Argith

Friar Ferez's page

846 posts. Alias of Jack Daniels.


Race

Cleric of Sarenrae 20/Hierophant 2 HP: 253/253; AC:32/15/27; F +24; R +18; W +28; Init: +11; Percep: +29; Hero Points: 3/3

Classes/Levels

Channel: 7/8; Quicken Rod 3/3; Extend Lesser Rod: 0/3; Intensified Rod: 3/3; Maximize: 3/3; Greater Maximize: 0/3; Mythic Power: 3/7

Strength 12
Dexterity 20
Constitution 20
Intelligence 12
Wisdom 28
Charisma 16

About Friar Ferez

Friar Ferez
Hero Points: 3
Human cleric of Sarenrae 20/Hierophant 2
LG Medium humanoid (human)
Init +11; Senses Perception +29 (darkvision)
Aura divine presence (30 ft., DC 29, 20 rounds/day), nimbus of light (30 ft., 20 rounds/day)
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Defense
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AC 32, touch 15, flat-footed 27 (+11 armor, +5 Dex, +6 shield)
hp 233 (20d8+128)
Fort +24, Ref +18, Will +28; +4 vs. landslides, avalanches, tunnel collapses, and similar effects
Defensive Abilities evasion; Resist negative energy 10, positive energy 10
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Offense
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Speed 30 ft., burrow 10 ft.
Melee +3 disruption morningstar +19/+14/+9 (1d8+3/15-20) or
Sunblade +18/+13/+8 (1d10+3)
Special Attacks channel positive energy 8/day (DC 25 [27 to damage undead], 10d6 [+20 vs. undead], sun's blessing
Domain Spell-Like Abilities (CL 21st; concentration +30)
12/day—touch of glory (+21)
Cleric Spells Prepared (CL 21st; concentration +30)
9th— 5+1
8th— 5+1
7th— 5+1
6th— 5+1
5th— 6+1
4th— 6+1
3rd— 6+1
2nd— 6+1
1st- 7+1
0 (at will)— create water, detect magic, purify food and drink (DC 17), stabilize
D Domain spell; Domains Glory, Sun
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Statistics
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Str 12, Dex 20, Con 20, Int 12, Wis 28, Cha 16
Base Atk +14; CMB +15; CMD 28
Feats Empower Spell, Extra Channel, Great Fortitude, Improved Channel, Improved Initiative, Iron Will, Lightning Reflexes, Quicken Spell, Selective Channeling, Spell Penetration, Greater Spell Penetration
Skills Diplomacy +26, Heal +17, Knowledge (arcana) +5, Knowledge (religion) +24, Perception +29, Sense Motive +20, Spellcraft +10
Languages Common
Combat Gear glove of storing and lesser quicken metamagic rod, extend metamagic rod (lesser), intensified metamagic rod (greater), maximize metamagic rod, maximize metamagic rod (greater) pearl of power (1st level) (2), potion of fly, goggles of darkvision, ring of counterspells, scroll of ethereal jaunt, ethereal jaunt, heal, restoration, resurrection, sending, wand of searing light, wand of communal resist energy (CL 11th, 20 16 8 charges), wand of cure moderate wounds (20 14 charges), wand of remove fear (36 35 charges), wand of restoration (29 22 20 charges); Other Gear +4 deathless delving determination mithral agile breastplate, +2 light steel shield heavy fortification, +3 disruption morningstar, Sunblade, strand of prayer beads (greater), orange prism ioun stone, belt of physical might +6 (Dex, Con), boots of speed, handy haversack, headband of inspired wisdom +6, incense of meditation, incense of meditation, incense of meditation, ioun torch ioun stone, necklace of adaptation, ring of evasion, ring of freedom of movement, cloak of resistance +5. 3 2 Scrolls of Mass Heal and 4 Scrolls of Heal
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Special Abilities
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Water Banner: Cold Resistance 30/ability to breathe water.
Boots of speed (10 rounds/day) Affected by haste
Burrowing (10 feet) You have a Burrow speed.
Channeled Revival May expend channel energy to cast breath of life
Cleric Channel Positive Energy 10d6 (8/day, DC 25) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Glory) Granted Powers: You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.
Cleric Domain (Sun) Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.
Divine Presence (30 ft., 20 rounds/day, DC 29) (Su) Allies in 30 ft gain sanctuary with enhanced DC. If attack, ally breaks aura for self, creator breaks for everyone.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Energy Resistance, Negative Energy (10) You have the specified Energy Resistance against Negative Energy attacks.
Energy Resistance, Positive Energy (10) You have the specified Energy Resistance against Positive Energy attacks.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Ioun torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).
Necklace of adaptation Immune to all harmful vapors and gases and can breathe anywhere.
Nimbus of Light (30 ft., 19 rounds/day) (Su) As a standard action, 30 ft. aura of daylight deals 19 dam to undead each rd and dispels [Darkness] spells.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Ring of counterspells Counters this spell when it's cast on you.
Ring of evasion No damage if you succeed on a Reflex save for half damage.
Selective Channeling Exclude targets from the area of your Channel Energy.
Sun's Blessing (Su) +19 to channel damage vs. undead and they don't get channel resistance.
Touch of Glory +19 (10/day) (Sp) Grant +19 to a CHA-based skill or ability check.

