Celestial Gnome

Ensu, Cleric of Nethys's page

552 posts. Alias of Forthepie.


Full Name

Ensu, Cleric of Nethys

Race

Gnome

Classes/Levels

Cleric 12 | HP 86/86 | AC 19 | T 11 | FF 19 | CMD 16 | Fort +12 | Ref +7 | Will +17 | Init +4 | Perc +6 | Sense Motive +20

Gender

Male

Size

Small

Age

74

Alignment

Neutral Good

Deity

Nethys, duh

Languages

Azlanti, Celestial, Common, Giant, Gnome, Sylvan

Strength 7
Dexterity 10
Constitution 12
Intelligence 13
Wisdom 23
Charisma 15

About Ensu, Cleric of Nethys

Ensu, cleric of Nethys
Male gnome cleric of Nethys 12
NG Small humanoid (gnome)
Init +4; Senses darkvision 60 ft.; Perception +6
Aura aura of protection (30 ft., +2 deflection, energy resistance 5, 12 rounds/day), deflection aura (2 ft.)
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Defense
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AC 23, touch 11, flat-footed 23 (+8 armor, +4 natural, +1 size)
hp 86 (12d8+23)
Fort +12, Ref +7, Will +17; +2 vs. illusions
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Offense
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Speed 20 ft.
Melee gauntlet (from armor) +8/+3 (1d2-2) or
. . mwk morningstar +9/+4 (1d6-2) or
. . unarmed strike +8/+3 (1d2-2 nonlethal)
Ranged +1 light crossbow +11 (1d6+1/19-20)
Special Attacks channel positive energy 5/day (DC 19, 6d6+1)
Spell-Like Abilities (CL 12th; concentration +14)
. . 1/day—dancing lights, ghost sound (DC 13), prestidigitation, speak with animals
Domain Spell-Like Abilities (CL 12th; concentration +18)
. . 9/day—spell rune (1d6+6 energy damage or spell, 12 rounds)
Cleric Spells Prepared (CL 12th; concentration +18)
. . 6th—antimagic field[D], heal (2), word of recall
. . 5th—breath of life (DC 21), spell resistance[D], spell resistance, starfire fury (DC 21), summon monster V
. . 4th—blessing of fervor[APG] (3, DC 20), cure critical wounds, spell immunity[D]
. . 3rd—cure serious wounds, communal delay poison[UC], dispel magic (2), protection from energy[D], remove disease
. . 2nd—barkskin[D], cure moderate wounds (4), shield other (2)
. . 1st—burning disarm (DC 17), cure light wounds, remove fear, sanctuary (DC 17), shield[D], shield of faith (2)
. . 0 (at will)—create water, light, read magic, stabilize
. . D Domain spell; Domains Protection (Defense subdomain), Rune
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Statistics
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Str 7, Dex 10, Con 12, Int 13, Wis 23, Cha 15
Base Atk +9; CMB +6; CMD 16
Feats Combat Casting, Extra Channel, Improved Initiative, Quicken Spell, Reach Spell[APG], Scribe Scroll, Selective Channeling
Traits blessed touch, student of faith
Skills Acrobatics -2 (-6 to jump), Bluff +3, Diplomacy +7, Heal +12, Knowledge (arcana) +5, Knowledge (history) +5, Knowledge (nobility) +5, Knowledge (planes) +5, Knowledge (religion) +12, Linguistics +5, Sense Motive +20, Spellcraft +15, Survival +6 (+8 to get along in the wild), Use Magic Device +4
Languages Azlanti, Celestial, Common, Giant, Gnome, Sylvan
SQ gnome magic
Combat Gear cold iron crossbow bolts (50), merciful metamagic rod (lesser), pearl of power (1st level), pearl of power (1st level), potion of cure light wounds (4), potion of cure moderate wounds (3), reach metamagic rod (lesser), scroll of lesser restoration (3), wand of cure light wounds, wand of cure light wounds, healer's kit, healer's kit; Other Gear +2 mithral chainmail, +1 light crossbow, mwk morningstar, handy haversack, headband of mental prowess +2 (Wis, Cha), muleback cords, ring of curing, bedroll, charcoal stick (5), parchment (10), scrivener's kit, spell component pouch, spell component pouch, survival kit, masterwork, tabard, pony (combat trained), animal harness, bit and bridle, dandy brush, feed (per day), military saddle, saddlebags, 11,956 gp, 7 sp
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Tracked Resources
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Aura of Protection (12 rounds/day) (Su) - 0/12
Blast Rune (9/day) (Sp) - 0/9
Cleric Channel Positive Energy 6d6+1 (5/day, DC 19) (Su) - 0/5
Cold iron crossbow bolts - 0/50
Dancing Lights (1/day) - 0/1
Deflection Aura (12 rounds, 1/day) (Su) - 0/1
Extra Channel (2/day) - 0/2
Ghost Sound (1/day) - 0/1
Healer's kit - 0/10
Healer's kit - 0/10
Merciful metamagic rod (lesser, 3/day) - 0/3
Pearl of power (1st level, 1/day) - 0/1
Pearl of power (1st level, 1/day) - 0/1
Potion of cure light wounds - 0/4
Potion of cure moderate wounds - 0/3
Prestidigitation (1/day) - 0/1
Reach metamagic rod (lesser, 3/day) - 0/3
Speak with Animals (1/day) - 0/1
Spell Rune (1d6+6 energy damage or spell, 12 rounds, 9/day) (Sp) - 0/9
Wand of cure light wounds - 50/50
Wand of cure light wounds - 0/50
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Special Abilities
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Aura of Protection (12 rounds/day) (Su) 30 ft aura grants Energy Resistance 5 and a +2 deflection bonus to AC.
Blessed Touch Heal +1 damage when using lay on hands, channeling energy, or casting a cure spell.
Cleric Channel Positive Energy 6d6+1 (5/day, DC 19) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Defense)
Cleric Domain (Rune) Granted Powers: In strange and eldritch runes you find potent magic. You gain Scribe Scroll as a bonus feat.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deflection Aura (12 rounds, 1/day) (Su) 20'r aura grants +2 AC and +2 CMD
Merciful metamagic rod (lesser, 3/day) The wielder can cast up to three spells per day that deal nonlethal damage as though using the Merciful Spell feat.

Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod’s wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

Lesser and Greater Metamagic Rods: Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower.

Construction
Requirements Craft Rod, Merciful Spell; Cost 750 gp
Muleback cords These thick leather cords wrap around the wearer’s biceps and shoulders; when worn, they make the muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity (see Pathfinder RPG Core Rulebook page 171). This bonus does not apply to combat, breaking items, or any other Strength-related rolls except the amount of equipment or material the wearer can carry.

Construction
Requirements Craft Wondrous Item, bull’s strength; Cost 500 gp
Quicken Spell Cast a spell as a swift action. +4 Levels.
Reach metamagic rod (lesser, 3/day) The wielder can cast up to three spells per day with a one-step increase in their range category (such as from close to medium, or medium to long) as though using the Reach Spell feat.

Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod’s wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

Lesser and Greater Metamagic Rods: Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower.

Construction
Requirements Craft Rod, Reach Spell; Cost 1,500 gp
Reach Spell You can cast a spell with a range of touch, close, or medium as one range category higher.
Ring of curing Conjuration (healing) spells' level dependant caps increase by 2.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spell Rune (1d6+6 energy damage or spell, 12 rounds, 9/day) (Sp) Spell Rune trap deals 1d6+6 energy damage & a spell effect.
Student of Faith +1 caster level of cure spells. +1 to DC of channeled energy.

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Shield Maiden
Pony horse (Pathfinder RPG Bestiary 177)
N Medium animal
Init +1; Senses low-light vision, scent; Perception +5
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +0
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Offense
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Speed 40 ft. (30 ft. in armor)
Melee unarmed strike +2 (1d3+1 nonlethal) or
. . 2 hooves +2 (1d3+1)
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Statistics
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Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
Feats Endurance, Run
[b]Tricks
Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics -2 (+2 to jump with a running start), Perception +5, Ride -2 (+0 to stay in the saddle)
SQ combat riding
Other Gear animal harness, bit and bridle, dandy brush, feed (per day) (10), military saddle, saddlebags
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Tracked Resources
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Feed (per day) - 0/10
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Special Abilities
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Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Real Spells prepared:

0 (4): Read Magic; light; Detect Magic; Create Water
1 (6+1): Shield(D); Obscuring Mist; Protection from Evil; Sanctuary; Shield of Faith; Protection from Chaos; empty
2 (6+1): Barkskin(D); Lesser Restoration; Lesser Restoration; Protection from Evil, Communal; Protection from Evil, Communal;empty
3 (4+1): Dispel Magic(D); Resist Energy, Communal; Summon Monster III; Prayer; Empty
4 (4+1): Explosive Runes(D); Summon Monster IV; Freedom of Movement; Blessing of Fervor; empty
5 (3+1): Spell Resistance(D); Breath of Life; Summon Monster V; empty

Blessing of Fervor:

With this blessing, you call your allies to move forth and empower them to conquer and become victorious. Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).

Increase its speed by 30 feet.
Stand up as a swift action without provoking an attack of opportunity.
Make one extra attack as part of a full attack action, using its highest base attack bonus.
Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
These effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round. Blessing of fervor does not stack with haste.