![]() About Octavian SalenusStatistics:
Male Human Cleric (Angelfire Apostle) 14
Medium Crossbred Humanoid (Human) Init +1; Senses Perception +20; true seeing ------------------------------ DEFENSE ------------------------------ AC 31, touch 19 (22 vs firearms), flat-footed 29 (+7 armor, +2 dex, +7 deflection, +5 natural) hp 175; fast healing 3 Fort +16, Ref +11, Will +18 Entropic Shield Ranged attacks have a 20% miss chance Ironskin Lower natural armor to negate crit or sneak attack Life Pact Allies share health if going below zero Freedom of Movement Cannot be grappled or impeded Air Walk Walk on air True Sight See through all illusions Invoke Deity Fast healing and all healing increases by 1d8 Symbol of Stunning Inside of robes and can be shown as needed Vambraces of Defense 1/day deflect ranged attack ------------------------------ OFFENSE ------------------------------ Speed 30 ft. Melee Ranged
Special Abilities:
------------------------------ SPECIAL ABILITIES ------------------------------ Diminished Spellcasting 1 less spell at each level per day. Channel Energy (10/day, DC 23, 9d6) Channel Angelfire When channeling opponents are dazzled for 1 round with no save. Versatile Healing Channel Can spend two uses of channel energy to cast any of the following: remove blindness/deafness, lesser restoration, remove disease, remove paralysis, neutralize poison, breath of life, heal. Cleansing Flames Healing spell cast at not max level lets him unleash a blast of flames as a swift action by expending one use of channel energy. The flames last for 1 round and fill a contiguous area equal to one 10-foot cube per level of the healing spell cast (at least one side of the cube must be adjacent to the angelfire apostle’s space). The flames deal 1d4 points of damage per spell level. Half of the damage is fire damage, and half is raw divine power not subject to fire resistance or immunity. Any creature in the area can halve the damage with a successful Reflex saving throw against the spell’s DC. The angelfire apostle can use this ability a number of times per day equal to his Charisma modifier. Community Domain (Education Subdomain) Calming Touch You can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Teaching Moment At 8th level, when you or an ally within 30 feet rolls a natural 1 or a natural 20 on an attack roll, an ability check, a skill check, or a saving throw, as an immediate action you can grant all allies within 30 feet special insights that help them overcome similar challenges. Once during the next minute, each affected creature can choose to roll twice and take the better result before attempting an attack roll, ability check, skill check, or saving throw. You can use this ability once per day at 8th level, and one additional time per day for every 4 cleric levels beyond 8th. Domain Spells 1st-know the enemy, 2nd-fox's cunning, 3rd-prayer, 4th-imbue with spell ability, 5th-telepathic bond, 6th-battlemind link, 7th-refuge Rebuke Death 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. Healer’s Blessing 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 Spells:
------------------------------ SPELLS ------------------------------ 0th (at will) Guidance Enhanced Diplomacy Create Water Light 1st (6/day)
2nd (6/day)
3rd (5/day)
4th (5/day)
5th (4/day)
6th (4/day)
7th (3/day)
Gear/Possessions:
------------------------------ GEAR/POSSESSIONS ------------------------------ Automatic Bonus Progression Items +2/+2 or +3 DC to 1/1 or 1 school of spells +3 Armor +2 Deflection +5 Cloak +2 Natural +4 Con +2 Dex +4 Wis +2 Cha Actual Gear
Paladin Gear
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Statistics:
Male Human Cleric (Elder Mythos Cleric) 11
Medium Crossbred Humanoid (Human) Init +2; Senses Perception -2 ------------------------------ DEFENSE ------------------------------ AC 28, touch 15, flat-footed 26 (+8 armor, +2 dex, +3 deflection, +5 natural) hp 124 Fort +15, Ref +8, Will +17 (+1 vs fear, -2 vs mind-affecting) Entropic Shield Ranged attacks have a 20% miss chance Greater Stone Cloak Get DR 10/adamantium as a move action but lose dex and can only take free actions ------------------------------ OFFENSE ------------------------------ Speed 20 ft. Melee Ranged
Special Abilities:
------------------------------ SPECIAL ABILITIES ------------------------------ Skilled Humans get 1 extra skill point per level. Bonus Feat Humans get 1 bonus feat. Interest Crossbred humans get 1 skill as a class skill. Forbidden Knowledge +2 bonus on Knowledge (arcana), Knowledge (dungeoneering), Knowledge (history), Knowledge (planes), and Knowledge (religion) checks, and can attempt these checks untrained. This bonus doubles if the check is related to the Elder Mythos. Unhinged Mind An Elder Mythos cultist uses Charisma instead of Wisdom as his key spellcasting ability score, to determine the effects and number of uses of his domain powers, and to modify his Will saving throws. However he takes a –2 penalty on Will saves to resist mind-affecting effects. Channel the Void (6d6, 10/10, DC 24) This blast of energy harms and devours living beings. The damage manifests in the form of wounds from supernatural deterioration and boiling blood. Victims can attempt a Fortitude save to halve the damage. A creature that both fails the Fortitude save and would be killed by this effect is boiled down until they are just a lump of oily black flesh. Maddening Gaze (3/3, DC 22) As a standard action focus his gaze on a creature within 30 feet and inundate their mind with visions of horror. They take 1d6+1 points of Wisdom damage and becomes confused and sickened for 2d4 rounds. A Will save (DC = 10 + 1/2 level + Cha mod) negates the confusion and reduces the Wisdom damage to 1 point and reduces the sickened to 1d6 rounds. Madness (Insanity) Domain Insane Focus (10/10) You touch a willing creature as a standard action, granting it a +4 bonus on all saves vs mind-affecting effects and immunity to confusion. This lasts for 1 minute. If the creature fails a save vs a mind-affecting effect during this period, it loses its immunity to confusion and is immediately confused for one round. Aura of Madness (11/11, DC 22) At 8th level, you can emit a 30-foot aura of madness. Enemies within this aura are affected by confusion unless they make a Will save. The confusion effect ends immediately when the creature leaves the area or the aura expires. Creatures that succeed on their saving throw are immune to this aura for 24 hours. Domain Spells 1st-confusion (lesser), 2nd-touch of idiocy, 3rd-rage, 4th-confusion, 5th-nightmare, 6th-phantasmal web Spells:
------------------------------ SPELLS ------------------------------ 0th (at will) Bleed Enhanced Diplomacy Create Water Light 1st (7/day)
2nd (7/day)
3rd (6/day)
4th (5/day)
5th (4/day)
6th (3/day)
Gear/Possessions:
------------------------------ GEAR/POSSESSIONS ------------------------------ Automatic Bonus Progression Items +1 DC to necromancy/transmutation spells +2 Armor +2 Deflection +3 Cloak +1 Natural +2 Con +4 Cha Actual Gear
|