Arazni

Nahoçe Sijed's page

338 posts. Organized Play character for Caro Cogitatus.


Full Name

Nahoçe Sijed

Race

Skills:
Diplomacy +7 Fly +14 Heal +11 Knowledge (Arcana) +6 (Dung'g) +5 (Eng'g) +5 (Geog) +5 (Hist) +5 (Local) +10 (Nature) +8 (Nobil) +5 (Planes) +9 (Relig) +13 Perc +17 SM +11 SC +5 Surv +7 UMD +8

Classes/Levels

Spells:
Base Caster Level=15, Gentle Rest 8/10, Channel Energy 8d6 DC29 8/8

Gender

Medium Female Humanoid (Dhampir) HP 93/93 | Init +7 | AC 31 (T 15, FF 27) | F +12 R +9 W +19 | CMB +14 CMD 27 | Darkvision 60ft, Low-light vision | 30ft, Fly 40ft (good) | Conc Cleric +21 | +19/+14 1d8+10 +1d6 fire 17-20x2

About Nahoçe Sijed

HP/Init/Move/Vision/BAB:

Max HP 93 (8+7+8+6+6+7+7+5+5+5+6+6+6+5+5)+1) Initiative +7 Darkvision (60 ft.), Low-Light Vision Move 30 ft, Fly 40 ft (good) BAB +9/+4 (Cleric +6, SW +3)
Init=(Dex +3, Feats +4)

Classes/Alignment/XP/Deity/Point Buy:

Classes Cleric8 Soul Warden7 Alignment Neutral XP (by level) Deity Pharasma Point Buy 29

AC 31 (Touch 15, Flat Footed 27) :

(Base +10, Armor +9, Shield +6, Ability +3, Size +0, Natural Armor +1, Dodge +1, Deflection +1)
Spell Failure 15% Armor Check +0 Max Dex +6 SR 0%

Fort +12 Refl +9 Will +19:

(Cleric +6/+2/+6, SW +4/+2/+4)
Fortitude Base +10 Con +0 Magic +2
Reflex Base +4 Dex +3 Magic +2
Will Base +10 Wis +7 Magic +2

Skills/Languages:
+ Acrobatics +3 (DEX +3, Ranks +0)
+ Acrobatics +3 (DEX +3, Ranks +0, Armor +0, Encumbrance +0)
* Appraise +5 (INT +1, Ranks +1, Favored +3)
+ Bluff +6 (CHA +3, Ranks +1, Racial +2)
+ Climb +5 (STR +5, Ranks +0, Armor +0, Encumbrance +0)
* Craft (Untrained) +1 (INT +1, Ranks +0)
* Diplomacy +7 (CHA +3, Ranks +1, Favored +3)
Disable Device +3 (DEX +3, Ranks +0, Armor +0, Encumbrance +0)
+ Disguise +3 (CHA +3, Ranks +0)
+ Escape Artist +3 (DEX +3, Ranks +0, Armor +0, Encumbrance +0)
* Fly +14 (DEX +3, Ranks +1, Favored +3, Magic +7)
* Heal +11 (WIS +7, Ranks +1, Favored +3)
+ Intimidate +3 (CHA +3, Ranks +0)
* Knowledge (Arcana) +6 (INT +1, Ranks +2, Favored +3)
* Knowledge (Dungeoneering) +5 (INT +1, Ranks +1, Favored +3)
* Knowledge (Engineering) +5 (INT +1, Ranks +1, Favored +3)
* Knowledge (Geography) +5 (INT +1, Ranks +1, Favored +3)
* Knowledge (History) +5 (INT +1, Ranks +1, Favored +3)
* Knowledge (Local) +10 (INT +1, Ranks +6, Favored +3)
* Knowledge (Nature) +8 (INT +1, Ranks +4, Favored +3)
* Knowledge (Nobility) +5 (INT +1, Ranks +1, Favored +3)
* Knowledge (Planes) +9 (INT +1, Ranks +5, Favored +3)
* Knowledge (Religion) +13 (INT +1, Ranks +9, Favored +3)
* Linguistics +1 (INT +1, Ranks +0)
* Perception +17 (WIS +7, Ranks +5, Favored +3, Racial +2)
+ Perform (Untrained) +3 (CHA +3, Ranks +0)
* Profession (untrained) +7 (WIS +7, Ranks +0)
+ Ride +3 (DEX +3, Ranks +0, Armor +0, Encumbrance +0)
* Sense Motive +11 (WIS +7, Ranks +1, Favored +3)
Sleight of Hand +3 (DEX +3, Ranks +0, Armor +0, Encumbrance +0)
* Spellcraft +5 (INT +1, Ranks +1, Favored +3)
+ Stealth +3 (DEX +3, Ranks +0, Armor +0, Encumbrance +0)
+ Survival +7 (WIS +7, Ranks +0)
+ Swim +5 (STR +5, Ranks +0, Armor +0, Encumbrance +0)
* Use Magic Device +8 (CHA +3, Ranks +2, Favored +3)
(+ = Useable Untrained)
Concentration (Cleric) +21

