AC 15, touch 13, flat-footed 12 (+3 Dex, +2 shield,) hp 10
Gender
Icicle (5/6) Channels (4/4) (6/6 Rebuke death)
About Ghik Vrizei
Ghrik Vizel
Male undine cleric of Pharasma 1 (Pathfinder RPG Bestiary 2 275)
N Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +3
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Defense
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AC 15, touch 13, flat-footed 12 (+3 Dex, +2 shield)
hp 10 (1d8+2)
Fort +3, Ref +3, Will +5
Resist cold 5
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Offense
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Speed 30 ft. (20 ft. in armor), swim 30 ft.
Melee dagger +0 (1d4/19-20) or
. . dagger +0 (1d4/19-20)
Special Attacks channel positive energy 4/day (DC 11, 1d6)
Spell-Like Abilities (CL 1st; concentration +2)
. . 1/day—hydraulic push[APG]
Domain Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—icicle (1d6+1 cold), rebuke death (1d4)
Cleric Spells Prepared (CL 1st; concentration +4)
. . 1st—cure light wounds[D], doom (DC 14), ice armor
. . 0 (at will)—create water, detect magic, Read magic
. . D Domain spell; Domains Healing, Water
Ice armor text:
ICE ARMOR (GOZREH)
School transmutation [cold, water]; Level cleric 1, druid 1
Casting Time 1 minute
Components V, S, F (5 gallons of water)
Range 0 ft.; see text
Effect a suit of armor made of ice
Duration 1 hour/level or until destroyed
Saving Throw none; Spell Resistance no
You create a suit of armor made of ice. While cold to the touch,
it does not harm the wearer, especially if worn over normal
clothing (though it can hasten the effects of exposure in cold
environments). It offers the same protection as a breastplate,
except it has hardness 0 and 30 hit points. If the intended wearer
is immersed in water when you cast this spell, you may form
the armor around the wearer (who may be you); otherwise the
wearer must don the armor normally. Attacks against the wearer
that create heat or fire degrade the armor, reducing its armor
bonus by 1 for every 5 points of fire damage the wearer takes;
when the armor’s bonus to AC reaches 0, the armor is destroyed
and the spell ends. Because the ice is slightly buoyant, the wearer
gains a +2 circumstance bonus on Swim checks, except when
swimming downward. Druids can wear ice armor without penalty.
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Statistics
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Str 11, Dex 16, Con 12, Int 12, Wis 16, Cha 13
Base Atk +0; CMB +0; CMD 13
Feats Selective Channeling
Traits scholar of balance, slippery step
Skills Acrobatics +0 (+2 on checks on wet surfaces or in wet terrain, including bogs, standing or running water, or a storm-tossed ship., -4 to jump), Climb -3 (-1 on checks on wet surfaces or in wet terrain, including bogs, standing or running water, or a storm-tossed ship.), Heal +7, Profession (Cartographer) +7, Spellcraft +5, Swim +5
Languages Aquan, Auran, Common
Combat Gear scroll of comprehend languages; Other Gear heavy wooden shield, dagger, dagger, barrel, grappling hook, scroll case, silk rope (50 ft.), tattoo holy symbol of Pharasma[UE]
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Special Abilities
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Cleric Channel Positive Energy 1d6 (4/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cleric Domain (Water) Granted Powers: You can manipulate water and mist and ice, conjure creatures of water, and resist cold.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Icicle 1d6+1 cold (6/day) (Sp) As a standard action, ranged touch attack deals cold dam to foe in 30 ft.
Rebuke Death (6/day) (Sp) As a standard action, touch heals 1d4 dam to negative HP target.
Selective Channeling Exclude targets from the area of your Channel Energy.
Swim (30 feet) You have a Swim speed.
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