Holy Vindicator

Taedos Shyr's page

245 posts. Organized Play character for @scottg0.

Full Name

Taedos Shyr


HP 100/101, AC 34/T 18/F 29, Init +4, Perc +21/+7 traps/darkvision, Fort +16, Ref +19, Will +18, CMB +12/29, Speed 35/climb 20


Greater Invisibility (14 rounds); Haste


ki 3/4, channels left 3/11


Medium humanoid, 6'1", 117 lbs.








Common, Elven, Gnome, Undercommon

Strength 12
Dexterity 18
Constitution 14
Intelligence 12
Wisdom 18
Charisma 22

About Taedos Shyr

Stat Block:

Taedos Shyr
Male elf cleric (merciful healer) of Pharasma 14/rogue 14/gestalt 14 (Pathfinder RPG Ultimate Combat 41)
NG Medium humanoid (elf)
Init +4; Senses darkvision 60 ft.; Perception +21
AC 33, touch 17, flat-footed 29 (+9 armor, +3 deflection, +4 Dex, +3 natural, +4 shield; +2 deflection vs. evil)
hp 101 (14d8+28)
Fort +16, Ref +18, Will +18; +2 resistance vs. evil
Defensive Abilities improved evasion, improved uncanny dodge, trap sense +4; Immune blindness, dazzled
Speed 35 ft., climb (non-smooth walls only) 20 ft.
Melee +4 adamantine dagger +15/+10 (1d4+5/19-20) or
. . cold iron dagger +11/+6 (1d4+1/19-20) or
. . cold iron dagger +11/+6 (1d4+1/19-20) or
. . dagger +11/+6 (1d4+1/19-20) or
. . dagger +11/+6 (1d4+1/19-20) or
. . dagger +11/+6 (1d4+1/19-20) or
. . dagger +11/+6 (1d4+1/19-20) or
. . sap +11/+6 (1d6+1 nonlethal) or
. . silver dagger +11/+6 (1d4/19-20)
Ranged darkwood longbow +15/+10 (1d8/×3)
Special Attacks channel positive energy 11/day (DC 23, 9d6), sneak attack +7d6
Spell-Like Abilities (CL 14th; concentration +20)
. . At will—light
Domain Spell-Like Abilities (CL 14th; concentration +18)
. . 7/day—rebuke death (1d4+7)
Cleric (Merciful Healer) Spells Prepared (CL 14th; concentration +18)
. . 7th—particulate form (2), regenerate[D]
. . 6th—cold ice strike[UM] (DC 20), dimensional blade, dust form[UC], heal[D]
. . 5th—breath of life[D] (DC 19), cleanse[APG], life bubble[APG] (DC 19), sphere of warding (DC 19)
. . 4th—anti-incorporeal shell[ACG], brightest light, cure critical wounds[D], forceful strike (3, DC 18)
. . 3rd—cure serious wounds[D], invisibility purge, prayer (3), communal resist energy[UC]
. . 2nd—cure moderate wounds[D], communal protection from evil[UC], remove paralysis, lesser restoration, silence (DC 16), suppress charms and compulsions
. . 1st—cure light wounds[D], endure elements, liberating command[UC] (2), remove fear (2)
. . 0 (at will)—create water, detect magic, read magic, stabilize
. . D Domain spell; Domain Healing
Str 12, Dex 18, Con 14, Int 12, Wis 18, Cha 22
Base Atk +10; CMB +11; CMD 28
Feats Channel Ray, Extra Channel, Quick Channel[UM], Reactive Healing[ACG], Selective Channeling, Stealth Synergy[UC], Stealthy
Traits armored rider, covert channeler
Skills Acrobatics +20, Climb +17, Disable Device +29, Escape Artist +24, Heal +12, Knowledge (religion) +18, Linguistics +5, Perception +21, Ride +21, Spellcraft +18, Stealth +24, Swim +9, Use Magic Device +23
Languages Common, Elven, Gnome, Undercommon
SQ combat medic, dusksight, healer's blessing, ki pool (4 points), lightbringer[APG], mercies (mercy: cursed, mercy: diseased, mercy: paralyzed, mercy: poisoned), rogue talents (fast stealth, hide in plain sight[UC], improved evasion, invisible blade[UC], ki pool[UC], vanishing trick[UC], wall climber[UC]), trapfinding +7, true healer
Combat Gear cold iron durable arrow (20), cold iron durable arrow (20), cold iron durable arrow (ghost salt blanched) (10), mwk silver durable arrow (20), potion of gaseous form (CL 8th), acid, air crystal, alchemist's fire (2), alkali flask[APG], antiplague[APG], antitoxin, healer's kit, holy water, smelling salts[APG], tanglefoot bag, vermin repellent[UE], weapon blanch (ghost salt); Other Gear mwk mithral agile breastplate[APG], mwk mithral buckler, mwk adamantine dagger, arrows (20), arrows (20), blunt arrows[APG] (20), cold iron dagger, cold iron dagger, dagger, dagger, dagger, dagger, darkwood longbow, sap, silver dagger, phylactery of positive channeling, bandolier[UE], bedroll, belt pouch, blanket[APG], flint and steel, holy text (Pharasma)[UE], masterwork backpack[APG], masterwork thieves' tools, mess kit[UE], pot, silk rope (50 ft.), silver holy symbol of Pharasma, soap, spell component pouch, trail rations (5), waterskin, wooden holy symbol of Pharasma, 3 pp, 26 gp, 2 sp
Special Abilities
Channel Ray (270 feet) You many channel energy as a ray. Ranged touch to hit unwilling targets. +2 DC.
Cleric (Merciful Healer) Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cleric Channel Positive Energy 9d6 (11/day, DC 23) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Climb (20 feet, non-smooth walls only) You have a climb speed, but only on limited surfaces.
Combat Medic (Ex) A merciful healer does not provoke attacks of opportunity when using the Heal skill to stabilize another creature or casting healing spells.
Darkvision (60 feet) You can see in the dark (black and white only).
Dusksight Ranged attacks vs. foes with concealment, roll miss chance twice (choose best).
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Healer's Blessing (Su) Your cure spells are empowered for free.
Hide in Plain Sight (Favored Terrain [Underground]) (Ex) In your selected terrain, you can use Stealth to hide, even while being observed.
Immunity to Blindness You are immune to blindness.
Immunity to Dazzled You are immune to the dazzled condition.
Improved Evasion (Ex) If succeed on Reflex save for half dam, take none instead. Failure deals half dam.
Improved Uncanny Dodge (Lv >= 18) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 18+.
Invisible Blade (Su) Considered under the effects of greater invisibility when using vanishing trick.
Ki Pool (4/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Lightbringer +1 effective level for [Light] spells and light-based abilities (including spell-like and supernatural abilities).
Mercy: Cursed (3 creatures) (Su) When the merciful healer channels energy she can remove curses from one or more living creatures that she heals within her channel energy burst, as per the remove curse spell at a caster level of your Cleric level. Feats and effects that affec
Mercy: Diseased (3 creatures) (Su) When the merciful healer channels energy she can remove diseases from one or more living creatures that she heals within her channel energy burst, as per the remove disease spell at a caster level of your Cleric level. Feats and effects that a
Mercy: Paralyzed (3 creatures) (Su) When the merciful healer channels energy she can remove the paralyzed condition from one or more living creatures that she heals within her channel energy burst. Feats and effects that affect a paladin's mercy also affect this ability.
Mercy: Poisoned (3 creatures) (Su) When the merciful healer channels energy she can neutralize poisons from one or more living creatures that she heals within her channel energy burst, as per the neutralize poison spell at a caster level of your Cleric level. Feats and effects
Quick Channel Channel energy faster by expending more uses
Reactive Healing When dmg would reduce you to 0 or fewer hit points, expend channel or lay on hands as imm act to heal yourself.
Rebuke Death (7/day) (Sp) As a standard action, touch heals 1d4+7 dam to negative HP target.
Selective Channeling Exclude targets from the area of your Channel Energy.
Sneak Attack +7d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Stealth Synergy Take the highest roll made by you and your allies on Stealth checks
Trap Sense +4 (Ex) +4 bonus on reflex saves and AC against traps.
Trapfinding +7 Gain a bonus to find or disable traps, including magical ones.
True Healer (Su) At 8th level, when a merciful healer channels holy energy, she can choose to apply the benefits of merciful healing or to reroll any 1s when determining how much damage she heals with the holy energy. She must choose which benefit to take before she
Vanishing Trick (Su) 1 Ki: disappear, as invisibility, for 14 rounds.
Wall Climber (Su) Climb non-smooth vertical surfaces.
Name translates to: Medic Bob