Languages: Common, Osiriani

=== Special Attacks ===
Channel Positive Energy (Su) 8d6 positive; Will DC29 half; 8/day.
Gentle Rest (Sp) Touch attack; staggered 1 rd or sleep 1 rd if staggered; undead staggered 7 rds; 10/day.
Lore Keeper (Sp) Touch attack; Knowledge 30 information gained.
Undead Imposition (Su) Channel Energy to control an undead creature within 30 ft for 15 rds; Will save DC20 negate.
Negative Energy Ward (Su) 15 ft radius immobile shell; undead < my HD cannot enter, else Will save DC15 or 3d6 positive and staggered 1d4 rds; 1 min/SW level.

=== Weapons ===
*Morningstar +5 (Adamantine/STR +6/Flaming/Keen) +19/+14 1d8+10 17-20/x2 +1d6 fire damage, ignore hardness less than 20
Gauntlet +14/+9 1d3+5 20/x2
Sling 1d4+5 20/x2 30 ft. +12/+7 50 ft. +10/+5 100 ft. +8/+3 150 ft. +6/+1 200 ft. +4/-1
Dagger +14/+9 1d4+5 19-20/x2 (thrown) 10 ft. +12/+7 20 ft. +10/+5 30 ft. +8/+3 40 ft. +6/+1 50 ft. +4/-1
Club +14/+9 1d6+5 20/x2 (thrown) 10 ft. +12/+7 20 ft. +10/+5 30 ft. +8/+3 40 ft. +6/+1 50 ft. +4/-1
Acid (Flask) 1d6 20/x2 10 ft. +12/+7 20 ft. +10/+5 30 ft. +8/+3 40 ft. +6/+1 50 ft. +4/-1 Splash 1 pt, 5 ft radius
Alkali (Flask) 1d6 20/x2 10 ft. +12/+7 20 ft. +10/+5 30 ft. +8/+3 40 ft. +6/+1 50 ft. +4/-1 Splash 1 pt, 5 ft radius; double damage vs oozes/acid based creatures
Heavy Crossbow +1 1d10+1 19-20/x2
Cold Iron Bolts (30 hp/inch, hardness 10) 30 ft. +13/+8 120 ft. +13/+8 240 ft. +11/+6 360 ft. +9/+4 480 ft. +7/+2
Bolts 30 ft. +13/+8 120 ft. +13/+8 240 ft. +11/+6 360 ft. +9/+4 480 ft. +7/+2
Unarmed Strike: +14/+9 1d3+5 20/x2 5 ft nonlethal
CMB/CMD Grapple +14/27 Trip +14/27 Disarm +14/27 Sunder +14/27 BullRush +14/27 Overrun +14/27
CMB = BAB (+9) + STR (+5) + Size (+0), CMD = 10 + BAB (+9) + STR (+5) + DEX (+3) + Size (+0)

Ability Scores: STR 20 (+5) DEX 16 (+3) CON 10 (+0) INT 13 (+1) WIS 25 (+7) CHA 16 (+3)
Ability Scores (raw): STR 14 (+2) DEX 16 (+3) CON 10 (+0) INT 13 (+1) WIS 19 (+4) CHA 16 (+3)

Prepared Spells:
Cleric Level 0 DC 17 unlimited use
Create Water
Detect Magic
Guidance
Light

Cleric Level 1 DC 18 (4+2+1/day)
( )Bless
( )*Comprehend Languages
( )Moment of Greatness
( )Protection from Evil
( )Sanctuary
( )Shield of Faith
( )Summon Monster I
Cure Light Wounds (1d8+5)

