Barmaid

Nima Lily's page

136 posts. Alias of BloodWolven.


Race

Vital:
HP: 151_ Wounds: 0, AC: 37_ T: 33_ FF: 14_ Perception +17, Sense Motive +17, Initiative: +7, Fort: +15 _ Ref: +12_ Will: +17, CMB: +10, CMD: 23, Speed: 40

Classes/Levels

Skills:
Acro+13_Ap+12_Bluf+20_Climb+12_Dip+30_EscA+12_Heal+18_Intimidate+20|K(Arc,H is,Nob,Planes,Rel)+15|Ling+12_Ride+12|Dance+21|Cook+21_SpellC+15_Ste+11_Sur +10_Swim+11_UMD+20

Strength 7
Dexterity 7
Constitution 8
Intelligence 8
Wisdom 10
Charisma 16

About Nima Lily

This beautiful delicate woman has pale pink skin, long stark white hair, a white circle on the middle of her forehead, and soft grey almost silver eyes. She wears a shiny chain shirt, a heavy wooden shield, and a silver holy symbol in her hand. Upon her belt resides a sickle and a dagger, among other things.

Sublime Suli
N Med native outsider (fire) cleric 5/Sorcerer 4 (Efreeti Bloodline)/scaled fist monk 1

She may train out of sorcerer for bloodrager.

Init +7; Senses darkvision 60 ft., detect magic; Perception +17

DEFENSE

AC 37, touch 33, flat-footed 14 (+4 mage armor, +7 Dex, +0 natural, –0 size, +16 Cha)

hp 151 (5d8+Consitution+Cha+Toughness)([8+5+7+4+3]+40+80+5)
Fast Healing 16

Fort +15,(Class +4, CON + 8, Cloak +3)
Ref +12, (Class +2, DEX + 7, Cloak +3)
Will +17 (Class +4, WIS +10, Cloak +3)

Resist: acid 5, cold 25, electricity 25, and fire 5.

Vital:
HP: 151_ Wounds: 0, AC: 37_ T: 33_ FF: 14_ Perception +17, Sense Motive +17, Initiative: +7, Fort: +15 _ Ref: +12_ Will: +17, CMB: +10, CMD: 23, Speed: 40

OFFENSE
Base Atk +3; CMB +10; CMD 27
Speed 40 ft.,
Space 5 ft.; Reach 5 ft.

Elemental Assault (Su): Once per day as a swift action, a suli can call on the elemental power lurking in its veins to shroud its arms in acid, cold, electricity, or fire. Unarmed strikes with its elbows or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type. This lasts for 1 round per level. The suli can end the effects of its elemental power early as a free action.

Melee
mwk silver sickle +11 (1d6+7-1)
cold iron dagger +10 (1d4+7)

Ranged
dart +10 (1d4+7)

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.
[dice=Fire Bolt ranged touch]1d20+10[/dice]
[dice=damage]1d6+2[/dice]
13/day

channel positive energy 21/day (DC 28, 6d6)
-----,-----,-----,-----,- # left.

Cleric Spells Prepared (CL 3rd; concentration +5):
9th- Bonus spells from Wisdom: 1

8th- Bonus spells from Wisdom: 1

7th- Bonus spells from Wisdom: 1

6th- Bonus spells from Wisdom: 2

5th- Bonus spells from Wisdom: 2

4th- Bonus spells from Wisdom: 2

3rd- Bonus spells from Wisdom: 2_Spells from class: 1+1
Total spells per day: 6

Cure Serious WoundsD
Beacon of Luck
Daylight
Blood Rage
Blood Rage
Hide from Undead, Greater

2nd- Bonus spells from Wisdom: 3_Spells from class: 2+1
Total spells per day: 6

cure moderate woundsD,
hold person (DC 20),
Aid, +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Aid, +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Calm Emotions (DC 20),
Remove Paralysis

1st— Bonus spells from Wisdom: 3_Spells from class: 4+1
Total spells per day: 8

bless (DC19),
cause fear (DC 19),
cure light woundsD,
cure light wounds,
Lesser Restoration,
Lesser Restoration,
Lesser Restoration,
Comprehend Languages,

0 (at will)— Total spells per day: 4
detect magic
guidance,
light,
create water

[D domain spell; Domains: Fire, Healing]

STATISTICS
Mod, Final, base, race, Sublime, bonuses
+7 Str 25, 12, +2, +2, manual +5, belt +4
+7 Dex 25, 14, +0, +2, manual +5, belt +4
+8 Con 27, 10, +0, +8, manual +5, belt +4
+8 Int 26, 10, -2, +4, manual +5, age +3, headband +4
+10Wis 30, 18, +0, +0, manual +5, age +3, headband +4, lvl +1
+16Cha 43, 18, +2, +8, manual +5, age +3, headband +4

