Raz Moonstone's page

9 posts. Alias of TheoreticallyYours.


Full Name

Raz Moonstone

Race

Bleachling Gnome

Gender

Female

Size

Small

Age

85

Alignment

Neutral Good

Deity

Pharasma

Languages

Common, Sylvan, Gnome

Occupation

Midwife, Natal Doctor, Surgeon

Strength 14
Dexterity 18
Constitution 20
Intelligence 10
Wisdom 14
Charisma 24

About Raz Moonstone

Raz Moonstone
Female Bleachling Gnome Life Mystery Oracle 18
NG Small humanoid (gnome)
Init +5; Senses Perception +10, low-light vision

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DEFENSE
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AC 25, touch 15, flat-footed 21
HP 207
Fort +16, Ref +15, Will +19 (+2 vs. fear)
Resist Spell Resistance 21, Immune to harmful gases/vapors Defensive Abilities

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OFFENSE
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Spd 25ft.
Melee Shooting Star of the Grave +16/+11/+6 (+2 vs undead) [1d6 + 2 + 1 (+2d6 vs undead)]... MW Silver Dagger +16/+11/+6

Oracle/Cleric Spells Known (CL 18th, concentration +22)
9th (3/day) – *Heal (mass), *True Resurrection, Summon Monster IX
8th (5/day) - *Cure Critical Wounds (mass), Divine Vessel, Fire storm, Holy Aura
7th (6/day) - *Cure Serious Wounds (mass), Destruction, Holy Word, *Restoration (greater), Resurrection, *Reverse Gravity
6th (6/day) - *Cure Moderate Wounds (mass), *Heal, Heroes' Feast, Inspiring Recovery, Undeath to Dead
5th (6/day) - *Breathe of Life, *Cure Light Wounds (mass), Flame Strike, Pillar of Life, Sacred Nimbus, *Telekinesis, Undeath Ward
4th (6/day) - *Cure Critical Wounds, Divine Power, Healing Flames, Holy Smite, *Neutralise Poison, *Restoration, Spiritual Ally
3rd (6/day) - *Cure Serious Wounds, Damnation, Holy Javelin, Life Shield, Searing Light
2nd (6/day) - Blessing of Courage and Life, Consecrate, *Cure Moderate Wounds, Death Knell, *Levitate, *Minor Image, Necromantic Burden, *Restoration (lesser), Spiritual Weapon
1st (6/day) - Bless Water, Carrion Compass, *Cure Light Wounds, Decompose Corpse, *Detect Undead, Hide from Undead, Sanctify Corpse
0 (at will) - Bleed, *Ghost Sound, Guidance, *Mage Hand, Mending, Purify Food and Water, Read Magic, Resistance, Spark, Stabilise, Virtue

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STATISTICS
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Str 14, Dex 18, Con 20, Int 10, Wis 14, Cha 24
Base Atk +18; CMB +14; CMD 27
Feats: Fleet, Turn Undead, Weapon Finesse, Selective Channeling, Selective Casting, Blazing Channel
Traits: Undead Slayer, Reincarnated
Skills: Diplomacy [10] +20, Handle Animal [8] +18, Heal [15] +21, Know (Nature) [3] +8, Know (Religion) [10] +13, Perception [7] +10, Profession (Doctor) [10] +16, Spellcraft [10] +13
Languages: Common, Sylvan, Gnome

Trackable Abilities
0/3 Speak with Dead daily
0/3 Spectral Hand daily
0/1 Fly daily

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ENHANCEMENTS:

Melee +2 actual enhancement bonus (undead), +2d6 dmg (undead), +5 against necromantic effects, +5 to any temp HP received, Critical hit threat range x2 (undead), Confirm crit against undead 1d8 positive energy dmg or ½ that healing, DC14 will or be destroyed (undead), +1 dmg rolls (undead), ghost touch to wielded weapon,

Armor Auto breathe of life (5d8 + 1 CL) when HP <= 0, 10 rounds righteous might (height x2, weight x8, +1 size category, +4 Str and Con, -2 Dex, +2 nat armor, DR 10/evil, spd the same), Undead receive -2 atk rolls against wearer, Incorporeal Undead receive -4, Undead gain +4 circumstance bonus on perception to see wearer, immune to all harmful vapors and gases, SR 21

Bonuses +2 saving throws against fear and death effects, +4 sacred on neg/pos energy effects,


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EQUIPMENT:

Shooting Star of the Grave
Bane (undead) Price +1 bonus
AURA moderate conjuration CL 8th
A bane weapon excels against certain foes. Against a designated foe, the weapon’s enhancement bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against such foes. To randomly determine a weapon’s designated foe, roll on the following table.