Cleric Level 2 DC 19 (4+2+1/day)
( )*Detect Thoughts
( )Hold Person
( )Protection from Evil (Communal)
( )Remove Paralysis
( )( ) Silence (x2)
( )Command Undead
Cure Moderate Wounds (2d8+10)

Cleric Level 3 DC 20 (4+2+1/day)
( )Channel Vigor
( )Dispel Magic
( )Invisibility Purge
( )Magic Circle against Evil
( )Prayer
( )*Speak with Dead
( )Wind Wall
Cure Serious Wounds (3d8+14)

Cleric Level 4 DC 21 (4+1+1/day)
( )( ) Blessing of Fervor (x2)
( )Dismissal
( )*Divination
( )Divine Power
( )Protection from Energy (Communal)
Cure Critical Wounds (4d8+14)

Cleric Level 5 DC 22 (4+1+1/day)
( )( )( )Flame Strike (x3)
( )Holy Ice
( )*Slay Living
Cure Light Wounds, Mass

Cleric Level 6 DC 23 (3+1+1/day)
( )Blade Barrier
( )Cold Ice Strike
( )Heal (10/level)
( )Hellfire Ray
( )*Undeath to Death
Cure Moderate Wounds, Mass

Cleric Level 7 DC 24 (2+1+1/day)
( )**Destruction
( )Destruction
( )Jolting Portent
( )Summon Monster VII
Cure Serious Wounds, Mass

Cleric Level 8 DC 25 (1+1+1/day)
( )Rift of Ruin
( )Stormbolts
( )*Waves Of Exhaustion
Cure Critical Wounds, Mass

*/** = Domain/Specialty Spell

Armor & Shield:

*Chain Shirt +5 (Mithral/Energy Resistance (Cold/Improved)) Type Light AC +9 Max Dex +6 Armor Check +0 Spell Failure 10% &nbsp;Special Properties 30 hp/inch, hardness 15, absorbs 20 points of cold damage per attack
*Scarab Shield +5 (Light/Steel/Rallying) Type Light AC +6 Max Dex Armor Check +0 Spell Failure 5% Special Properties See notes, (Shield +5 (Light/Steel/Rallying)), Allies within 30 feet of the wearer gain a +4 morale bonus on saving throws against fear effects.

Equipment:

Amulet of Natural Armor +1 Equipped 0 lbs., cost: 2000
Headband of Aerial Agility (WIS +6) Equipped 0 lbs., cost: 81000 (Headband (WIS +6/Fly/Wizard/5th)), Enhancement bonus to ability WIS|+6
Gauntlet Equipped 1 lbs., cost: 0
Ring of Protection +1 Equipped 0 lbs., cost: 2000
Morningstar +5 (Adamantine/STR +6/Flaming/Keen) Equipped 6 lbs., cost: 137008 +1d6 fire damage, ignore hardness less than 20, Enhancement bonus to ability STR|+6, threat range doubled
Outfit (Peasant's) Equipped 2 lbs., cost: 0
Chain Shirt +5 (Mithral/Energy Resistance (Cold/Improved)) Equipped 12.5 lbs., cost: 68100 30 hp/inch, hardness 15, absorbs 20 points of cold damage per attack
Cloak of Resistance +2 Equipped 1 lbs., cost: 4000
Scarab Shield +5 (Light/Steel/Rallying) Equipped 6 lbs., cost: 30159 See notes, (Shield +5 (Light/Steel/Rallying)), Allies within 30 feet of the wearer gain a +4 morale bonus on saving throws against fear effects.
Holy Symbol (Gold) Equipped 1 lbs., cost: 100
Backpack 2 lbs., cost: 2
Bedroll Backpack 5 lbs., cost: 0.1
Rations (Trail/Per Day) (x5) Backpack 1 lbs., cost: 0.5
Waterskin Backpack 0 lbs., cost: 1
Holy Text (Typical) Backpack 2 lbs., cost: 25
Candle (x10) Backpack 0 lbs., cost: 0.01
Flint and Steel Backpack 0 lbs., cost: 1
Mess Kit Backpack 1 lbs., cost: 0.2
Rope (Hemp/50 ft) Backpack 10 lbs., cost: 1
Soap (per lb) Backpack 1 lbs., cost: 0.5
Torch (x10) Backpack 1 lbs., cost: 0.01
Sling 0 lbs., cost: 0
Bullets (Sling/10) (x2) Sling 5 lbs., cost: 0.1
Dagger 1 lbs., cost: 2
Club 3 lbs., cost: 0
Oil of Shillelagh 0 lbs., cost: 50
Potion of Jump 0 lbs., cost: 50
Pouch (Belt) 0.5 lbs., cost: 1
Acid (Flask) 1 lbs., cost: 10
Alkali (Flask) 1 lbs., cost: 15
Potion of Aid 0 lbs., cost: 300
Potion of Bull's Strength 0 lbs., cost: 300
Potion of Enlarge Person 0 lbs., cost: 50
Potion of Hide from Undead 0 lbs., cost: 50
Wand of Cure Light Wounds Carried (50 Charges) 0.06 lbs., cost: 750
Spell Component Pouch 2 lbs., cost: 5
Scroll (Align Weapon) (x3 x2) 0.01 lbs., cost: 150
Scroll (Bless) (x2) 0.01 lbs., cost: 25
Scroll (Cure Moderate Wounds) 0.01 lbs., cost: 150
Scroll (Effortless Armor/Cleric/3rd/Divine/Minor) 0 lbs., cost: 150
Scroll (Remove Paralysis) 0.01 lbs., cost: 150
Scroll (Sound Burst) 0.01 lbs., cost: 150
Holy Symbol (Wooden) 0 lbs., cost: 1
Mask of Pharasma 0 lbs., cost: 100 (Mask (Detect Poison/Cleric/1st))
Crossbow +1 (Heavy) 8 lbs., cost: 2350
Bolt (Crossbow/Cold Iron) (x7) Crossbow +1 (Heavy) 0.1 lbs., cost: 0.2 30 hp/inch, hardness 10
Bolts (Crossbow/10) (x2) Crossbow +1 (Heavy) 1 lbs., cost: 1
Wand of Cure Critical Wounds Carried (50 Charges) 0.06 lbs., cost: 21000
Tome of Wisdom +1 cost: 12750
Total Carried Weight/Value: 94.91 lbs./350538.1 gp
Weight Allowance: Light 133 Medium 266 Heavy 400

