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About ItamarAasimar:
+2 Wisdom, +2 Charisma: Aasimars are insightful, confident, and personable.
Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Aasimars have a base speed of 30 feet. Darkvision: Aasimars can see in the dark up to 60 feet. Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks. Spell-Like Ability: Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level). Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5. Traits:
Guardian of the Forge Torag’s sacred duties are to protect the faithful, take lessons from the great craftsmen and strategists of the past, and prepare against dark times. You receive a +1 trait bonus on Knowledge (engineering) and Knowledge (history) checks. One of these skills (your choice) is a class skill for you.
Rough and Ready(Miner): Your intense familiarity with the tools of your trade allows you to use them in combat as if they were actual weapons and makes them more effective for that purpose than they would normally be. When you use a tool of your trade (requiring at least 1 rank in the appropriate Craft or Profession skill) as a weapon, you do not take the improvised weapon penalty and instead receive a +1 trait bonus on your attack. This trait is commonly used with shovels, picks, blacksmith hammers, and other sturdy tools—lutes and brooms make terribly fragile weapons. Scion of Humanity(Racial) Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
Skills:
Acrobatics: +3 Appraise: +5 Diplomacy: +21 Fly: +1 Heal: +12 Knowledge (arcana): +5 Knowledge (engineering): +17 (+5 vs. machines) Knowledge (history): +6 Knowledge (nobility): +5 Knowledge (planes): +6 Knowledge (religion): +5 Linguistics +6 Perception: +11 Profession (miner): +12 (+2 tool) Sense Motive: +15 Spellcraft: +7
Feats:
1.Selective Channel 3. Spell Focus (conjuration), 5. Spell Penetration 7. Greater Spell Penetration, 9. Improved Initiative, 11.Divine Interference Offense:
Melee: shovel +10/+5 (1d8+1)
Melee: cold iron dagger +10/+5 (1d4+1/19-20) Melee: dwarven boulder helmet +10/+5 (1d4+1) Ranged: acid dart +11 touch (1d6+6) (6/11) Domains:
Earth(Caves) Acid Dart (Sp): As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Replacement Power: The following granted power replaces the acid resistance power of the Earth domain. Tunnel Runner (Su): At 8th level, you can move through tunnels and caves with ease. Activating this ability is a standard action. You can move across any stone surface as if under the effects of spider climb. You can also see very well in darkness, gaining darkvision out to a range of 60 feet. If you already possess darkvision, extend the range by 60 feet. While underground, you also gain an insight bonus equal to your cleric level on Stealth skill checks and an insight bonus equal to your Wisdom modifier on initiative checks. You can use this ability for 1 minute per day per cleric level you possess. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. Domain Spells: 1st—magic stone, 2nd—create pit, 3rd—spiked pit, 4th—spike stones, 5th—wall of stone, 6th—hungry pit, 7th—elemental body IV (earth only), 8th—earthquake, 9th—elemental swarm (earth spell only). Travel(Exploration): Replacement Power: The following granted power replaces the agile feet power of the Travel domain. Door Sight (Su): You can lay your hand upon any surface and see what is on the other side, as if using clairvoyance. Using this power takes 1 minute, during which time you must be touching the surface you want to see through. You can keep looking for as long as 10 minutes with each use of this power, but must touch the surface and take no other action the entire time. The surface cannot be thicker than 6 inches plus 1 inch per cleric level you possess. You can use this power a number of times per day equal to 3 + your Wisdom modifier. Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought. Domain Spells: 1st—expeditious retreat, 2nd—locate object, 3rd—fly, 4th—locate creature, 5th—teleport, 6th—find the path, 7th—greater teleport, 8th—phase door, 9th-world wave. Spells:
6/6/6/5/4/3 (CL 12 (+4 vs. SR), Conc. +20 (+22 defensive)
Level 0: ],Create Water, Detect Magic, Purify Food and Drink, Read Magic. Level 1 (DC 19): Level 2 (DC 20): Level 3 (DC 21): Blindness/Deafness 1, Level 4 (DC 22): Level 5 (DC 23): Breath of Life 1, Level 6 (DC 24): Per Diems:
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Lesser Bouncing (2/3) Lesser Persistent (2/3) Spellguard Bracers(2/3) Engineer's Workgloves Pyxes of Redirected Focus Door Sight (18 inches) (10/11) Tunnel Runner (12/12) Dimensional Hop (60/120) Channel Positive Energy (6d6) (0/6) Daylight Handy Haversack:
Scroll of Tongues Scroll of Water Breathing Scroll of Comprehend Languages Scroll of Resist Energy Scroll of Invisibility Purge Scroll of Blood Biography Scroll of Speak With Dead Scroll of Freedom of Movement Potion of Remove Blindness Elixir of Fire Breath Wand of CLW (13/50) Wand of Endure Elements (38/50) Dweomer's Essence x2 Alchemist's Fire x3 Air Crystals x3 Stillgut x2 Antiplague x2 Holy Water x4 Incense (525 gp) 1100 gp in diamond dust 2842 gp Equipment:
+2 Mithral Breastplate
+2 Buckler +1 Amulet of Natural Armor +1 Ring of Protection Cloak of Resistance +2 Headband of Inspired Wisdom +6 Belt of Physical Might +2 (Dex/Con) Robe of Infinite Twine Wooden Holy Symbol of Torag Masterwork Backpack Wayfinder Cracked Pale Green Prism Ioun Stone Cracked Dark Blue Rhomboid Ioun Stone Cracked Pink and Green Sphere Ioun Stone Cracked Dusty Rose Prism Ioun Stone 2x platinum rings Dwarven Boulder Helmet Macros:
[dice=Touch]1d20+8[/dice] [dice=Dirty Trick]1d20+13+8[/dice] Other stuff:
1. The order of their saves in order from highest to lowest. (e.g. Fort - Will - Ref) 2. Elemental resistances and immunities 3. Special attacks 4. Special defenses 5. Do they have combat reflexes or any other ability that will let them make attacks of opportunity. |