Lifesurge Price +2 bonus
AURA moderate conjuration CL 8th
This special ability can only be placed on melee weapons.
A lifesurge weapon boosts and sustains the wielder’s life energy while he is in the throes of combat. The wielder gains a bonus on saving throws against necromantic effects—including the ability damage, ability drain, and energy drain powers of the undead—equal to the weapon’s enhancement bonus. In addition, whenever the wielder receives temporary hit points from any source, he adds the weapon’s enhancement bonus to these temporary hit points; this does not stack for temporary hit points from multiple sources, and these points are lost if the lifesurge weapon is not being wielded.
In combat, the weapon’s critical threat range is doubled against undead; this does not stack with the keen special ability or Improved Critical. Whenever a lifesurge weapon confirms a critical hit against an undead creature, it erupts with 1d8 points of positive energy (2d8 for weapons with a critical multiplier of ×3, 3d8 if it is ×4); the wielder may choose to deal this as damage to an undead target or to absorb half this amount as healing, with the remaining positive energy dissipating.

Disruption Price +2
AURA strong conjuration CL 14th
A disruption weapon is the bane of all undead. Any undead creature struck in combat must succeed at a DC 14 Will save or be destroyed.
A disruption weapon must be a bludgeoning melee weapon.

Celestial Armor of the Righteous
This +3 chainmail is so fine and light that it can be worn under normal clothing without betraying its presence. It has a maximum Dexterity bonus of +8, an armor check penalty of –2, and an arcane spell failure chance of 15%. It is considered light armor and allows the wearer to use fly on command (as the spell) once per day.

Celestial Shield of Determination
This gold-edged +2 blinding heavy steel shield is impossibly light and handy despite its size. It has no armor check penalty or arcane spell failure chance, and it allows the wielder to use feather fall on himself once per day. A creature wearing celestial armor while wielding a celestial shield may command the armor to provide overland flight rather than fly once per day.

Determination
A shield or armor with the determination special ability provides the ability to fight on even in the face of seemingly impossible odds. Once per day, when the owner reaches 0 or fewer hit points, the item automatically provides a breath of life spell.

MW Silver Dagger

Spiritualist Rings
These four garish and gaudy rings must be worn on one hand, though they take up only a single ring slot. They grant the wearer the ability to commune with and affect the dead in the following ways. The wearer can use speak with dead, as the spell, three times per day. It takes 10 minutes to use this ability.

The wearer can use spectral hand, as the spell, three times per day. The wearer’s weapons gain the ghost touch weapon special ability while the wearer is wielding the weapons. The wearer gains a +4 sacred or profane bonus on saving throws against positive and negative energy effects. The bonus depends on the wearer’s alignment—good-aligned wearers gain a sacred bonus, whereas evil-aligned wearers gain a profane bonus. Neutral-aligned wearers pick either a sacred or profane bonus when the ring is first put on, which cannot be changed later.

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Belt of Physical Perfection (Dex, Con, Str +4)

Pendant of the Morticianp (Gravewatch Pendant, Necklace of Adaption)
Favored by the grave-wardens of sites known to be infested with the spirits of the dead, this pendant is an iron ring strung on a necklace made from polished and discolored bones, nails, and teeth. A faint blue light limns the wearer, protecting him from attack.

Undead creatures are repulsed by this light and take a —2 penalty on all attack rolls against the wearer of a gravewatch pendant. Incorporeal undead creatures are further repulsed and instead take a —4 penalty on all attack rolls against the wearer. Undead creatures can sense this light easily, however, and receive a +4 circumstance bonus on Perception checks to detect a creature wearing this pendant.

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This necklace is a heavy chain with a platinum medallion.
The magic of the necklace wraps the wearer in a shell of fresh air, making him immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and allowing him to breathe, even underwater or in a vacuum.

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Handy Haversack
A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.

While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.

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Vest of the Miracle Worker (Spell Resistance, Vest of Surgery)

This emerald vest has four prominent and bulging pockets along its front. The wearer is always treated as if using a healer's kit when making Heal checks. Once per day, the wearer can make a DC 20 Heal check as if attempting to treat deadly wounds. If the check is successful, it cures 1d4 points of ability damage instead of hit point damage.

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This light mantle bears a variety of mysterious symbols. When worn over normal clothing or armor, this magical garment grants the wearer spell resistance 21.

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Healer's Gloves
Robe of Components,
Phylactery of Alluring Positivity (Alluring Charisma, Phylactery of Positive Channeling)
Boots of Levitation
Crown of Brilliance (minor)

Oracle's Kit, Chirureogn's Kit, Midewife's Kit, Undead Slayer's Kit, Holy Symbol (silver, compartment),
Sweing needle, string (50ft)

25,000g Diamond
20,000g Diamond dust