Light Sources:
Candle Duration 1 hr.
Torch Bright 20 ft. Shadowy 40 ft. Duration 1 hr.

=== Feats ===
Blood Drinker You have acquired a taste for the blood of humans with this subtype. Whenever you drink fresh blood from such a creature, you gain 5 temporary hit points and a +1 bonus on checks and saves based on Constitution. The effects last 1 hour. If you feed multiple times, you continue to gain hit points to a maximum of 5 temporary hit points for every three Hit Dice you have, but the +1 bonus on Constitution-based skill checks and saving throws does not stack. Normally, you can only drink blood from an opponent who is helpless, grappled, paralyzed, pinned, unconscious, or similarly disabled. If you have a bite attack, you can drink blood automatically as part of your bite attack; otherwise, you must first cut your target by dealing 1 hit point of damage with a slashing or piercing weapon (though you may feed upon a creature with severe wounds or a bleed effect without cutting it first). Once you cut the target, you can drink from its wound as a standard action. Drinking blood deals 2 points of Constitution damage to the creature you feed upon. The blood must come from a living creature of the specified humanoid subtype. It cannot come from a dead or summoned creature. Feeding on unwilling intelligent creatures is an evil act.
Dodge You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Extra Channel You can channel energy two additional times per day.
Improved Channel Add 2 to the DC of saving throws made to resist the effects of your channel energy ability.
Improved Critical (Morningstar) When using the weapon you selected, your threat range is doubled.
Improved Initiative You get a +4 bonus on initiative checks.
Quick Channel You may channel energy as a move action by spending 2 daily uses of that ability.
Turn Undead You can, as a standard action, use one of your uses of channel positive energy to cause all undead within 30 feet of you to flee, as if panicked. Undead receive a Will save 22 to negate the effect. Undead that fail their save flee for 1 minute. Intelligent undead receive a new saving throw each round to end the effect. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures).
Bonus Cleric Caster level Channeling Feat (7x) Cleric: Add +1 to the caster level of any channeling feat used to affect undead.
Spell Penetration You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance.

