Survivor

Senn Nal's page

1,230 posts. Alias of Grandlounge.


Race

AC:18 T:11 F:16| HP 115/115 | CMD:19| F:+13 R:+7 W:+19 | Init:+1/+3 Surprise | Perc: +37/40, |

Classes/Levels

Session Resources:
Senn, Aquilo, Bitey.

About Senn Nal

Female human (varisian) cleric of

Spoiler:
Daclau-Sar/Cernunnos
(separatist) 14
Spoiler:
CN/NG
Medium humanoid (human)
Init +1 or +3 Surprise; Senses Perception +29

DEFENSE
AC 18, touch 11, flat-footed 16 (+5 armor, +1 Dex, +2 shield)
hp 115
Fort +13, Ref +7, Will +19, +2 vs. death

OFFENSE
Speed 20 ft.
Melee shield, heavy wooden (darkwood) 8 (1d4-2)
Melee spiked gauntlet 11 (1d4-2)
Ranged longbow +11/+6 (1d8-2/x3)
Special Attacks channel positive energy (9d6, DC 19, 6/day)

Domain Power Spell-Like Hawkeye (13/day)
Cleric Spells Prepared (CL 2nd, concentration +10) Base 18:
8th (3) - Holy aura, Nine lives
7th (4) - Waves of Ecstasy, Umbral strike, Authoritative Holy Ice
6th (5) – Inspiring recovery, Blade Barrier, Chains of Light, Harm (roaming pit, heal)
5th (5) - Breath of Life, Storm Of Blades (Authoritative), Freedom of Movement, Hunter’s Blessing
4th (7) - Authoritative Admonishing Ray, Boneshatter, Aura of doom, Debilitating Portent (2), diving power.
3rd (7) -, Dispel Magic, Invisibility Purge, Prayer, Archon’s Aura, Mind Maze, Sand whirlwind, / Contagious Zeal
2nd (7) - Align weapon, Boneshaker, Burst of Radiance x2, Suppress Charms and Compulsions x2, Blindness/Deafness (drunkards breath,
1st (7) - command, muderous command, shield companion cast (DC 15), driven favor x2
0 (at will) - create water dc 16, detect magic, guidance, read magic

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
Str 7, Dex 12, Con 14, Int 12, Wis 28, Cha 16
Base Atk +10; CMB 8; CMD 19

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
a class skill for you. In addition, once per week you can
use the psychometry occult skill unlock even if you are
not capable of casting psychic spells or have the Psychic
Sensitivity feat. Once per week you can use the psychometry occult skill unlock.

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
AC 25, touch 15, flat-footed 14 (+3 Dex, +2 size, +4 NA)
hp 115
Fort +8, Ref +11, Will +10

OFFENSE
Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +7 (1d4–2)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 6, Dex 17, Con 11, Int 8, Wis 14, Cha 7
Base Atk +10; CMB +7; CMD 15

Feats Weapon Finesse, Bodyguard, Combat Reflexes,
Skills: Disable Device +19, Fly +7, Perception +27 (Racial Modifier +8 Perception), Stealth +11, Sense Motive +4

Arcana +10, Planes +10

SPECIAL ABILITIES
Familiar
The master of a hawk familiar gains a +3 bonus on sight-based and opposed Perception checks in bright light.

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
Speed: 60
Bite, Talon, Talon, Claw, Claw
Melee: +15 (1d6+14), +15 (1d6+14), +15 (1d4+14), +15 (1d4+14), +15 (1d4+14),

STATISTICS
Str 17 Dex 24 Con 20 Int 3 Wis 12 Cha 14
Base Atk:9 CMB 9 (+16) CMD 30
Skills: Intimidate +14;

SPECIAL ABILITIES
Feats: Bodyguard; Combat Reflexes; In Harm's Way; Iron Will; Blind Fight, Greater iron will.

Specials: Link; Low-light Vision; Scent; Pounce
Gear: +2 cloak of resistance, +1 mithril chain s@*@, +1 agile amulet

Fey Magic (Sp)
A feytouched companion can cast dancing lights at will as a spell-like ability as a full-round action. At 3rd level, a feytouched companion can ready an action for its master’s spellcasting while adjacent to its master, to allow its master to spontaneously cast one of the following spells by sacrificing a spell slot of equal or higher level: faerie fire (1st), glitterdust (2nd), deep slumber (3rd), major image (4th), confusion (5th), feeblemind (7th), mislead (8th). A feytouched companion’s master can cast each of the spells on the list only once each day in this way.

This replaces share spells and Multiattack.

Iron Bane (Ex)
At 3rd level, a feytouched companion gains damage reduction 1/cold iron. This damage reduction increases by 1 for every 3 levels beyond 3rd. Any creature holding or wearing an item made out of cold iron takes a –10 penalty on Handle Animal checks to handle the feytouched companion.

Senn sends Bitey pouncing with all the power Dom provides.

[Dice=Bite] 1d20 + 18 [/dice]
[dice=Damage] 1d6+16+1d6 [/dice]

[Dice=Talon] 1d20 + 18[/dice]
[dice=Damage] 1d6+6+1d6 [/dice]

[Dice=Talon] 1d20 + 18 [/dice]
[dice=Damage] 1d4+16+1d6 [/dice]

[Dice=Claw] 1d20 + 18 [/dice]
[dice=Damage] 1d4+16+1d6 [/dice]

[Dice=Claw] 1d20 + 18 [/dice]
[dice=Damage] 1d4+16+1d6 [/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]
[Dice=Aid ac] 1d20 + 10 [/dice]
[Dice=Aid ac] 1d20 + 10 [/dice]
[Dice=Aid ac] 1d20 + 10 [/dice]
[Dice=Aid ac] 1d20 + 10 [/dice]
[Dice=Aid ac] 1d20 + 10 [/dice]


[/spoiler]