About Nishimura ShurakasaiNishimura Shurakasai-hime
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Feats:
Traits: Bully, Suspicious Skills:
Background Skills:
Languages: Tian, Common, Elven, Goblin, Sylvan, Ignan, Celestial, Infernal, Abyssal, Aklo, Draconic, Oni Class Abilities:
Aura (Ex): Evil
Channel Energy: Positive, 6d6, 7/Day DC 20
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. Spontaneous Casting
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). Bonus Languages
Domain Abilities:
Wall of Ashes (Su): At 8th level, you can create a wall of swirling ashes anywhere within 100 feet. This wall is up to 20 feet high and up to 10 feet long per cleric level you possess. The wall of ash blocks line of sight, and any creature passing through it must make a Fortitude save or be blinded for 1d4 rounds. The wall of ash reveals invisible creatures that are inside it or adjacent to it, although they become invisible again if they move away from the wall. You can use this ability for a number of minutes per day equal to your cleric level, but these minutes do not need to be consecutive. Malign Eye (Su): As a standard action, you can afflict one target within 30 feet with your malign eye, causing it to take a –2 penalty on all saving throws against your spells. The effect lasts for 1 minute or until the target hits you with an attack. You can use this ability for a number of times per day equal to 3 + your Wisdom modifier. 8/day Good Fortune (Ex): At 6th level, as an immediate action, you can reroll any one d20 roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it's worse than the original roll. You can use this ability once per day at 6th level, and one additional time per day for every six cleric levels beyond 6th. Domain Spells:
Equipment:
Spells Prepared 0: Resistance, Stablize, Enhanced Diplomacy, Guidance 1 (DC 17): Burning Hands (5d4), Bane, Hellish Chains, Burning Disarm, Divine Favor +3, Doom, Endure Elements 2 (DC 18): Aid, Align Weapon, Endure Elements (Communal), Hold Person, Bloodbath, Protection from Evil (Communal), Lesser Restoration 3 (DC 19): Fireball (10d6), Align Weapon (Communal), Bestow Curse, Create Food and Water, Invisibility Purge, Screaming Flames 4 (DC 20): Wall of Fire, Forceful Strike (10d4), Protection from Energy (Communal), Blessing of Fervor, Freedom of Movement 5 (DC 21): Break Enchantment, Flame Strike, Boneshatter, Slay Living 6 (DC 22): Fire Seeds, Heal (110 hp), Hellfire Ray 11d6 |