Habesuta Hatsue

Nishimura Shurakasai's page

37 posts. Alias of joerice.


Full Name

Nishimura Shurakasai-hime

Race

Human (Tian)

Classes/Levels

Cleric of Yabu 11 (Fire/Ash and Luck/Curse Domains)

Gender

F

Size

M

Alignment

N

Deity

Yabu

Languages

Tian, Common, Elven, Goblin, Sylvan, Ignan, Celestial, Infernal, Abyssal, Aklo, Draconic, Oni

Strength 16
Dexterity 12
Constitution 13
Intelligence 10
Wisdom 22
Charisma 14

About Nishimura Shurakasai

Nishimura Shurakasai-hime
Female Human Cleric of Yabu 11 (Fire/Ash and Luck/Curse Domains)
N Medium Humanoid (Human)
Init +2; Perception +6
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Defense
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AC 21 (+1 when Meteor Hammer is in Fortress configuration) (12 touch, 20 flat footed)
hp 70
Fort +8, Ref +4, Will +13
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Offense
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Speed 30 ft.
Melee: +1 Meteor Hammer +13/+8 (1d8+5) reach, trip, b
Melee: Dagger +11 (1d4+3)19-20 s,p

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Statistics
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Str 16, Dex 12, Con 13, Int 10, Wis 22, Cha 14
Base Atk +8/+3; CMB +11; CMD 22

Feats:
Extra Channel
Selective Channel
Turn Undead
Weapon Focus (Meteor Hammer)
Dodge
Toughness
Channel Revival

Traits: Bully, Suspicious

Skills:
Intimidate 17 (2+11+3+1)
Diplomacy 16 (2+11+3)
Heal 20 (6+11+3)
Sense Motive 21 (6+11+3+1)

Background Skills:
Artistry (Poetry) 14 (0+11+3)
Linguistics 14 (0+11+3)

Languages: Tian, Common, Elven, Goblin, Sylvan, Ignan, Celestial, Infernal, Abyssal, Aklo, Draconic, Oni

Class Abilities:
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): Evil
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).

Channel Energy: Positive, 6d6, 7/Day DC 20
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.

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).

Bonus Languages
A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.

Domain Abilities:
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. 1d6+5 8/day

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:
1: Burning Hands 5d4 or Bane
2: Produce Flame or Aid
3: Fireball 10d6 or Bestow Curse
4: Wall of Fire or Freedom of Movement
5: Fire Shield or Break Enchantment
6: Fire Seeds or Eyebite

Equipment:
+1 Mountain-Pattern Armor
+1 Meteor Hammer
Ring of Protection +1
Headband of Wisdom +2
Belt of Giant Strength +2
Amulet of Natural Armor +1
Cold Iron Dagger
Alchemically Silvered Dagger
Iron Holy Symbol
Fighter's Kit
250 gp

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