| Classes/Levels |
Female human cleric of Isis 3/mystic theurge 1/wizard 3 | HP 50/50 | AC 16, T 15, FF 11 | F: +6 R: +7, W: +12 | Perc +3 | Init +8 |
About Eminesa
(pronounced Em-i-NEE-sah)
consumables used this scenario:
wand of magic missile:
updated 1/17/2026
today's cleric spells remaining:
2: cure moderate wounds[D], delay poison, hold person (DC 16), life pact
1: bless, cure light wounds[D], divine favor, protection from evil, protection from evil
0: create water, guidance, purify food and drink, stabilize
today's wizard spells remaining:
2: burst of radiance (DC 17), burst of radiance (DC 17), fire breath[APG] (DC 17)
1: color spray (DC 15), ear-piercing scream[UM] (DC 16), grease, magic missile
0: detect magic, light, message, read magic
uses remaining:
rebuke death 7/7
Hand of the Apprentice 7/7
Hand of the Acolyte 7/7
channel positive energy 5/5
Eminesa
Female human cleric of Isis 3/mystic theurge 1/wizard 3
NG Medium humanoid (human)
Init 10; Senses Perception +4
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Defense
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AC 16, touch 15, flat-footed 11 (+1 armor, +4 Dex, +1 dodge)
hp 50 (7 HD; 4d6+3d8+17)
Fort 6, Ref 7, Will 12
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Offense
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Speed 30 ft.
Melee dagger +2 (1d4-1 P or S/19+)
Domain Spell-Like Abilities (CL 4th; concentration +8)
. . 7/day—rebuke death (1d4+1)
Cleric Spells Prepared (CL 4th; concentration +8)
. . 2nd—cure moderate wounds[D], delay poison, hold person (DC 16), life pact[ACG]
. . 1st—bless, cure light wounds[D], divine favor, protection from evil, protection from evil
. . 0 (at will)—create water (at will), guidance (at will), purify food and drink (at will) (DC 14), stabilize (at will)
. . D Domain spell; Domains Healing, Magic
Wizard Spells Prepared (CL 4th; concentration +8)
. . 2nd—burst of radiance (DC 17), burst of radiance (DC 17), fire breath[APG] (DC 17)
. . 1st—color spray (DC 15), ear-piercing scream[UM] (DC 16), grease, magic missile
. . 0 (at will)—detect magic (at will), light (at will), message (at will), read magic (at will)
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Statistics
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Str 8, Dex 18, Con 12, Int 18, Wis 19, Cha 10
Base Atk +3; CMB 2; CMD 17
Feats Combat Casting, Dodge, Extra Channel, Improved Initiative, Spell Focus (evocation), Toughness
Traits blessed touch, reactionary
Skills Acrobatics +7, Diplomacy +9, Heal +8, Knowledge (arcana) +14, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (planes) +8, Knowledge (religion) +14, Linguistics +14, Spellcraft +14, Use Magic Device +7
Languages Celestial, Common, Draconic, Dwarven, Elven, Gnome, Goblin, Infernal, Osiriani, Sylvan, Thassilonian, Vanaran
Combat Gear wand of cure light wounds, wand of magic missile; Other Gear dagger, belt of incredible dexterity +4, bracers of armor +1, cloak of resistance +1, headband of mental prowess +2 (Int, Wis), wizard starting spellbook, Jumpy Squirrel, 2,595 gp
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Special Abilities
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Cleric Channel Positive Energy 2d6+1 (5/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Healing)
Cleric Domain (Magic)
Combat Casting +4 to Concentration checks to cast while on the defensive.
combined spells (1st) (Su) You can prepare the spells of one spellcasting class using another classes' slots.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 bonus on Sleight of Hand checks You gain the Alertness feat while your familiar is within arm's reach.
Hand of the Acolyte (7/day) (Su) As a standard action, melee weapon strikes at foe in 30 ft. Use Wis for att bonus instead of Str.
Hand of the Apprentice (7/day) (Su) As a standard action, throw melee weapon (use Int instead of Dex) and instantly returns.
Rebuke Death (7/day) (Sp) As a standard action, touch heals 1d4+1 dam to negative HP target.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.