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Sarephta Nigh's page

630 posts. Organized Play character for PatheticWretch.


Full Name

Sarephta Nigh

Race

Aasimar

Classes/Levels

Cleric 5 | HP 43/43 | AC 20; Tch 12; FF 18 | F +7; R +4; W +7 | CMB+7; CMD 19 | Speed 30 ft | Init +4 (roll twice) | +1 Longspear: +8 (1d8+7/x3) | Perc +15

Age

70

Occupation

Temple

Strength 18
Dexterity 14
Constitution 14
Intelligence 7
Wisdom 15
Charisma 12

About Sarephta Nigh

Sarephta Nigh
Female Aasimar (Angelkin) Cleric 5
LG Medium Outsider (Native)
Init +4 (Seize the Initiative); Senses Darkvision 60'; Perception +15
Languages Common, Celestial
________________________________________________________________________
DEFENSE
________________________________________________________________________
AC 20, touch 12, flat-footed 18
    (+8 armor, +2 Dex)
hp 43 (5d8, +10 Con, +5 favored)
Fort +7 (+1 vs. poisons and diseases), Ref +4, Will +7
Defensive Abilities Resistances Acid 5, Cold 5, Electricity 5
________________________________________________________________________
OFFENSE
________________________________________________________________________
Speed 30 ft. (6 squares)
Melee 'Shining Dawn' +1 Longspear +8 (1d8+7/x3)
Ranged Javelin +6 (1d6+4)
Base Atk +3; CMB +7; CMD 19
Special Attacks +1 attack/dmg vs. slavers
Deity Iomedae Domains Heroism, Tactics
Cleric Spells Prepared (CL 4, Concentration +6) *Domain
    3rdmagic vestment*, summon monster III
    2nd — aid*, alter self (1/day), resist energy, restoration (lesser), summon monster II
    1st — comprehend languages, divine favor, obscuring mist, protection from evil, shield of faith*
    0th — create water, detect magic, light, read magic
Spells per Day: (4+1/3+1/1+1/0/0/0/0/0/0/ DC:12+spell level)
Scrolls: air bubble, comprehend languages
________________________________________________________________________
STATISTICS
________________________________________________________________________
Abilities STR 18, DEX 14, CON 14, INT 7, WIS 15, CHA 12 
Feats Combat Reflexes, Power Attack, Sacred Summons
Traits Eyes and Ears of the City, Reactionary
Skills Acrobatics +1 (+2 jump), Appraise -2, Bluff +1, Climb +4, Diplomacy +3, Disguise +1, Escape Artist +1, Fly +1, Heal +6, Intimidate +1, Knowledge (Planes) +0, Perception +15, Ride +1, Sense Motive +2, Stealth +1, Survival +2, Swim +3 Armor Check Penalty -1
SQ Touch of Glory (5/day), Channel Positive Energy (3d6, DC 15, 4/day) (when channelling positive energy to harm undead, the save DC increased by 2)
Combat Gear wand of cure light wounds [31/50], acid flask (x3) Other Gear 'Shining Dawn' +1 longspear, +1 cloak of protection, longsword (cold iron), greatclub, spiked gauntlet (alchemical silver), spiked gauntlet (cold iron), wooden stake, dagger (cold iron), javelin (x4), sling, bullets (10), mithral agile breastplate, heavy shield (wooden), cold-weather outfit, backpack, bandolier, bedroll, rope (silk/50 ft.), holy symbol (wooden)(x2), rations (trail) (x2), waterskin (filled), crowbar, grappling hook, spell component pouch (x2), sack, bell, candle, chalk, charcoal, fishhook, string, flint and steel, parchment, sewing needle, signal whistle, oil (flask)(x3), tindertwig (x2), earplugs, spring-loaded wrist sheath (wand of cure light wounds), MW perception tool, MW knowledge (religion) tool, MW heal tool, temple (heal day job), 6,210 gp

SPECIAL ABILITIES:

Aura of Good (Ex): You project a faint good aura.
Aura of Law (Ex): You project a faint lawful aura.
Celestial Language (Ex): Aasimars speak Celestial.
Celestial Resistance (Ex): Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Channel Positive Energy (Su):[/b] You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 15 Will save to halve the damage. 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.
Darkvision (Ex): Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Orisons: You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Resistance to Acid (Ex): You may ignore 5 points of Acid damage each time you take acid damage.
Resistance to Cold (Ex): You may ignore 5 points of Cold damage each time you take cold damage.
Resistance to Electricity (Ex):[/b] You may ignore 5 points of Electricity damage each time you take electricity damage.
Seize the Initiative (Su): Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability 5 times per day.
Skilled (Ex): Aasimars have a +2 racial bonus on Diplomacy and Perception checks.
Spell-Like Ability (Sp): Aasimars can use alter self 1/day as a spell-like ability.
Spontaneous Casting: You can channel stored spell energy into healing spells that you did not prepare ahead of time. You 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).
Stats: +2 Strength, +2 Charisma
Touch of Glory (Sp): You can cause you hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a +2 bonus to a single Charisma-based skill check or Charisma ability check. This ability lasts for one hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus 5 times per day.
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 deity

BACKGROUND:

Sarephta's appearance is nearly human, though her hair is the color of bright untarnished silver. Exceptionally beautiful and taller than most human women, she is free of any human flaw or physical defect. The pupils of her eyes are the color of brilliant topaz.

