NINN ELEN'LAIN CR 6
Ninn (somewhat :P).
Ninn Greatcoat Minus the Plating and Kilt.
Female Aasimar Cleric 3 Mystic Theurge 1 Wizard 3
LN Medium Outsider (Native)
Init +2; Senses Darkvision (60 feet); Perception +6
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DEFENSE
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AC 20, touch 13, flat-footed 18. . (+6 armor, +2 Dex, +1 natural, +1 deflection)
HP 54 (3d8+4d6+14)
Fort +6, Ref +4, Will +11
Resist acid 5, cold 5, electricity 5
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OFFENSE
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Spd 30 ft.
Melee +1 Battle Aspergillum +4 (1d6+1/20/x2)
Ranged +1 Crossbow, Light +4 (1d8+1/19-20/x2)
Special Attacks Sun's Blessing
Spell-Like Abilities Daylight (1/day), Rebuke Death (7/day)
Cleric Spells Known (CL 4, 3 melee touch, 5 ranged touch):
2 (3/day) Sound Burst (DC 16), Cure Moderate Wounds (DC 16), Shield Other, Silence (DC 16)
1 (4/day) Cure Light Wounds (DC 15), Entropic Shield (DC 15), Protection from Evil, Bless, Dancing Lantern
0 (at will) Light, Detect Magic, Create Water, Guidance Wizard Spells Known (CL 4, 3 melee touch, 5 ranged touch):
2 (3/day) Scorching Ray, Scorching Ray, Invisibility
1 (4/day) Sleep (DC 14), Magic Missile, Mage Armor, Shield
0 (at will) Flare (DC 13), Prestidigitation (DC 13), Message, Read Magic
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STATISTICS
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Str 10, Dex 14, Con 14, Int 16, Wis 18, Cha 15
Base Atk +3; CMB +3; CMD 16
Feats Arcane Armor Training, Combat Casting, Eschew Materials, Scribe Scroll, Turn Undead (DC 13), Wizard Weapon Proficiencies
Traits Dealmaker (1/week), Focused Mind
Skills Appraise +7, Craft: Weapons +6, Diplomacy +12, Fly +6, Heal +12, Knowledge: Arcana +12, Knowledge: Religion +10, Linguistics +10, Perception +6, Sense Motive +10, Spellcraft +13
Languages Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Gnome, Halfling, Infernal
SQ Area Map: ????, Aura (Ex), Bonded Object: +1 Battle Aspergillum (1/day) (Sp), Channel Positive Energy 2d6 (5/day) (DC 13) (Su), Cleric Domain: Healing, Cleric Domain: Sun, Combined Spells (1st) (Su), Hand of the Apprentice (6/day) (Su), Ring of Sustenance, Spontaneous Casting
Combat Gear +1 Battle Aspergillum, +1 Crossbow, Light, +1 Kilted Mithral Armored Coat; Other Gear Amulet of Natural Armor +1, Area Map: ????, Bag, Waterproof (empty), Bandoleer, Blanket, Bloodblock (2), 2x Bolts (20), Cleric's vestments, Cooking kit, Efficient Quiver (1 @ 0.5 lbs), Fishing net, 25 sq. ft., Flash Powder (5), Fuse grenade (5), Grappling bolt, Handy Haversack (34 @ 36.5 lbs), Healer's kit (10 uses), Holy symbol, silver: Soleil, Ink (1 oz. vial, black), Inkpen, Potion of Cure Light Wounds (7), Potion of Cure Moderate Wounds (3), Potion of Cure Serious Wounds (2), Potion of Displacement, Ring of Protection, +1, Ring of Sustenance, Sealing wax, Signal Horn, Signet ring, Smelling Salts (2), Spellbook (50 Pages), Surgeon's Tools, Tanglefoot bag (2), Wandermeal (per serving) (7)
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SPECIAL ABILITIES
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Arcane Armor Training Swift action: -10% arcane spell failure due to armor.
Area Map: ???? A geographically relevant map grants a user a +1 circumstance bonus on Survival checks made to navigate in the wilderness. It also can be used to grant the same bonus on Knowledge (dungeoneering) checks made to navigate underground.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bonded Object: +1 Battle Aspergillum (1/day) (Sp) DC 20 + spell level to cast spells without the bonded object. Once per day, you can cast any spell in your spellbook for free.
Channel Positive Energy 2d6 (5/day) (DC 13) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Healing Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cleric Domain: Sun Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combined Spells (1st) (Su) You can prepare the spells of one spellcasting class using another classes' slots.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Daylight (1/day) (Sp) Daylight once per day.
Eschew Materials Cast without materials, if material cost is <= 1gp.
Focused Mind +2 to Concentration checks
Hand of the Apprentice (6/day) (Su) Throw the melee weapon you are holding 6/day.
Rebuke Death (7/day) (Sp) Heal 1d4+1 damage to creatures at negative HP
Ring of Sustenance This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind, so that its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself.
Faint conjuration; CL 5th; Forge Ring, create food and water; Price 2,500 gp.
Spontaneous Casting The Cleric can convert stored spells into Cure spells.
Sun's Blessing (Su) +3 to channel positive energy's damage to undead.
Turn Undead (DC 13) Your Channel Energy can make undead flee.