Mythic Path: Hierophant
Divine Surge: Recalled Blessing, spend 1 MP and recall any spell known, non-mythic foes must roll twice and take lower result
Path Ability: Faith's Reach - cast touch spells at range of 30 feet
Mythic Feat: Lightning Reflexes - Roll twice vs. non-mythic sources
Mythic spell casting: Mythic Searing Light and Mythic Heal

Exousia:

Exousia CR 18
XP 153,600
Planetar angel cleric of Sarenrae 2 ( Pathfinder RPG Bestiary 11)
NG Large outsider (angel, extraplanar, good)
Init +8; Senses darkvision 60 ft., detect evil, detect snares and pits, low-light vision, true seeing;
Perception +27
Aura protective aura
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Defense
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AC 52, touch 17, flat-footed 48 (+11 armor, +4 deflection, +4 Dex, +24 natural, -1 size)
hp 257 (19 HD; 2d8+17d10+154); regeneration 10 (evil weapons and effects)
Fort +26, Ref +15, Will +26; +4 vs. poison
DR 10/evil; Immune acid, cold, petrification; Resist electricity 10, fire 10; SR 27
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Offense
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Speed 30 ft., fly 90 ft. (good)
Melee +4 speed greataxe +32/+32/+27/+22/+17 (3d6+20/×3) or
slam +23 (2d8+5)
Space 10 ft.; Reach 10 ft.
Special Attacks channel positive energy 10/day (DC 20, 1d6)
Spell-Like Abilities (CL 16th; concentration +23)
Constant—detect evil , detect snares and pits , discern lies (DC 20), true seeing
At will— continual flame, dispel magic, holy smite (DC 21), invisibility (self only), lesser restoration, remove curse, remove disease, remove fear, speak with dead (DC 20)
3/day—blade barrier (DC 23), flame strike (DC 22), power word stun, raise dead , waves of fatigue
1/day—earthquake, greater restoration, mass charm monster (DC 25), waves of exhaustion
Domain Spell-Like Abilities (CL 18th; concentration +25)
10/day—touch of glory (+2)
Cleric Spells Prepared (CL 18th; concentration +25)
9th—mass heal D, mass heal , greater communal spell immunity UC
8th—antimagic field , holy aura D, stormbolts (DC 25), sunburst (DC 25)
7th—ethereal jaunt (2), holy sword D, holy sword, jolting portent UC
6th—greater dispel magic , eaglesoul, heal (2), greater heroism D, word of recall
5th—breath of life (DC 22), cleanse, life bubble APG (DC 22), righteous might D, righteous might (2)
4th—death ward , divine power, freedom of movement, greater magic weapon, neutralize poison D, greater shield of fortification
3rd—cure serious wounds D, invisibility purge, prayer, searing light (4)
2nd—bear's endurance, bless weapon D, grace (4), martyr's bargain
1st—divine favor (3), moment of greatness UC (2), remove fear, shield of faith D
0 (at will)— detect magic , stabilize, vigor, virtue
D Domain spell; Domains Glory (Heroism subdomain), Healing (Restoration subdomain)
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Statistics
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Str 33, Dex 19, Con 24, Int 22, Wis 25, Cha 24
Base Atk +18; CMB +30 (+32 sunder); CMD 48 (50 vs. sunder)
Feats Blind-fight, Cleave, Furious Focus APG, Great Fortitude, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Toughness
Skills Acrobatics +23, Craft () +24, Diplomacy +27, Fly +26, Heal +27, Intimidate +27, Knowledge (history)+26, Knowledge (planes) +26, Knowledge (religion) +26, Perception +27, Sense Motive +27, Spellcraft
+24, Stealth +19
Languages Celestial, Draconic, Infernal; truespeech
SQ change shape ( alter self ), restorative touch
Other Gear +5 mithral breastplate, +4 speed greataxe, belt of giant strength +6
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Special Abilities
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Blind-Fight Re-roll misses because of concealment, other benefits.
Change Shape (alter self) (Su) You can change your form.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Cleric Channel Positive Energy 1d6 (10/day, DC 20) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Heroism)
Cleric Domain (Restoration)
Damage Reduction (10/evil) You have Damage Reduction against all except Evil attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Flight (90 feet, Good) You can fly!
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Immunity to Acid You are immune to acid damage.
Immunity to Cold You are immune to cold damage.
Immunity to Petrification You are immune to Petrification.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Poison Resistance +4 (Ex) You have the listed resistance to poison.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Protective Aura (+4, 20 ft.) (Su) Defense against evil creatures and lesser globe of invulnerability.
Regeneration 10 (evil weapons and effects) Heal HP quickly and cannot die.
Restorative Touch (10/day) (Su) Remove the dazed, fatigued, shaken, sickened, or staggered conditions by touch.
Spell Resistance (27) You have Spell Resistance.
Touch of Glory +2 (10/day) (Sp) Grant +2 to a CHA-based skill or ability check.
Truespeech (Su) Speak with any creature that has a language.