As a cleric of Iomedae, personal cleanliness and honorable demeanor are very important to her. She prays and meditates for at least an hour a day.

Her order's tower, the Tower of the Oathsworn, was ambushed by undead, and Sarephta was the only survivor. Her best friend, a fellow member of the order, was missing after the attack, and she seeks to find her and find out why she was missing from her post.

Sarephta feels the greatest evil in the world are those involved in creating or controlling undead. She is violently opposed to the Whispering Tyrant, necromancers, or any variety of undead, which she will attack without hesitation or mercy. She will not willingly associate or parlay with them. Her goal is to oppose and root out evil.

She took great satisfaction clearing out the undead influence from the Crypt of the Everflame.

PFS:

Boons and Vanities
Spider’s Captor: You gain a +5 bonus on any Diplomacy check made to inluence a government official within the nation of Andoran.
Back to the Grave: You can use this boon as a swift action to gain a +1 insight bonus on attack rolls made against undead creatures. Each time you successfully hit an undead creature, this bonus increases by 1 (maximum +3). The boon lasts for 5 rounds. When you use this boon, cross it off your Chronicle sheet.
History of the Sands: You can use this boon before attempting a Knowledge (history or religion) check to take 20 as a standard action, as if you had lore master ability of a 5th-level bard. If the check pertains to Osirian history or religion, you also gain a +5 competence bonus on the check. When you use this boon, cross it off your Chronicle sheet.
Confirmed Field Agent: If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point.
Friend of Janira Gavix: You gain a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.
Kassen’s Blessing: You may reroll a single attack roll, saving throw, or skill check afterer the roll is made but before the results are revealed. Once this ability has been used, cross it off the Chronicle.
Resisting the Gossamer King: Your body has toughened, and you have gained a measure of immunity to diseases and poisons. You receive a +1 bonus to your saves against poisons and diseases.
Heroes of Magnimar: While displaying your medal you receive a +2 bonus to your Bluff, Diplomacy, and Intimidate checks in Magnimar and in the cities and towns allied with it.
Goblin Dog Sprint: You’re an adept runner of obstacle courses. You gain a +2 bonus on all checks made to overcome obstacles during a chase as though your speed were 10 feet faster.
Killgull: Your first attack each round deals an additional 1d6 damage against an airborne target, and the creature suffers a –5 penalty on Fly checks until the beginning of your next turn.
Magic Boon: As a standard action, you may recall a spell that you have already prepared and then cast that day. This spell is then prepared again, just as if it had not been cast. You may only use this ability twice.

PFS# 132,076-4
XP 14
Prestige/Fame 17/23
Faction Silver Crusade
-Faction Card [2 goals (defeat an undead creature whose CR is at least equal to your character level, liberate one or more slaves, captives, or hostages during an adventure)]
Scenarios Completed
*Shadow's Last Stand [1 XP, 2 PP, 500 gp, 1 gp Day Job]
-Bought MW Longspear (-305 gp), wand of cure light wounds (-2 PP)
*Shadow's Last Stand II: Web of Corruption [1 XP, 2 PP, 533 gp]
*Master of the Fallen Fortress [1 XP, 2 PP, 479 gp]
*Risen from the Sands [1 XP, 1 PP, 1237 gp]
-Bought MW perception tool [-50 gp], MW knowledge (religion) tool [-50 gp], scroll of air bubble [-25 gp], scroll of comprehend languages [-25 gp], +1 cloak of protection [-1000 gp]
*The Confirmation (1-time application to lvl-2 character [1 XP, 2 PP, 430 gp]
-Bought temple [-4 PP], MW heal tool [-50 gp]
*Crypt of the Everflame [3 XP, 4 PP, 1398 gp, 10 day job]
-Bought +1 longspear (upgrade from MW) [-2000 gp]
*Feast of Ravenmoor [3 XP, 4 PP, 3711 gp, 10 day job]
-Bought mithral agile breastplate [-4400 gp], sold four-mirror armor [+62.5 gp]
*We Be Goblins Free [1 XP, 2 PP, 1600 gp]
*To Scale a Dragon [1 XP, 2 PP, 1681 gp, 10 day job]
*Blood Under Absalom [1 XP, 2 PP, 2500 gp, 10 day job]

Level Progression:

Level 1:
Class Taken: Cleric
Class Feature Gained: aura, channel energy, domains, orisons, spontaneous casting
Hit points Gained: 1d8, +2 Con, +1 favored
Skill Points (1): perception (1)
Feats: combat expertise

Level 2:
Class Taken: Cleric
Hit points Gained: 1d8, +2 Con, +1 favored
Skill Points (1): perception (1)

Level 3:
Class Taken: Cleric
Hit points Gained: 1d8, +2 Con, +1 favored
Skill Points (1): perception (1)
Feats: power attack

Level 4:
Class Taken: Cleric
Hit points Gained: 1d8, +2 Con, +1 favored
Skill Points (1): knowledge (religion)
Ability Score Increase: Str

Level 5:
Class Taken: Cleric
Hit points Gained: 1d8, +2 Con, +1 favored
Skill Points (1): perception (1)
Feat: sacred summons

Dice:

[dice=+1 Longspear Attack]1d20+8;1d8+7[/dice]

[dice=+1 Longspear Attack (power attack)]1d20+7;1d8+10[/dice]

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