Sipho Munali

Katanu's page

26 posts. Alias of Shady_Motives.


Classes/Levels

Ecclesitheurge Priest 2 VMC Divination Wizard| HP 26| AC:18, T: 16, FF:12| Fort: +8, Reflex: +6, Will: +10| Init +6| Perception +8

About Katanu

Katanu

Appearance:
Standing a few inches shorter then what is normal for a human man, this dark skinned Mwangi far from home had a thin but compact frame with very little fat and chiseled muscles. With warm brown eyes and a startling white smile Katanu exuded the happiness and hope that all faithful of the Dawnflower seemed to have. He is usually dressed in colorful robes that leave one shoulder and arm bare but this far north he covers it all with a warm blue hooded cloak. His feet are usually covered with simple wooden sandals.

Level 2 Ecclesitheurge Priest VMC Divination Wizard
NG Avanced Senj Human, 30 yrs.
Init +7
Perception +8
5'6", 160 Lbs.
(*) = Mythic Abilities
0 Mythic Power

STATS
Str 18, Dex 22, Con 21, Int 21, Wis 24, Cha 19, Beauty 12

DEFENSE
AC 18, touch 16, flat-footed 12
HP 13
Fort +7, Ref +6, Will +9, +2 vs. Charm, Compulsion

Speed 30 ft.
CMB: +7
CMD: 20

OFFENSE
Base: +0
Melee +4
Ranged +6
Quarterstaff: +5 (1d6+4, x2)
Light X-Bow: +7 (1d8, 19x20/x2)

FEATS
Orator
Scribe Scroll
Skill Focus (Linguistics)
Precise Shot

TRAITS
Birthmark
Tongue of Many Towns
Wiseman's Instincts
Touched By Divinity

Drawback
Umbral Unmasking (No Shadow)

ADVENTURING SKILLS
Acrobatics: +6
Bluff: +4
Climb: +4
Diplomacy: +4
Disguise: +4
Escape Artist: +6
Fly: +6
Handle Animal: +0
Heal: +12
Intimidate: +4
Knowledge:
>>Arcane: +11
>>Nature: +11
>>Planes: +11
>>Religion: +11
>>Dungeoneering:+11
>>Local:+12
Perception: +8
Ride: +6
Sense Motive: +12
Spellcraft: +11
Stealth: +7
Survival: +7
Swim: +3
UMD: +12

BACKGROUND SKILLS
Appraise: +9
Craft (Jewelry): +10
Knowledge (engineering): +6
Knowledge (geography): +10
Knowledge (history): +10
Knowledge (nobility): +6
Linguistics: +15
Profession (): +7

LANGUAGES
Common, Mwangi, Elven, Abyssal, Celestial, Infernal, Fey, Draconic, Hallit

SPECIAL ABILITIES
Orisons
Channel Energy 7/day 1d8+5 DC 14
Spontaneous Spellcasting (Cure)
Domains:

Fire (Prime Domain):
Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.

Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire 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.

Fire Resistance (Ex): At 6th level, you gain resist fire 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to fire.

Domain Spells: 1st—burning hands, 2nd—produce flame, 3rd—fireball, 4th—wall of fire, 5th—fire shield, 6th—fire seeds, 7th—elemental body IV (fire only), 8th—incendiary cloud, 9th—elemental swarm (fire spell only).

Sun (Secondary):
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.

Sun's Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.

Nimbus of Light (Su): At 8th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal to your cleric level. This acts as a daylight spell. In addition, undead within this radius take an amount of damage equal to your cleric level each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive.

Domain Spells: 1st—endure elements, 2nd—heat metal, 3rd—searing light, 4th—fire shield, 5th—flame strike, 6th—fire seeds, 7th—sunbeam, 8th—sunburst, 9th—prismatic sphere.

Knowledge:
Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.

Lore Keeper (Sp): You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier.

Remote Viewing (Sp): Starting at 6th level, you can use clairvoyance/clairaudience at will as a spell-like ability using your cleric level as the caster level. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Domain Spells: 1st—comprehend languages, 2nd—detect thoughts, 3rd—speak with dead, 4th—divination, 5th—true seeing, 6th—find the path, 7th—legend lore, 8th—discern location, 9th—foresight.

Scholar:
Scholars are researchers. They generally specialize in a particular field.

Alignment: Any

Skills: Choose 2 of the following skills as class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Knowledge (any), Linguistics, Perception, Profession, [/b]Spellcraft[/b], Use Magic Device.