=== Class Features ===
Weapon and Armor Proficiency Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity.
Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment.
Spells A cleric casts divine spells which are drawn from the cleric spell list. A cleric must choose and prepare her spells in advance.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Channel Positive Energy (Su) You can unleash a wave of positive energy (Cleric level -1)/2 points of damage or healing. Creatures that take damage from channeled energy receive a Will save (DC=10+(Cleric level/2)+(Cha mod)) to halve the damage. You can use this ability (3+(Cha mod)) times per day.
Spontaneous Casting You can channel stored spell energy into healing spells that you did not prepare ahead of time. You 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).
Channel Damage (Su) At 1st level, a soul warden gains the power to harm undead with positive energy. This ability functions exactly like a cleric's ability to channel positive energy to deal damage to undead (but not to heal living creatures), and counts as channel energy for the purposes of qualifying for feats or determining effects that rely on channel energy. A soul warden uses his class level as his effective cleric level when channeling damage. He can channel damage a number of times per day equal to 3 + his Charisma modifier. Soul warden levels stack with levels in any class that grants channel energy for the purpose of determining the number of damage dice his channel energy ability deals to undead (if any).
Focus Item A soul warden focuses his powers through an object called a focus item. A soul warden must be able to present his focus item to channel damage or to cast spells that require a divine focus. Common focus items include amulets, bells, holy symbols, and staves.
Channel Casting (Su)At 2nd level, a soul warden can expend a use of his channel damage ability to spontaneously cast from a select group of spells. At 4th level and every 2 levels thereafter, a soul warden gains access to a number of additional spells he can cast in this manner. The spells a soul warden can cast with this ability (and the soul warden level necessary to cast such spells) are listed below.
Starting at 3rd level, a soul warden adds his channel casting spells gained from the previous level to the class spell list of a class he belonged to before adding the prestige class. The spell level is equal to half the soul warden level necessary to channel cast the spell. For example, a 3rd-level spell warden who also has levels in sorcerer adds the decompose corpse, detect undead, hide from undead, and sanctify corpse to his sorcerer spell list, treating them as 1st-level sorcerer spells (since half of 2nd level is 1st level).
Level Spells
2nd Decompose corpse, detect undead, hide from undead, sanctify corpse
4th Command undead, necromantic burden
6th Disrupting weapon, halt undead, searing light
8th Death ward, undeath inversion, wall of fire
10th Breath of life, heal, [/url=http://www.d20pfsrd.com/magic/all-spells/u/undeath-to-death]undeath to death[/url]
Corpse Whisperer (Ex) At 2nd level, a soul warden adds half his soul warden level on Charisma checks and Charisma-based skill checks against undead creatures, including checks to assume control of undead creatures via feats like Command Undead or spells like control undead.
Bonus Feats At 3rd level and every 3 levels thereafter, a soul warden gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be chosen from the following: Channel Smite, Ectoplasmic Spell, Greater Channel Smite, Quick Channel, Threnodic Spell, Turn Undead, and Undead Master. The soul warden must meet the prerequisites of the selected bonus feat.
Harvest (Su) At 4th level, whenever a soul warden destroys an undead creature using channel positive energy, channel damage, or a spell with an instantaneous duration, he regains a use of channel damage. A soul warden can regain only one use of channel damage per round, and can regain a number of uses of channel damage per day up to his class level. A soul warden cannot use this to exceed his maximum number of uses of channel damage per day.
Undead Imposition (Su) At 5th level, as a standard action a soul warden may expend one use of channel damage to control an undead creature within 30 feet. The target can negate this effect with a successful Will save (DC = 10 + 1/2 the soul warden's level + the soul warden's Cha modifier). Failure means the creature falls under the soul warden's control, obeying his commands to the best of its ability for a number of rounds equal to the soul warden's class level. This ability is otherwise identical to control undead.
Negative Energy Ward (Su) At 7th level, once per day a soul warden can ward a 15-foot-radius area centered on himself to protect it against undead incursions. Any undead creatures with fewer Hit Dice than his caster level cannot enter the warded area. Undead with Hit Dice greater than or equal to the soul warden's caster level must attempt a Will save (DC = 10 + soul warden's level) when entering the area. An undead that succeeds at its save is unharmed, and is immune to the soul warden's negative energy ward for 24 hours. Failure means the creature takes 3d6 points of positive energy damage when it enters the area and it becomes staggered for 1d4 rounds. Once placed, a negative energy ward cannot be moved. The ward lasts 1 minute per soul warden level.

