Kharina
female human cleric
CN medium humanoid (human)
Init +0;
Senses Perception +7
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Defense
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AC 12, touch 10, flat-footed 12 (+2 armor, +0 Dex)
hp 10 (1d8+2)
Fort +4,
Ref +0,
Will +5
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Offense
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Speed 30 ft.
Melee dagger +2 (1d4+2 19-20/x2)
morningstar +2 (1d8+3)
Ranged hand crossbow +3 (1d4 19-20/×2)
Special Attacks dazing touch (6/day), fury of the abyss (6/day), channel negative 1d6 (dc 11) (4/day)
Spells (CL 1; concentration +4):
1st —
divine favor,
cure light wounds,
doom (dc 14) (ds)
0 (at will)—
detect poison,
stabilize,
light
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Statistics
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Str 14,
Dex 10,
Con 14,
Int 10,
Wis 17,
Cha 13
Base Atk +0;
CMB +2;
CMD 12
Feats WP: simple, hand crossbow; AP: light, medium; SP: All except tower; channel smite, guided hand
Traits charming, demonic persuasion
Skills
Diplomacy +6=+1+1+3+1
Knowledge (planes) +4=+0+1+3
Perception +7=+3+1+3
Profession (courtesan) +7=+3+1+3
Languages common, kellish
SQ aura (ce), orisons, spontaneous casting (negative)
Combat Gear leather armor, buckler, dagger, hand crossbow, bolts (20);
Other Gear gear 1
Misc Gear backpack, a bedroll, a belt pouch, candles (10), a flint and steel, a mess kit, soap, a spell component pouch, trail rations (5 days), a waterskin, and a wooden holy symbol., traveler’s outfit, 13 gp
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Special Abilities
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Chaos (demon)
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.
Chaos Blade (Su): At 8th level, you can give a weapon touched the anarchic 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 (chaos only), 3rd—rage, 4th—chaos hammer, 5th—dispel law, 6th—planar binding (demons only), 7th—word of chaos, 8th—cloak of chaos, 9th—summon monster IX (chaos spell only).
Charm (lust)
Dazing Touch (Sp): You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Anything to Please (Su): At 8th level, you can compel a creature within 30 feet to attempt to please you as a standard action. The creature receives a Will save to negate this affect. If the save fails, the creature attacks your enemies for 1 round, gives you its most valuable item, or drops prone at your feet and grovels for 1d4 rounds (GM’s choice). You can use this ability once per day at 8th level and one additional time per day for every four levels beyond 8th. This is a mind-affecting effect.
Domain Spells: 1st—charm person, 2nd—touch of idiocy, 3rd—suggestion, 4th—confusion, 5th—charm monster, 6th—geas/quest, 7th—insanity, 8th—demand, 9th—dominate monster.
Charming You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
Demonic Persuasion You gain a +2 trait bonus on Diplomacy and Intimidate checks when dealing with creatures of the demon subtype.