Bonus Feat: Skill Focus

Starting Money: 3d4 x 10 gp

Items:
Spell Components
Adventurer's Outfit
Silver Holy Symbol (Sarenrae)
Quarter Staff
Light X-bow, 50 Cold Iron Bolts

Potions:

Scrolls:

x3 Weapons Against Evil
x5 Cure Light Wounds 1d8+6

Future Options::
3-Skill Focus (Spellcraft)
5-Skill Focus (UMD)
5-Improved Familiar
7-Craft Wonderous
9-Mythic Crafter
10-Selective Spell
11-Intensify Spell
13-Empower Spell
15-
Mythic 1-Ascendant Element (Fire)
Mythic 2-Crafting Mastery
Mythic 3-Faith's Reach
Mythic 4-
Mythic 5-
Mythic 6-
Mythic 7-
Mythic 8-
Mythic 9-
Mythic 10-
Mythic 1 Feat-Mythic Scribe Scroll
Mythic 3 Feat-Mythic Craft Wonderous
Mythic 5 Feat-
Mythic 7 Feat-
Mythic 9 Feat-

Legendary Item:
Journals of Katanu
The cover of this thick book is beautifully made from glossy brown leather and embossed with a single multifacted topaz the size of a human thumb. Its pages are filled with hundreds of entries written in a delicate caligraphy and also contains dozens of vivid, almost real drawings of various creatures and plants of many species. While in possession of this book the owner gains a bonus on Knowledge and Heal skill checks equal to the wielder's Wisdom modifier+their mythic tier.

Any evil creature in posession of this item suffers 2d6 points of Holy damage per round and suffers 5 negative levels as long as they have the item. These negative levels cannot be removed but disappear if the item is dropped.

Legendary Surge: Intelligence, Wisdom, and Charisma-based skill checks.
Legendary Abilities
Mythic 1:ScrollmasterThis legendary item has unlimited pages that are of sufficient quality for scribing scrolls and the wielder only needs normal ink to scribe scrolls. This ability reduces the cost to scribe scrolls by 75%. Furthermore they can make any number of scrolls in a day.

Mythic 2:Freinds to All:The mwangi's connection to nature goes far beyond what most people would call 'natural'. To them, the beings of the heavenly planes are simply spirits of light while the devils, daemons and demons are spirits of hunger, hatred and darkness. However for the most part they are simply neighbors. This deep connection to multiplanar nature grants the wielder of this legendary item an animal companion, with their druid level equal to their character level. They also gain Handle Animal as a Class Skill with a number of ranks in it equal to their level like a headband of intelligence.

At mythic tier 5 their animal companion gains the Dire template.

Mythic 3:Wisdom of Magaambya:To the students of the legendary Magaambya Academy, magic is almost a science, regardless of it's source. Tapping into 10,000 years of knowledge the wielder of this legendary item can scribe scrolls from any spell lists as if they had that casting class, using their wisdom modifier to set the save DC. They also do not have to use Use Magic Device for any scroll.

At this level the energies of the legendary item and it's wielder have fully melded. When not being held the item fuses with the body of it's wielder in the form of an elaborate tattoo. While in tattoo form the wielder does not benefit from the bonus to knowledge skills or enhancements to scribing scrolls the item grants. All other abilities continue to work normally. The item switches forms as a move action.

Mythic 4:Metamagician: This ability allows a spellcaster to apply a metamagic feat she knows to a spell as she casts it. She must expend a number of uses of legendary power equal to the increase of spell level the metamagic feat usually applies (minimum 1). This metamagic feat is applied spontaneously and without changing the casting time.

Mythic 5:Eternal Bond: When this ability is taken, the item becomes intimately tied to the creature that gave it this ability. This item can’t be bonded to another creature as long as the creature that gave it this ability is alive and mythic.

If the creature that gave it this ability dies or becomes non-mythic, this item can be bonded to another creature, but that creature doesn’t gain the benefit of this ability. If the creature who placed the eternal bond comes back to life or becomes mythic again, and this item is bonded to another, the bond reverts back to the eternally bonded creature at any time the eternally bonded creature wishes. Reinstating a bond in this way is a free action. If this item is broken, the bond is temporarily severed, but is reinstated when the item is repaired. Lastly, the bonded creature can’t use the special ritual to relinquish the bond (see Mythic Bond). An item must be a minor or major artifact to have this ability. This is a persistent ability.

Mythic 6:My Will is Manifest:Upon transforming into a major artifact this item improves the DC of all spells they cast, either through class abilities or through a magic item, by their mythic tier. They also increase the caster level of all magic items they use by their mythic tier.

Mythic 7:[/b]

Mythic 8:[b]Perfect Surge: This item’s legendary surge can apply to any d20 roll. The surge adds a further +2 bonus when applied to one of the types of rolls initially chosen for it. A legendary item must be a major artifact to have this ability.

Mythic 9::

Mythic 10:[b]