(future):

Necrotic Resistance (Su) At 8th level, a soul warden becomes resistant to ability drain and negative levels. Whenever a soul warden is targeted by an effect that would result in ability drain or impose negative levels, he takes 1 point of ability drain fewer and gains 1 negative level fewer than he normally would (to a minimum of 0). At 10th level, he takes 2 fewer points of ability drain and gains 2 fewer negative levels than he normally would.
Life Shell (Sp) At 10th level, a soul warden can create a dome of energy that repels undead creatures. This ability functions identically to antilife shell, except it hedges out only undead creatures and not creatures of any other type. Living creatures within the affected area gain fast healing 1 for the duration of the effect. A soul warden can activate this spell-like ability for up to 10 minutes per day. The duration need not be consecutive, but it must be expended in 1-minute increments.

=== Racial Qualities ===
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Manipulative (Ex) Dhampirs receive a +2 racial bonus on Bluff and Perception checks.
Spell-Like Ability (Sp) Dhampirs can use detect undead 1/day as a spell-like ability.

=== Traits ===
Undead Slayer (Pharasma) Instructed at a young age in the tenets of the faith of Pharasma, you view the undead as abominations that must be destroyed, so their souls can journey beyond to be judged. You gain a +1 trait bonus on weapon damage against undead.

=== Special Qualities ===

=== Domains, Cleric of Pharasma ===
Repose You see death not as something to be feared, but as a final rest and reward for a life well spent. The taint of undeath is a mockery of what you hold dear.

Gentle Rest (Sp):

Your touch can fill a creature with lethargy, causing a living creature to become staggered for 1 round as a melee touch attack. If you touch a staggered living creatures, that creature falls asleep for 1 round instead. Undead creatures touched by you are staggered for (Wis mod) rounds. You can use this ability 3+(Wis mod) times per day.

Ward Against Death (Su):

You can emit a 30-foot aura that wards against death for 8 rounds per day. Living creatures in this area are immune to death effects, energy drain, and effects that cause negative levels. This ward does not remove negative levels that a creature has already gained, but the negative levels have no effect while the creature is inside the warded area. These rounds do not need to be consecutive.

Domain Spells: 1st—Deathwatch, 2nd—Gentle Repose, 3rd—Speak With Dead, 4th—Death Ward, 5th—Slay Living, 6th—Undeath To Death, 7th—Destruction, 8th—Waves Of Exhaustion, 9th—Wail Of The Banshee.

Thought Subdomain 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 30.
Read Minds (Su) At 8th level, you can broaden your mental spectrum to encompass those around you. Doing so allows you to read the mind of every creature within 30 feet as if you had cast detect thoughts. This ability allows you to read the surface thoughts of any creature that you are aware of after only 1 round of concentration. Creatures in this area are allowed a Will save to negate the effect. The DC of this Will save is 21. You can use this ability 8 rounds per day. These rounds do not need to be consecutive.
Domain Spells: 1st—Comprehend Languages, 2nd—Detect Thoughts, 3rd—Seek Thoughts, 4th—Divination, 5th—Telepathic Bond, 6th—Find The Path, 7th—Legend Lore, 8th—Mind Blank, 9th—Foresight.

***
STR 14 (5 pts) DEX 14+2 (5 pts) CON 12-2 (2 pts) INT 13 (3 pts) WIS 16+1+1+1 (10 pts) CHA 14+2 (5 pts)

Scarab Shield:

This +1 light steel shield is fashioned in the shape of a scarab beetle-a creature that functions as a psycho-pomp for Pharasma, guiding the souls of the departed into the afterlife. Scarab shields are especially favored by archaeologists and tomb raiders for the protection they grant against guardians and vermin frequently found in ancient ruins and forgotten tombs.
Once per day on command, a scarab shield grants its wielder a +2 sacred bonus on saving throws against fear and death effects for 3 minutes. At any time while this bonus is in effect, the wielder can end the effect as a swift action for a burst of healing energy. The wielder loses the waving throw bonus, but is healed of 1d8+3 points of damage.
In addition, a scarab shield can protect its wielder from swarms. If a mindless swarm attempts to enter the wielder's space, the swarm must attempt a DC 11 Will save. If the save succeeds, the swarm can enter the wielder's space and attack the wielder normally. If the save fails, the swarm instinctively avoids the space occupied by the wielder completely ignoring the wielder for 3 rounds. This effect ends if the wielder makes any attacks, but the wielder may use non-attack spells or otherwise act without ending the effect. This ability functions once per day.

Misc Funds: 190.94+64841.38+12000+43867.5+25725.88-12750 GP
Wands
- Lessor Restoration (10 charges)
- Cure Light Wounds (11 charges)