Background:
Ninn has lived in the Imperial Capital for as long as she can remember, her father was a blacksmith who was lucky enough to craft weapons for the military. He wasn't a master blacksmith but he was respected for his ability to create several fine weapons in a short amount of time. Although the work he did for the military caused him to spend almost every waking moment at his forge, he never hired a helper or had apprentices like the others in the early years which meant his work was never finished.
When Ninn was just old enough to start learning her first trade, her parents worked hard to petitioned the church of Soleil to take her on as an acolyte. The clergymen who agreed to take her on as an acolyte took a 'donation' from her parents to secure her a spot, it was one of the happiest days of Ninn's life to work in service of the god of healing. But her happiness was short lived when she had to move into the church proper and live with the other acolytes.
Thing worsened when she learned in short order that several of the clergymen were very skilled conmen, yes they worked for the church but they made it their business to take poor craftsmen like her parents for all the had. The man who took her on as an apprentice soon proved to be abusive, and knew how to hide the bruises he inflicted. How these men were allowed to stay in the church befuddled Ninn and she spent many a night longing for her parents.
The day her father came to visit her, she was told to be a 'good girl' or else she would pay for it later, but her father saw through her empty smiles like she knew he would. She knew that look he would get when he was determined to do something rash but there was no way to stop him. That day was a day she wouldn’t forget her father and that vile man exchanged some heavy words and when finally the priest struck her father, it seemed like slow motion when her fathers hardened fist broke that vile man jaw in a single blow.
He took her home that day and to her surprise she found several apprentices and laborers at their shop, they had been saving for a long time to get her in as an acolyte and only took on these extra helpers after they thought her future was secure. But now that dream was on hold, she spent several years working a forge alongside her father until she got into her teens and her body started to change. While working behind the forge she was able to practice her healing skills she had learned in her short time as an Acolyte, she became very skilled in setting bones, stitching and creating poultices. She became paler taller more otherworldly, many blamed the leylines that the Imperial Capital sat upon but with these changes came new abilities that brought joy to all who saw them.
She approached the church again and successfully petitioned them into becoming a Low-Priest, only a step above an Acolyte but it allowed her to train her own Acolytes. As she trained her own students though she found that the corruption she had seen as a child still infested parts of the church like an incurable disease. When she had an argument with these higher ranking corrupt priests she was removed as a low priest among their order.
It didn’t stop her determination though, she turned her focus into become a powerful force, strong enough to cleanse this corruption. So she turned to the local wizards guild and with the help of her otherworldly powers she join them in short order. Even though she worked as a wizard’s apprentice she continued her charitable works for the down trodden and those who couldn’t afford a full priest. She has continued to steadily gain strength hoping one day to strike back at those that destroyed her dream and hurt so many others for their own gain.
Appearance:
Standing at six feet tall, she is on the slender side of a hundred and twenty-five pounds and not carrying much in the way of muscle. With pale skin, golden eyes and hair he color of wheat at harvest she is a pretty girl. She continues to wear her odd dress that she had working in her fathers forge room, many laugh when they see her move around with her armored smithy’s kilt, she wears this beneath an armored great coat that her father had crafted for her protection. The mithril plating made it easier for her to cast her spells and remain perfectly protected from a street thugs blade. She wears light clothing as the cold doesn’t affect her as much as other people. She still wears her holy aspergillum when she is out and about.
Pets:
ROCH HORSE, HEAVY (COMBAT TRAINED) CR 1
Male Horse, Heavy
NN Large Animal
Init +2; Senses Low-Light Vision, Scent; Perception +6
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DEFENSE
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AC 11, touch 11, flat-footed 9. . (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
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OFFENSE
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Spd 50 ft.
Melee Bite (Horse, Heavy) +3 (1d4+3/20/x2) and
. . Hooves x2 (Horse, Heavy) -2 x2 (1d6+1/20/x2)
Space 10 ft.; Reach 5 ft.
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STATISTICS
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Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. Trip)
Feats Endurance, Run
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]
Skills Fly +0, Perception +6, Stealth -2
Languages SQ Combat Riding [Trick]
Other Gear Bit and bridle, Saddle (Military), Saddlebags (empty)
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SPECIAL ABILITIES
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Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run You run faster than normal.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
SABER and VIRGIL, COMBAT-TRAINED CR 1
Male Dog
NN Small Animal
Init +1; Senses Low-Light Vision, Scent; Perception +8
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DEFENSE
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AC 13, touch 12, flat-footed 12. . (+1 Dex, +1 size, +1 natural)
hp 6 (1d8+2)
Fort +4, Ref +3, Will +1
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OFFENSE
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Spd 40 ft.
Melee Bite (Dog) +2 (1d4+1/20/x2)
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STATISTICS
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Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +0; CMB +0; CMD 11 (15 vs. Trip)
Feats Skill Focus: Perception
Tricks Attack [Trick], Down [Trick], Fighting [Trick], Stay [Trick]
Skills Fly +3, Perception +8, Stealth +5 Modifiers +4 to Survival when tracking by Scent, Acrobatics (Jump) +8
Languages SQ Fighting [Trick]
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SPECIAL ABILITIES
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+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Acrobatics (Jump) +8 (Ex) You gain the specified bonus to acrobatics checks made to jump.
Fighting [Trick] The animal has been trained to fight.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.