Feats
1 Selective Channel
3 Extra Channel
5 Augment Healing
Sublime: Toughness

Traits:

Skills:
Acro+13_Ap+12_Bluf+20_Climb+12_Dip+30_EscA+12_Heal+18_Intimidate+20|K(Arc,H is,Nob,Planes,Rel)+15|Ling+12_Ride+12|Dance+21|Cook+21_SpellC+15_Ste+11_Sur +10_Swim+11_UMD+20

Skills:
62

*Acrobatics +13, (3 rank, Dex +7, CS +3)
*Appraise +12, (1 rank, Int +8, CS +3)
*Bluff +20, (1 rank, Cha +16, CS +3)
*Climb +12, (2 rank, Str +7, CS +3)
*Craft (armor)+14, (3 rank, Int +8, CS +3)
*Diplomacy +30, (5 rank, Cha +16, CS +3, Racial +2, Sublime +4)
Disguise +16, (0 rank, Cha +16)
*Escape Artist+12, (2 rank, Dex +7, CS +3)
*Fly +12, (2 rank, Dex +7, CS +3)
*Heal +18, (5 rank, Wis +10, CS +3)
*Intimidate +20, (1 rank, Cha +16, CS +3)
*Knowledge (arcana) +15, (4 rank, Int +8, CS +3)
*Knowledge (history) +15, (4 rank, Int +8, CS +3)
*Knowledge (nobility) +15, (4 rank, Int +8, CS +3)
*Knowledge (planes) +15, (4 rank, Int +8, CS +3)
*Knowledge (religion) +15, (4 rank, Int +8, CS +3)
*Linguistics +12, (1 rank, Int +8, CS +3)
*Perception +17, (4 rank, Wis +10, CS +3)
*Perform (Dance) +21, (2 rank, Cha +16, CS +3)
*Profession (Cook) +21, (2 rank, Cha +16, CS +3)
*Ride +12, (2 rank, Dex +7, CS +3)
*Sense Motive +17, (2 rank, Wis +10, CS +3, Racial +2)
*Spellcraft +15, (4 rank, Int +8, CS +3)
*Stealth +11, (1 rank, Dex +7, CS +3)
*Swim +11, (1 rank, Str +7, CS +3)
*Use Magic Device +20, (1 rank, Cha +16, CS +3)

Languages: Ignan, Common, Draconic, Terran

Gear:

Hunter’s kit
Weight 43-1/2 lbs.
This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.

Combat Gear: Healing Kit (10 doses), vials of holy water (2); Other Gear Mithril chain shirt +1, heavy wooden shield +1, darts (4), masterwork silver sickle, silver holy symbol. Cold iron dagger.

Head: Headband of perfect mental ability +4
Waist: Belt of Physical Perfection with Healing: 3 charges daily, +4 Con
One charge: 2d8+5, Two charges: 3d8+5, Three charges: 3d8+5,
Neck phylactery of positive channeling.
Feet:


Domains:

Fire Domain
You can call forth fire, command creatures of the inferno, and your flesh does not burn.

Granted 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).

Healing Domain:
Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. 11/day

Healer’s Blessing (Su): At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.

Domain Spells: 1st—cure light wounds, 2nd—cure moderate wounds, 3rd—cure serious wounds, 4th—cure critical wounds, 5th—breath of life, 6th—heal, 7th—regenerate, 8th—cure critical wounds (mass), 9th—heal (mass).

Racial Traits:

+2 Strength, +2 Charisma, -2 Intelligence: Sulis tend to be strong and charming, but slow-witted.
Darkvision: Sulis can see 60 feet with no light.
Negotiator: Sulis are keen negotiators, and gain a +2 racial bonus on Diplomacy and Sense Motive checks.
Elemental Assault (Su): Once per day as a swift action, a suli can call on the elemental power lurking in its veins to shroud its arms in acid, cold, electricity, or fire. Unarmed strikes with its elbows or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type. This lasts for 1 round per level. The suli can end the effects of its elemental power early as a free action.
Elemental Resistance: Sulis have resistance to acid 5, cold 5, electricity 5, and fire 5.
Languages: Sulis begin play speaking Common and any one elemental language of their choice (Aquan, Auran, Ignan, or Terran). Sulis with high Intelligence scores can choose from among the following bonus languages: Aquan, Auran, Draconic, Ignan, and Terran.