you cannot do so again against the same creature for 24 hours, and if the target succeeds at detecting your ruse, he gains a +10 bonus against future attempts. Defensive Combat Training: You excel at defending yourself from all manner of combat maneuvers. You treat your total Hit Dice as your base attack bonus when calculating your Combat Maneuver Defense. Special Qualities:
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Chaos (Demon): Fury of the Abyss (Su): As a swift action, you can give yourself an enhancement bonus equal to 1/2 your cleric level (minimum +1) on melee attacks, melee damage rolls, and combat maneuver checks. This bonus lasts for 1 round. During this round, you take a –2 penalty to AC. You can use this ability for a number of times per day equal to 3 + your Wisdom modifier. Chaos Blade (Su): At 8th level, you can give a weapon touched the anarchic 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. Political Skill: A cardinal adds Bluff, Intimidate, Knowledge (geography), and Knowledge (local) to her list of class skills. She gains a number of skill ranks equal to 6 + her Intelligence modifier at each level, instead of the normal 2 + her Intelligence modifier. However, she gains only one domain, and her base attack bonus from cleric levels is equal to half her class level (which is the same as for a sorcerer or wizard). This ability replaces the cleric’s spontaneous casting ability. It alters the cleric’s domains, as well as her class skills, skill ranks per level, and base attack bonus. --------------------
Demonic: Your heart is cursed with the pull of the Abyss. You cannot cast spells with the good or lawful descriptors, nor can you summon good or lawful creatures. Good and lawful creatures instinctively distrust you, and you take a –4 penalty on all Diplomacy checks against such creatures. You gain a +2 bonus on all Bluff and Intimidate checks. Sidestep Secret (Su): Your innate understanding of the universe has granted you preternatural reflexes and the uncanny ability to step out of danger at the very last second. Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws. Your armor's maximum Dexterity bonus applies to your Charisma instead of your Dexterity. Focused Trance (Ex): You can enter a deep meditation, blocking out visual and auditory stimuli and allowing you to concentrate on a single problem, philosophical issue, or memory. This trance lasts 1d6 rounds, during which time you can only take move actions. During this period, you gain a bonus equal to your level on all saves against sonic effects and gaze attacks. When you come out of your trance, you may make a single Intelligence-based skill check with a +20 circumstance bonus. You may enter your focused trance a number of times per day equal to your Charisma modifier. -------------------- Traits:
Sacred Conduit [Faith]: Your birth was particularly painful and difficult for your mother, who needed potent divine magic to ensure that you survived (your mother may or may not have survived). In any event, that magic infused you from an early age, and you now channel divine energy with greater ease than most. Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy. Ordinary [Social]: The only thing extraordinary about your appearance is its ordinariness. You carry yourself in an understated way, and many people who see your face soon forget it. You gain a + 4 trait bonus on Stealth checks whenever you attempt to hide in a crowd. Equipment:
Slippers of Spider Climb Belt of mighty constitution +6 - 36 000 +3 Mithral Breastplate
Handy Haversack Ring of Protection +4 - TR
Staff of Healing (7/7) Wand of Cure Critical Wounds (12/15) 1 Wands of Hold Person [9/10] (DC13, 2 rounds) Wand of Cure Moderate Wounds [17/50] Wand of Lesser Restoration [43/50] Phylactery of Negative Channeling - 11 000 Masterwork Spiked Gauntlet - TR Cloak of Elvenkind - TR MWK Crossbow, hand - TR Disguise Kit (6/10) Bolt(s), crossbow (14) - 2 gp Divine Focus Tattoo - 100 gp Scrolls: Remove Fear, Remove Disease, Greater Restoration, Break Enchantment Portions: Remove Paralysis, Cure Moderate Words, Invisibility Ion stones: Pink and Green Sphere (+2 cha) - 8500 gp
Coin 39 000 Spent Languages:
Common, Abyssal, Infernal Racial Traits:
+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
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