Demon Hunter

Navith Kanhai's page

227 posts. Alias of Oceanshieldwolf.

Full Name

Navith Kanhai


Channel Energy 7/day, DC 14, (2d6 + 4 to undead); Fire Bolt 6/day, 1d6 +2, 30 ft range


Human Male Cleric 4; HP 39/31; AC 21/ T 10/ FF 20; Fort +7 Ref +3 Will +8; Init +1; Per +4; CMB +5, CMD 16; Spd 20 ft

Special Abilities

Channel Energy 7/Day, Domain Powers, Spontaneous Casting, Spells





Strength 14
Dexterity 12
Constitution 14
Intelligence 14
Wisdom 16
Charisma 14

About Navith Kanhai

Quick View Stats for Combat:
HP: 39/39
AC: 21, 10 touch, 20 flat-footed
Saves: Fort: +7, Reflex: +3 , Will +8
BAB +3
CMB +5 CMD 16

Initiative: +1 (+1 Dex)
Spells in Effect:
Currently wearing:
Items in Hand:

DC 13*+ [10 + 3 (Wis Mod)] + spell-level]
Spells/Day (4 1st level) + (1 domain spell) , (2 2nd level) + (1 domain spell)
Spells prepared: bless, detect undead, true strike
Spells Prepared:
Orisons : 4 – brand, daze, detect magic, light
First Level: 3 bless, detect undead, divine favor, true strike

Second Level: consecrate, eagle's splendor

Domain Spell: burning hands, heat metal

Navith's Background:


Ability Scores Score - 25 point buy (modifier) (point buy) (racial creation bonus)
Str : 14 (+2) (5)
Dex: 12 (+1) (2)
Con: 14 (+2) (5)
Int: 14 (+2) (3) (+1 4th level)
Wis: 16 (+3) (2) (+2 Human)
Cha: 14 (+2) (5)


AC: 21, touch 10, flat-footed 20 (+9 armor, +1 Dex, +1 shield, +0 size)

HP: 39 (Full first level = (8), Half die +1 x level 2,3,4 (15); +8 Con, +4 Favored Class, +4 Toughness)
Fort +6 (4 + 2), Ref +2 (1 + 1), Will +7 (4 + 3)


Initiative: +1
Speed 30 ft. (20 ft in armor)

Longspear +1 +7, 1d8 +4 x3 [+3 BAB , +2 Str, +1 Weapon Focus, +1 enhancement ] [+3 THF, +1 enhancement]
Heavy Mace +6, 1d8 +3 x2 [+3 BAB, +2 Str, +1 Masterwork] [+3 THF]

Dagger + 5, 1d4 + 2, 19-20 x2, [BAB +3, Dex +2] [+2 Strength]

Base Atk: +3

CMB: +5 (+3 BAB, +2 str) CMD: 16 (10, +3 BAB, +2 str, +1 dex)

Favored Class Bonus Cleric: Hit points

[3: 1 human, 1 1st level, 1 campaign bonus]

Weapon Focus: Longspear
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.

Extra Channel
Benefit: You gain two extra uses of channel per day

Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Story Feat:
Crisis of Conscience

Benefit(s): You are an enigma unto those who cleave to notions of morality as guiding life principles. Habits and mannerisms from your past life send subtly confusing signals to those trying to read you. Whenever another character attempts to discern your alignment, loyalties, or intentions (including via magical effects such as detect thoughts and when you are using Bluff to send a secret message or feint), you gain a +2 bonus on opposed skill checks and on Will saving throws to resist such effects.

Goal: Resolve your conscience with an act of decisive good or evil that shifts your alignment accordingly. Acts of decisive good include dedicating your worldly wealth to a noble cause or charitable institution, risking death for the sake of others, or another notable sacrifice for a greater good. Acts of decisive evil include reducing a city to penury and starvation, murdering or terrorizing innocents, or other, darker deeds.


