Jozan

Derrik-bot's page

2 posts. Alias of PJP.


Full Name

Derrik Nular

Race

HP 51 l AC 19 (FF 19, T 10) l F+8/R+3/W+11 l Ini +4 l Perc +9

Classes/Levels

cleric of Milani 5/exalted 1

Size

Medium

Alignment

Chaotic Good

Deity

Milani

Languages

Common, Dwarven, Giant, Giant, Orc

Strength 14
Dexterity 10
Constitution 14
Intelligence 13
Wisdom 20
Charisma 16

About Derrik-bot

Male human cleric of Milani 8
CG Medium humanoid (human)
Hero Points: 8
Languages: Common, Dwarven, Giant, Giant, Orc
Init +6; Senses Perception +9

Defense:
AC 19, touch 10, flat-footed 19 (+7 armor, +2 shield)
hp 66 (8d8+16)
Fort +10 (+6 cleric +2 con +2 resistance)
Ref +5 (+3 cleric +0 dex +2 resistance)
Will +13; +2 vs. charm and compulsion effects (+6 cleric +5 wis +2 resistance)

Deflection Aura (8 rounds, 1 of 1/day) (Su) 20'r aura grants +2 AC and +2 CMD
Aura of protection (8 of 8 rounds/day, non-consecutive) 30’ radius; +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic).
Liberation (8 of 8 rounds remain) - move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement.
Freedom's Call (Su): (8 of 8 rounds remain) 30’ aura of freedom. Allies within this aura are not affected by the confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions. This aura only suppresses these effects, and they return once a creature leaves the aura or when the aura ends, if applicable.

Offense:
Speed 20 ft. (30 ft. base reduced for armor)
Base Atk +6/+1; CMB +8; CMD 17 (+22 vs disarm)

Melee
+1 large giant-bane longspear (Heartspit) +8/+3 (1d10+3)
+1 Morning star +8/+3 (1d8+3)

Ranged
Light crossbow +6 (1d8/19-20)

Cleric Channel Positive Energy 4d6 (6/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.

Cleric Spells Prepared CL 8th; Concentration: +13 (+8 lvl +5 wis)
4th (DC 19) - Can spontaneously cast Cure Critical Wands (4d8+8)
C1. Air walk
C2. Dimensional anchor
B1. Repel vermin
D1. Spell immunity (10 min/lvl, 2 specific spells)
3rd (DC 18) - Can spontaneously cast Cure Serious Wands (3d8+8)
C1. Blindness/deafness
C2. Dispel Magic
C3. Speak with Dead
B1. Create Food and Water
D1. Remove curse
(3+1+D) beacon of luck , invisibility purge , prayer, remove curse(D)
2nd (3+1+D) - Can spontaneously cast Cure Moderate Wands (2d8+8)
C1. Aid +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
C2. Consecrate: Fills area with positive energy, weakening undead.
C3. Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
B1. Silence: Negates sound in 20-ft. radius.
D1. Barkskin
aid, barkskin(D), blessing of courage and life APG (DC 16), shield other , weapon of awe APG (DC 16)
1st (4+2+D) - Can spontaneously cast Cure Light Wands (1d8+5)
C1. Bless: Allies gain +1 on attack rolls and saves against fear
C2. Obscuring Mist: Fog surrounds you.
C3. Endure Elements: Exist comfortably in hot or cold regions.
C4. DetectEvil: Reveals creatures, spells, or objects of selected alignment.
B1. Bless: Allies gain +1 on attack rolls and saves against fear
B2. Comprehend Languages: You understand all spoken and written languages
D1. Remove fear
0 (at will)
C1. detect magic
C2. guidance
C3. spark (DC 14)
C4. virtue

D Domain spell; Domains Protection (Defense subdomain), Liberation

Statistics:
Str 14!, Dex 10, Con 14, Int 13, Wis 20, Cha 16*
! +2 from hand, * +2 from headband

Feats
Improved Initiative (lvl 1)
Scribe Scroll (lvl 3)
Selective Channel (lvl 5)
Clarifying Channel (lvl 7) - 1/day when you channel positive energy to heal living creatures, if any of the creatures you healed are currently affected by one or more charms or compulsions that allowed a saving throw, you grant each of those creatures an immediate save to prematurely end one of those effects. Creatures healed gain a sacred bonus on this save equal to your Cha bonus (minimum +1).

Traits Reactionary, student of giant kind

Skills 32 pt (2+1+1FC per level * 8)
Acrobatics -6 (-10 to jump)
Appraise +5 (1 ranks + 1 Int +3 class)
Diplomacy +11/+12 vs. giants (2 ranks + 2 Chr +3 class)
Heal +12 (4 ranks + 5 Wis +3 class)
Knowledge (arcana) +6 (2 ranks + 1 Int +3 class)
Knowledge (history) +6 (2 ranks + 1 Int +3 class)
Knowledge (local) +8/+9 regarding giants (4 ranks + 1 Int +3 class)
Knowledge (nobility) +5 (1 ranks + 1 Int +3 class)
Knowledge (planes) +5 (1 ranks + 1 Int +3 class)
Knowledge (religion) +8 (4 ranks + 1 Int +3 class)
Linguistics +5 (1 ranks + 1 Int +3 class)
Perception +8 (4 ranks + 1 Int +3 class)
Sense Motive +10 (2 ranks + 5 Wis +3 class)
Spellcraft +8 (4 ranks + 1 Int +3 class)

