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About Senn NalFemale human (varisian) cleric of Spoiler: (separatist) 14
Daclau-Sar/Cernunnos Spoiler: Medium humanoid (human)
CN/NG Init +1 or +3 Surprise; Senses Perception +29 DEFENSE
OFFENSE
Domain Power Spell-Like Hawkeye (13/day)
Domain spell; 1- aspect of the falcon, calm animals, 2-feather fall, eagle’s splendor, 3-Fly, 4-river of wind, summon nature’s ally IV, 5th—overland flight, beast shape III (animals only), 6th-Eagle Aerie, mass fly. 7th—animal shapes, Domains Animal, Eagle STATISTICS
Feats Fey Foundling, Selective Channeling, Simple Weapon Proficiency, Bless weapon, Boon companion, Quick channel, Authoritative spell, Animal Soul, Alertness Skills Acrobatics 0, Acrobatics (Jump) -4, Animal Handeling +7, Climb -8, Diplomacy +21, Disable Device +21, Knowledge Arcana +18, Knowledge Religion +6, Knowledge Planes +17, Perception +37/+40, Ride -5, Sense Motive +10, Stealth -5, Swim -8 Traits: Sensitive Mind, Trapfinder Languages Common, Aklo, Varisian SQ animal companion, aura, bonus feat, forbidden rites, orisons, skilled, familiar (eagle), hawkeye (+6, 7/day). Gear: +1 chain shirt, +1 chain shirt barding, +1 cloak of resistance, headband of wisdom +2, rod persistent, shield-heavy wooden (darkwood) CI spikes, sanctified, longbow, stingchuck, backpack, knotted rope, grappling hook, masterwork, thieves' tools (masterwork) x2, 4 ioun stones continual flame, blunt arrows (20), familiar satchel, grappling arrow, 3 oils of magic fang, 2 scrolls of breath of life, arrows (20), Rod of extend, spell component pouch, ioun stone DD, mw silver dagger, Ioun stone int Diplo, pathfinder chronicles all, 2x holy symbol tattoos, 3x50gp platinum rings. SPECIAL ABILITIES:
Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect). Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details). Bonus Feat Humans select one extra feat at 1st level. Channel Positive Energy (Su) 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 14 Will save to halve the damage. You can use this ability 6 times per day. Domains Feather, Eagle Familiar: You gain a hawk familiar. Your effective wizard level for this ability is equal to your druid level. Your druid level stacks with levels from other classes that grant familiars when determining the powers of your familiar. +2 Wisdom Forbidden Rites You select one domain from your deity's domain list, and a second domain that is not on your deity's domain list. This second domain cannot be an alignment domain that doesn't match your or your deity's alignment. For example, a lawful good separatist cleric of a neutral good deity cannot choose the Chaos or Evil domain with this ability, but can select the Lawful domain even though her deity isn't lawful. Granted powers from your second domain function as if your level, Wisdom, and Charisma were 2 lower than normal (minimum level 1) in terms of effect, DC, and uses per day. This also means you don't gain the domain's higher-level ability until 2 levels later than normal. If the second domain grants additional class skills, you gain these as normal. Hawkeye (Su): As a swift action, you may add a bonus equal to half your druid level (minimum +1) on one ranged attack or on one Perception check. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. 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 a +1 trait bonus on Perception and sense motive checks, and Perception is always a class skill for you. Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Eyes of the Hawk (Ex): You gain a racial bonus on Perception checks equal to 1/2 your cleric level (6). In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check. 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). Sensitive mind: You gain a +1 trait bonus on Appraise, Perception, and Sense Motive checks, and one of these (your choice) is
Trap Finder: You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue. Familiar:
N Tiny animal Init +3; Senses low-light vision; Perception +36 DEFENSE
OFFENSE
STATISTICS
Feats Weapon Finesse, Bodyguard, Combat Reflexes,
Arcana +10, Planes +10 SPECIAL ABILITIES
Bitey:
Small animal (Dinosaur (Deinonychus)) Init: Senses: DEFENSE AC: 32 Touch:15 Flat-Footed: 17 (6 dex, 5 armor, 1 size, 8 Natural) DR 4 Cold Iron HP:113 Fort:+14 Ref:+15 Will:+10 Evasion/Devotion OFFENSE
STATISTICS
SPECIAL ABILITIES
Specials: Link; Low-light Vision; Scent; Pounce
Fey Magic (Sp)
This replaces share spells and Multiattack. Iron Bane (Ex)
Senn sends Bitey pouncing with all the power Dom provides. [Dice=Bite] 1d20 + 18 [/dice]
[Dice=Talon] 1d20 + 18[/dice]
[Dice=Talon] 1d20 + 18 [/dice]
[Dice=Claw] 1d20 + 18 [/dice]
[Dice=Claw] 1d20 + 18 [/dice]
[Spoiler=Defense each turn] Bitey takes an attack for anyone adjacent, Half of Trevor's Damage goes to Senn, anyone near Bitey has there ac boosted against attacks 2-6. [Dice=Aid ac] 1d20 + 10 [/dice]
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