Fort +4, Ref +2, Will +10
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Offense
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Speed 30 ft. Flight 60 ft.
Melee:
Bastard Sword: +10 (1d10+3/19-20/x2) Cold Iron
Morning Star +6 (1d8+3/20/3) Cold Iron
Dagger +6 (1d4+3/19-20/x2)
Claws +6 (1d4+3/20/x2)
Bite +6 (1d6+3/20/x2)
-Secondary Bite +1 (1d6+3/20/x2)
Missle:
Dagger +4 (1d4+3/19-20/x2) Range 10
Crossbow, Light +5 (1d8/19-20/x2) Range 80
Special Attacks
Smite Good (Su): Once per day as a swift action the half-fiend can smite good as the smite evil ability of a paladin of the same level as the half-fiend's Hit Dice, except affecting a good target. The smite persists until the target is dead of the half-fiend rests.
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Statistics
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Str 16, Dex 13 , Con11 , Int 10, Wis 22 , Cha 17
Base Atk +3; CMB +6; CMD 17
Feats: 3
-Blind-Fight (b)
-Evil Brand (vile): +2 Diplomacy and Intimidate vs Evil
-Selective Channeling: Exempt Ch mod from channel
-Channel Smite: Channel Damage through weapon attack
-Guided Hand: Wis to attack with Basterd Sword
Skills: 2 +Int per HD/level+ level= (12)
Appraise (Int),
Craft (Int),
Diplomacy (Cha), 4 ranks + 3 CH +3 Class = 10 (12 vs evil)
Heal (Wis), 1 Rank + 6 Wis + 3 Class = 10
Knowledge (arcana) (Int),
Knowledge (history) (Int),
Knowledge (nobility) (Int),
Knowledge (planes) (Int), 2 Ranks +0 Int +3 Class = 5
Knowledge (religion) (Int), 1 Rank + 0 Int + 3 Class = 4
Linguistics (Int), 1 rank +0 Int + 3 class= 4
Profession (Wis),
Sense Motive (Wis), 1 Rank + 6 Wis +3 class - +10
Spellcraft (Int) 1 ranks + 0 Int = 3 Class = 5
Use Magic Device (Ch) 1 Rank +3 CH= 4
Languages Common, Demon
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Special Abilities
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Special Defenses/Qualities:
Immunity to poison; acid, cold, electricity, and fire resistance 10;
DR 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more); and
SR equal to creature's CR + 11 (maximum 35). 16
Natural armor +1.
Darkvision 60”
Class Abilities
Domains:
Demon Domain
Granted Powers: You are sinister and cruel, and have wholly pledged your soul to the cause of evil.
Fury of the Abyss (Su): As a swift action, you can give yourself an enhancement bonus equal to 1/2 your cleric level (minimum +1) on melee attacks, melee damage rolls, and combat maneuver checks. This bonus lasts for 1 round. During this round, you take a –2 penalty to AC. You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.
Scythe of Evil (Su): At 8th level, you can give a weapon touched the unholy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Domain Spells: 1st—doom, 2nd—align weapon (evil only), 3rd—rage, 4th—unholy blight, 5th—dispel good, 6th— planar binding (demons only), 7th—blasphemy, 8th—unholy aura, 9th—summon monster IX (evil spell only).
Darkness Domain
Granted Power: You manipulate shadows and darkness. In addition, you receive Blind-Fight as a bonus feat.
Touch of Darkness (Sp): As a melee touch attack, you can cause a creature's vision to be fraught with shadows and darkness. The creature touched treats all other creatures as if they had concealment, suffering a 20% miss chance on all attack rolls. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Eyes of Darkness (Su): At 8th level, your vision is not impaired by lighting conditions, even in absolute darkness and magic darkness. You can use this ability for a number of rounds per day equal to 1/2 your cleric level. These rounds do not need to be consecutive.
Domain Spells: 1st—obscuring mist, 2nd—blindness/deafness (only to cause blindness), 3rd—deeper darkness, 4th—shadow conjuration, 5th—summon monster V (summons 1d3 shadows), 6th—shadow walk, 7th—power word blind, 8th—greater shadow evocation, 9th—shades.
Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
An evil cleric (or a neutral cleric who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).
Channel Energy (Su):6/day 2d6 points negataive energy. [ The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. DC =15
Weapons and Armor
+1 Breast Plate, 7 AC +3 Dex -3 Skill check, 1200g
+1 Shield, Steel, Heavy +3 AC -1 Skill Check, 1020g
Basterd Sword, MW Cold Iron 353g
Crossbow, Light, MW 335g
Morning Star, Cold Iron 12g
Dagger, Alchemical Silver 22gp 1lb
Dagger, Cold Iron 3gp 1lb
40 Bolts, Cold Iron 3g
Total =2948 g
Gear
Backpack (empty) 2 gp 2 lbs.
Pouch, belt (empty) 1 gp 1/2 lb.
Bedroll 1 sp 5 lbs.
Hammock 1 sp 3 lbs.
Shovel 2 cp 3 lbs.
Rope, Hemp (50 ft.) 1 gp 5 lbs.
Lamp, Common 1 sp 1 lb.
Oil (3-pint flask) 1 sp 1 lbs.(x2)
Rations, trail (per day) 5 sp 1 lb.
Waterskin 1 gp 4 lbs.
Flint and steel 1 gp —
Compass 1 gp 1/2 lb.
Sunrod 2 gp 1 lb.
Grappling Hook 1 gp 7 lb.
Crowbar
=11.02 Gear
Misc Gear
4 Acid Flask 40g
4 Alchemist Fire 80g
4 Holy Water 100g
2 Tangle foot Bags 100g
2 Thunder Stone 60g
5 Weapon Blanch, Silver 25g
Total = 405g
Magic Items
Wand, Cure Light Wounds, 750g
2 Potion, Cure Light 100g
2 Potion, Protection from Evil 100g
2 Potion Disguise Self 100g
2 Potion, Charm Person 100g
total =1150g
On Hand
9pp 46g
Background:
The death rattle of Kazarn Mirik’s mother’s last breath heralded the newborn’s entrance into the world, quickly followed by the screams from the massacre of his human family. The time and place of his birth had been foretold to the Cult of Graz’zt by the Dark Prince's major domo, Verin himself. The cult destroyed the village and every living thing in it from bull to babe to celebrate the occasion.
Mirik grew to adulthood under the tutelage of one of The Chosen, a lamia priest called Druika. She taught him of the sacrifice and pleasures of following the Dark Prince, turning him into a living tool of Graz’zt’s will.
Kazarn now moves to prove himself worth to his god; he has left behind the mortal plane, taking his place in the blood war.
Discription:
Kazarn Mirik stands six and a half feet tall and weights in at over 250 pounds. His skin is black and covered with fine scales. Horns protrude from his hair line.