Daily spells I cast:
Life Bubble (lasts over 24 hours)


[dice=Channel Positive Energy]9d6[/dice][dice=True Healer reroll 1s]total - number of 1s + 1d6 [/dice] Excluding up to 5 bad guys within range
I always Channel Positive to heal and exclude 5 bad guys

[dice=Cure Light Wounds]1d8 + 5[/dice] +[dice=Healers Blessing 50%]total + half total[/dice]
[dice=Cure Moderate Wounds]2d8 + 10[/dice] +[dice=Healers Blessing 50%]total + half total[/dice]
[dice=Cure Serious Wounds]3d8 + 13[/dice] +[dice=Healers Blessing 50%]total + half total[/dice]
[dice=Cure Critical Wounds]4d8 + 13[/dice] +[dice=Healers Blessing 50%]total + half total[/dice]
[dice=Heal (10hp x CL13)]130[/dice]

[dice=Melee +4 adamantine dagger hit]1d20 +14[/dice] [dice=damage]1d4 + 5 + 7d6[/dice]

[dice=Melee +4 adamantine dagger hit]1d20 +9[/dice] [dice=damage]1d4 + 5 + 7d6[/dice]

[dice=ranged longbow]1d20 +15[/dice] [dice=damage (P)]1d8[/dice]
[dice=ranged longbow]1d20 +10[/dice] [dice=damage (P)]1d8[/dice]

[dice=Initiative]1d20 + 4[/dice]
[dice=Ride Skill]1d20 + 21[/dice]
[dice=Stealth]1d20 + 23[/dice]
[dice=Spellcraft]1d20 + 17[/dice]
[dice=Perception]1d20 + 20[/dice]
[dice=Perception (traps)]1d20 + 20 + 6[/dice]
[dice=Acrobatics]1d20 + 19[/dice]

[dice=Fortitude Save]1d20+14[/dice]
[dice=Reflex Save]1d20+18[/dice] (+4 vs. Traps)
[dice=Will Save]1d20+17[/dice]

level up plan:

Bonus Progression plan
level 15(17): +2 Str, +2 Int
level 16: +1 Wis+2 Cha, +2 Str

skill points in: Acrobatics, Climb, Disable Device, Escape Artist, Knowledge (Religion), Perception, Spellcraft, Stealth, Use Magic Device, Swim

Feats: Fateful Channel, Purifying Channel, Extra Channel