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About Nuala SataleetiSpell Active:
Hours - Ant Haul, Mage Armor, Freedom of Movement, Overland Flight 180 M - Heroism 90 M - Heightened Awareness Crunch:
Nuala Sataleeti Aasimar(Emberkin) (Gestalt) Cleric 9/Wizard 9/Mythic(Archmage/Hierophant) 3 LG Medium Outsider(native) Init +11; Senses Darkvision 60'; Perception +14 -------------------- Defense -------------------- AC 15, touch 15, flat-footed 10 (+3 Dex, +2 Deflection) hp 105 (9d8+45+12) Fort +12, Ref +8, Will +13 Resist Acid 5, Cold 5, Elec 5 -------------------- Offense -------------------- Speed 30 ft. Melee - Ranged - RTA +9 -------------------- Statistics -------------------- Str 8, Dex 16, Con 18, Int 25, Wis 20, Cha 16 Base Atk +6; CMB +6; CMD 19 Feats Combat Casting, Extend Spell, Greater Spell Focus(transmutation), Quicken Channel, Selective Channel, Spell Focus(transmutation), Spell Penetration Traits - Fates Favored, Reactionary Skills - Appraise +11, Diplomacy +15, Fly +15, Heal +8, Knowledge(Arcana) +19, Knowledge(Dung) +15, Knowledge(Engin) +12, Knowledge(Geo) +12, Knowledge(History) +13, Knowledge(Local) +18, Knowledge(Nature) +12, Knowledge(Nobility) +12, Knowledge(Planes) +22, Knowledge(Religion) +18, Linguistics +12, Perception +14, Sense Motive +14, Spellcraft +22 Racial Modifiers +2 Know(Planes), +2 Spellcraft Languages Celestial, Common, +? SQ - Augment (9/day), Channel Energy(7/day) Other Gear - +4 Headband Int/Wis(dip/perc), +4 Belt Con, +2 Cloak Resistance, +2 Ring of Protection, Bag of Holding III, Blessed Book -------------------- Special Abilities -------------------- Arcane Bond Familiar(Greensting Scorpion) Arcane School Transmutation(Enhancement) Opp ench/necro. Augment (10/day) As a standard action, you can touch a creature and grant it either a +2 enhancement bonus to a single ability score of your choice or a +1 bonus to natural armor that stacks with any natural armor the creature might possess. Lasts 1/2 level rounds. Aura of Heroism (Su) 9/day, As a swift action you can emit a 30-foot aura of heroism for a number of rounds per day equal to your cleric level. Using this ability is a swift action. Channel Energy 6/day(DC 19), 5d6 Healing in a 30' Radius. Domains Glory(Heroism), Healing(Restoration) Healer's Blessing (Su): 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. Perfection of Self (Su) 9/day, Swift action you can grant yourself an enhancement bonus to a single ability score equal to 1/2 your wizard level (maximum +10) for one round. Physical Enhancement (Su) You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution. This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. Restorative Touch (Su) 8/day, Your touch can remove the dazed, fatigued, shaken, sickened, or staggered condition. You choose which condition is removed. Spontaneous Casting Can convert cleric spells into Healing Spells. Touch of Glory 8/day, As a standard action gain +9 bonus to next charisma check within an hour. Mythic:
Mythic Points(9/day) Surge +1d6 +12 hit points Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score. Mythic Power (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier. Recuperation (Ex): You are restored to full hit points after 8 hours of rest so long as you aren't dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of mythic power or any mythic abilities that are limited to a number of times per day. Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
Inspired Spell (Su): As a swift action, you can expend one use of mythic power to cast any one divine spell, treating your caster level as 2 levels higher. This spell must be on your divine spell list (or your domain or mystery spell list) and must be of a spell level that you can cast using that divine spellcasting class. If you are a spontaneous spellcaster, you don't need to have the spell prepared, nor does it need to be on your list of spells known. Using this ability does not expend a prepared spell or available spell slot. You can apply any metamagic feats you know to this spell, but its total spell slot level must be a slot level you can normally cast.
Cleric Spells:
Caster Level 9th, CC +18, Spell Pen +11(roll twice) DC 14+Spell Level 0-4 Create Water, Detect Fiendish Presence, Detect Magic, Detect Poison 1st-(7/day) 2nd-(6/day)Communal Pro Evil, Grace, Grace, Grace, Protection from Outsiders, Remove Disease(D) 3rd-(5/day) 4th-(4/day)Blessing of Fervor, 5th-(2/day) Wizard Spells:
Caster Level 9th, CC +20, Spell Pen +11(roll twice) DC 16+Spell Level, 20+Spell Level(transmutation) 0-4 Mage Hand, Mending, Prestidigitation, Scrivener's Chant 1st-(7/day)Liberating Command, 2nd-(7/day)Glitterdust(DC 19), Glitterdust(DC 19), Glitterdust(DC 19), 3rd-(6/day)Ext Cat's Grace, Fireball(DC 20), 4th-(4/day)Dimension Door, Emergency Force Shield, Extended Slow(DC 25), Wall of Ice 5th-(3/day)Extended Black Tentacles, Usable:
Pearl of Power(2nd) 1/1 Diamond Dust(900gp) Potion of Invisibility Wand of Silence(11/50) Wand of Non-Detection(23/50) Oil of Life Scroll of Dim Door(2) Scroll of Dispel Magic Scroll of Move Earth Elemental Gem(Earth) Spellbook:
0-All save Ench/Necro 1st-Alarm, Expeditious Retreat, Feather Fall, Grease, Liberating Command, Mage Armor, Magic Missile, Shield, Silent Image 2nd-Bear's Endurance, Cat's Grace, False Life, Glitterdust, Invisibility, Levitate, Mirror Image, Web 3rd-Battering Blast, Dispel Magic, Displacement, Fireball, Haste, Lightning Bolt, Slow, Stinking Cloud, Suggestion 4th-Black Tentacles, Charm Monster, Dimension Door, Emergency Force Shield, Fire Shield, Wall of Ice 5th-Overland Flight, Summon Monster V, Wall of Force, Wall of Stone Icky:
Greensting Scorpion N Tiny vermin Init +3; Senses darkvision 60 ft.; Perception +12 -------------- Defense -------------- AC 19, touch 15, flat-footed 16 (+3 Dex, +4 natural, +2 size) Hp 50 Fort +6, Ref +6, Will +6 Improved Evasion -------------- Offense -------------- Speed 30 ft. Melee sting +11 (1d2–4 plus poison) Space 2-1/2 ft., Reach 0 ft. Special Attacks poison -------------- Statistics -------------- Str 3, Dex 16, Con 10, Int 9, Wis 10, Cha 2 Base Atk +6; CMB +5; CMD 11 (23 vs. trip) Feats Weapon Finesse Skills Climb +7, Perception +12, Stealth +17; Racial Modifiers +4 Climb, +4 Perception, +8 Stealth -------------- Special Abilities -------------- Alertness(Ex) Deliver Touch Spells(Su) Empathic Link(Su) Communicate empathically up to 1 mile away. Poison(Ex) Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based. Share Spells Speak with Arachnids(Ex) Speak with Master(Ex) |