Wen Histani

Shizun Amatatsu's page

56 posts. Alias of Thron.


Classes/Levels

AC 19 FF 11 T 18| HP 21| F +4 R +2 W +6| Init +3| Percep +10

About Shizun Amatatsu

Tracking:
SPELLS
0 (DC 13): Detect Magic, Guidance, Mending, Spark
1 (DC 14): Bless, Bless, Shield of Faith, Charm Person (DC 16)*
2 (DC 15): Hold Person (DC 17), Shield Other, Cure Moderate Wounds*

Rebuke Death 1d4+1: 6/6

Channel Energy 2d6 DC 12 (10+1/2 Level+Charisma Mod): 4/4

Name
: Shizun Amatatsu
Sex: Female
Race: Cursed Imperial Sea Dragon
Class: Cleric (Charm, Healing) 3
Age: XXX
Init +3; Senses Darkvision 60’, Low Light Vision; Perception +10

--------------------
DEFENSE

-------------------- 

AC: 19 , touch 11, flat-footed 18 (+1 Dex, +4 Armor, +4 Natural) 

HP: 21 (9 at 1st Level, +6/Level)

Fort +4, Ref +2, Will +6
Immune: Cold, Magical Sleep, Paralysis

--------------------
OFFENSE 

-------------------- 

Speed 30 ft., Swim 30 ft. 
(Water Breathing)
Melee: Claws (1d4)
Breath Weapon: 2d6 Fire (1d4 Round Recharge)
-------------------- 

RACIAL BONUSES

--------------------
+4 natural armor bonus

Immune energy type - Cold

Breath Weapon (Amatatsu/Sea) - 2d6 Fire, may use once/1d4 rounds

Amatatsu/Sea - 30 ft. swim speed, water breathing

Skilled - Cursed imperial dragons gain an additional skill rank at first level and one additional rank whenever they gain a level.

True Form (Su) - When a cursed imperial dragon reaches 11 hit dice, it gains a supernatural ability that functions as Form of the Dragon I. The cursed dragon may use this ability three times per day. They may only turn into dragons of their true type. When the cursed dragon reaches 13 hit dice this ability functions as Form of the Dragon II. When the cursed dragon reaches 15 hit dice this ability functions as Form of the Dragon III.

-------------------- 

STATISTICS

-------------------- 

Str 8, Dex 12, Con 10, Int 12, Wis 17, Cha 
12
Base Atk +2; CMB +1; CMD 
12

Feats
1st: Spell Focus (Enchantment)
3rd: Greater Spell Focus (Enchantment)

Traits:
Seeker
Reactionary

Skills (2 ranks, +1 Int, +1 Favored Class, +2 *Background, +1 Skilled):
Perception +10 (3 Ranks, 3 Wis, 3 Class, 1 Trait)
Heal +11 (3 Ranks, 3 Wis, 3 Class, 2 Kit)
Diplomacy +7 (3 Ranks, 1 Cha, 3 Class)
Sense Motive +9 (3 Ranks, 3 Wis, 3 Class)
Knowledge (Religion) +7 (3 Ranks, 1 Int, 3 Class)
*Knowledge (Nobility) +7 (3 Ranks, 1 Int, 3 Class)
*Profession (Cook) +9 (3 Ranks, 3 Wis, 3 Class)

Languages: Common, Draconic, Tian-Min, Tien

-------------------- 

GEAR/POSSESSIONS

--------------------
Worn/Carried:
Mithral Chain Shirt
Quarterstaff
Belt Pouch
Holy Symbol, Wooden
Spell Component Pouch
Backpack
-Bedroll
-Blanket
-Healer’s Kit (10)
-Cooking Kit
-Trail Rations (10)

Currency: 292 gp, 79 sp, 100 cp

Carrying Capacity Light: 26 lbs. Medium: 27-53 lbs. Heavy: 54-80 lbs.
Lift Over Head: 80 lbs.
Lift Off Ground: 160 lbs.
Drag or Push: 400 lbs.
Total Weight: 19 lbs., 37 lbs Backpack

SPECIAL ABILITIES:
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.

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).

Spells: A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists . Her alignment , however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells . A cleric must choose and prepare her spells in advance.

To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.

Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric . In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Channel Energy (Su): Regardless of alignment , any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. 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 . A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.

Domains: A cleric's deity influences her alignment , what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.

Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.

In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action. Cleric domains are listed at the end of this class entry.

Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric 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).

An evil cleric (or a neutral cleric who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).

A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy).

Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

Dazing Touch (Sp): You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Charming Smile (Sp): At 8th level, you can cast charm person as a swift action, with a DC of 10 + 1/2 your cleric level + your Wisdom modifier. You can only have one creature charmed in this way at a time. The total number of rounds of this effect per day is equal to your cleric level. The rounds do not need to be consecutive, and you can dismiss the charm at any time as a free action. Each attempt to use this ability consumes 1 round of its duration, whether or not the creature succeeds on its save to resist the effect.

Domain Spells: 1st— charm person, 2nd— calm emotions, 3rd— suggestion, 4th— heroism, 5th— charm monster, 6th— geas/quest, 7th— insanity, 8th— demand, 9th— dominate monster.

Rebuke Death (Sp): 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 (Su): 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, 8th— mass cure critical wounds, 9th— mass heal.

Profile
XXX

Appearance
XXX

Personality
XXX