Gear
Nagrym's Hand (minor artifact)
Heartspit (longspear)
Morningstar +1

Breastplate +1, ironwood
Shield, +1 Heavy Darkwood
Healer’s Gloves
Shawl of Life-Keeping
Headband of alluring charisma +2

bolts (10)
Crossbow, light

Belt pouch
flint and steel,

Handy Haversack
Bedroll, mess kit, pot, soap, spell component pouch, waterskin
Wooden holy symbol of Milani
Healer’s Kit 18/20 uses
Holy Water x 4
5lb of rose seeds
Bandages of Rapid Recovery (3)
potion of remove sickness (2)
rope, 50' of silk
Smokestick
Sooth Syrup x 2
Thunderstones (2)
Wand of remove curse (9 charges)

Spring loaded Wrist Sheath
Wand of CLW (21 charges)
Wand of CLW (50 charges)

Scroll cases (2)
Scroll of Barkskin (2)
Scroll of Bull’s strength (3)
Scroll of Delay Disease (3)
Scroll of Grace (3)
Scroll of Life Pact (3)
Scroll of shield of Fortification (3)
Scroll of spear of purity

Holy text (Milani)
74 gp, 2 sp, 5 cp

Cleric Domain (Defense/Protection) Granted Powers:
Granted Powers: 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.

Deflection Aura (Su): Once each day, you can emit a 20-foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense.

Aura of Protection (Su): At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your cleric level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.

Domain Spells: shield, 2nd—barkskin, 3rd—protection from energy, 4th—spell immunity, 5th—spell resistance, 6th—antimagic field, 7th—deflection, 8th—mind blank, 9th—prismatic sphere.

Cleric Domain (Liberation)
Granted Powers: You are a spirit of freedom and a staunch foe against all who would enslave and oppress.

Liberation (Su): You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.

Freedom's Call (Su): At 8th level, you can emit a 30-foot aura of freedom for a number of rounds per day equal to your cleric level. Allies within this aura are not affected by the confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions. This aura only suppresses these effects, and they return once a creature leaves the aura or when the aura ends, if applicable. These rounds do not need to be consecutive..

Domain Spells: 1st—remove fear, 2nd—remove paralysis, 3rd—remove curse, 4th—freedom of movement, 5th—break enchantment, 6th—greater dispel magic, 7th—refuge, 8th—mind blank, 9th—freedom.

NARGRYM’S STEEL HAND (ARTIFACT, MINOR) CL 20th
WEIGHT 3 lbs.
AURA strong transmutation
Forged from solid steel, this magically animated prosthetic hand is elaborately sculpted down to the finest detail. Nargrym’s steel hand can be used to replace the normal hand of a humanoid creature—it can’t be worn in addition to an already existing hand. When attached to the wrist stump of a living humanoid creature, Nargrym’s steel hand magically forms a permanent bond to the wearer’s flesh and nerves. Once the hand has bonded to the wearer’s wrist, the wearer gains full control over the hand as if it were part of his own body. The hand has a full range of motion and functions as a normal hand. While worn, Nargrym’s steel hand grants its wearer a +2 enhancement bonus to Strength and a +5 bonus to CMD against disarm attempts. In addition, the wearer can wield weapons of one size category larger than the wearer’s size without penalty and without altering the weapon’s designation as a light, one-handed, or two-handed weapon. For example, a Medium creature wearing Nargrym’s steel hand could wield a Large longspear as a two-handed weapon without penalty. However, whenever the wearer of the hand is within line of sight of a creature with the giant subtype, he must succeed at DC 15 Will save or be compelled to attack the giant, as suggestion. Once bonded to a wearer, Nargrym’s steel hand cannot be removed except by the wearer or after the wearer’s death.
DESTRUCTION
Nargrym’s steel hand is destroyed if it is smashed by a giant wielding a hammer of thunderbolts.

HEARTSPIT
10,310 PRICE GP CL 8th WEIGHT 18 lbs.
AURA moderate evocation
Nargrym Steelhand took this spear from the dead hands of the taiga giant warlord Neveraka, and used the weapon for the rest of his giantslaying career. Fitted with a menacingly cruel 2-foot-long barbed iron head, this Large +1 giant-bane longspear can skewer an opponent, lodging beneath the flesh and holding fast. On a confirmed critical hit with the spear, Heartspit’s wielder can attempt a combat maneuver check to grapple the target as a free action. This grapple attempt does not provoke an attack of opportunity from the target if that creature is not threatening the wielder. While grappling a creature with Heartspit, the wielder can move or damage the target with the spear only on the wielder’s turn. The wielder is still considered grappled, though he does not have to be adjacent to the target to continue the grapple. If the wielder ends the grapple or the target successfully breaks the grapple, the target takes 4d6 points of slashing damage as the spear’s barbed head is ripped free.