About Nahoçe SijedHP/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 ===
=== Weapons ===
Ability Scores: STR 20 (+5) DEX 16 (+3) CON 10 (+0) INT 13 (+1) WIS 25 (+7) CHA 16 (+3)
Prepared Spells:
Cleric Level 1 DC 18 (4+2+1/day)
Cleric Level 2 DC 19 (4+2+1/day)
Cleric Level 3 DC 20 (4+2+1/day)
Cleric Level 4 DC 21 (4+1+1/day)
Cleric Level 5 DC 22 (4+1+1/day)
Cleric Level 6 DC 23 (3+1+1/day)
Cleric Level 7 DC 24 (2+1+1/day)
Cleric Level 8 DC 25 (1+1+1/day)
*/** = 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% 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) ( 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 ===
=== Class Features ===
(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 ===
=== Traits ===
=== Special Qualities === === Domains, Cleric of Pharasma ===
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.
***
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) |