The cleric’s class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skills: (16 = 8 (2 ranks x Cleric 4), +4 int, +4 human) (+3 background) xxxxxxxx
Skill/Class/Ranks/Ability Modifier/Bonus ( * = ACP, # = no untrained)
Acrobatics (Dex)/No/0/+1 = +x * #
xxxxxB'groundAppraise (Int)/Yes, +3/1/+1 = +5
Bluff (Cha)/No/xx/+x = +x
Climb (Str)/No/1/+2 = +x *
xxxxxB'ground Craft (armor) (Int)/Yes, +3/1/+1 = +5
xxxxxB'ground Craft (weapons) (Int)/Yes, +3/1/+1 = +5
xxxxxDiplomacy (Cha)/Yes, +3/1/+2 = +6
Disable Device (Dex)/No/xx/+1 =+x * #
Disguise (Cha)/No/xx/+2 = +x
Escape Artist (Dex)/No/xx/+1 = +x *
Fly (Dex)/No/xx/+1 = +x *
Handle Animal (Cha)/No/1/+2= +3
xxxxxHeal (Wis)/Yes, +3/2/+3 = +8
Intimidate (Cha)/No/1/+2 = +3
Knowledge (arcana) (Int)/Yes, +3/xx/+1= +x #
Knowledge (dungeoneering) (Int)/No/xx/+1 = +x #
Knowledge (engineering)(Int)/No/xx/+1 = +x #
Knowledge (history)(Int)/Yes, +3/1/+2 = +3/b] #
[b]Knowledge (nature)(Int)
/No/x/+1 = +x #
Knowledge (nobility)(Int)/Yes, +3/xx/+1 = +x #
xxxxxKnowledge (planes)(Int)/Yes, +3/1/+1 = +5 #
xxxxxKnowledge (religion)(Int)/Yes, +3/2/+2 = +8 # (+1 trait)
xxxxxLinguistics (Int)/Yes, +3/1/+1 = +5 #
xxxxxPerception (Wis)/No/2/+3 = +5
Perform (Cha) /No/xx/+2 = +x
Profession (Int) /Yes, +3/xx/+1 = +x #
Ride (Dex)/No/xx/+1= +x *
xxxxxSense Motive (Wis)/Yes, +3/2/+3 = +8
Sleight of Hand (Dex)/No/xx/+1= +x * #
xxxxxSpellcraft (Int)/Yes, +3/2/+1 = +6 #
Stealth (Dex)/No/x/+1 = +x *
Survival (Wis)/No/1/+3 = +x
Swim (Str)/No/xx/+2 = +x
Use Magic Device (Cha)/No/xx/+2= +x #


Anatomist: +1 to confirm critical hits
Armor Expert: -1 to ACP
Child of the Temple: +1 to Knowledge (nobility) and Knowledge (religion).


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 deities.

Aura (Ex)
A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details).


A cleric casts divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A cleric must choose and prepare her spells in advance.

To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier.

Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

Clerics meditate or pray for their spells. Each cleric must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Chaotic, Evil, Good, and Lawful Spells A cleric can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

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 treated like any other spell, but they are not expended when cast and may be used again.

Channel Energy:

Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.

A cleric must be able to present her holy symbol to use this ability.


A cleric’s deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.

Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.

In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.

Domains Chosen:

Domain Powers:

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.

Domain Powers:

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).

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 of 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).

A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy).


Longspear +1 1d8 x3, P, 5 gp, 9 lbs.
Masterwork Heavy Mace 1d8 x2, B, 412 gp, 8 lbs.
Spiked Gauntlet 1d4 x2, P, 5 gp, 1 lb.
Dagger 1d4 19-20 x2, P or S, 2gp, 1 lb.
Heavy morning star with a black metal shaft and head fashioned as a grinning carved ivory human skull ringed by a spiky crown of twisted vines = +1 human bane morning star
424 gp; 19 lbs.

+1 Half Plate* (+8 AC, Max Dex 0, ACP -7, ASF 40%, 20 ft spd, 600 gp, 50 lbs.)
Buckler (+1 AC, Max Dex - , ACP -1, ASF 5%, 5 gp, 5 lbs.)
* includes Gauntlet, locked 8 gp.

613 gp; 55 lbs.

Skill Equipment:
Bedroll, 1 sp, 5 lbs.
Silk rope, 10 gp, 1 lb.
Bullseye Lantern, 12 gp, 3 lbs.
Backpack, 2 gp, 2 lbs.
Caltrops, 1 gp, 2 lbs.
Ink and Inkpen, 8 gp, 1 sp
Waterskin, 1 gp, 4 lbs.
Trail Rations x4, 2 gp. 4 lbs.
Flint and Stell, 1 gp

37 gp, 2 sp; 21 lbs.
Cloak of Resistance +1

Total equipment cost: 1074 gp, 2 sp of 1200 gp
Weight: 95 lbs.
Armor 55 lbs.

Carrying Capacity: 175 lbs; less than 58 lbs = light load. Carrying 95 lbs. Load: medium