Tomaru Shuto
Male human (Tian-Shu) cleric of Desna 16
NG Medium humanoid (human)
Init +2; Senses darkvision 60 ft.; Perception +26
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Defense
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AC 29, touch 15, flat-footed 27 (+10 armor, +2 deflection, +2 Dex, +1 insight, +4 natural; +2 deflection vs. evil)
hp 156 (16d8+64)
Fort +16, Ref +10, Will +19; +2 morale bonus vs. transmutation spells; +2 resistance vs. evil
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Offense
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Speed 50 ft.
Melee +1 domineering holy morningstar +16/+11/+6 (1d8+4 plus 2d6 vs. evil) or
. . mwk cold iron starknife +16/+11/+6 (1d4+3/×3) or
. . silversheen starknife +16/+11/+6 (1d4+3/×3)
Special Attacks channel positive energy 9/day (DC 22, 8d6)
Domain Spell-Like Abilities (CL 16th; concentration +24)
. . At will—dimensional hop (160 feet/day)
. . 9/day—bit of luck
Cleric Spells Prepared (CL 16th; concentration +24)
. . 8th—phase door[D], summon monster VIII, summon monster VIII
. . 7th—mass cure serious wounds, summon monster VII, summon monster VII, greater teleport[D]
. . 6th—find the path[D], heal, heroes' feast, summon monster VI, wind walk
. . 5th—communal air walk[UC], breath of life (DC 22), raise dead, teleport[D], true seeing, wall of stone
. . 4th—dimension door[D], freedom of movement, communal protection from energy[UC], communal protection from energy[UC], restoration, spiritual ally[APG]
. . 3rd—dispel magic, fly[D], magic vestment, prayer, communal resist energy[UC], communal resist energy[UC]
. . 2nd—augury[D], gentle repose (DC 18), resist energy, lesser restoration, silence (DC 18), spiritual weapon, spiritual weapon
. . 1st—comprehend languages, divine favor, endure elements, longstrider[D], protection from evil, shield of faith, shield of faith
. . 0 (at will)—create water, detect magic, light, read magic
. . D Domain spell; Domains Luck (Fate[APG] subdomain), Travel
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Statistics
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Str 16, Dex 15, Con 16, Int 12, Wis 22, Cha 18
Base Atk +12; CMB +15; CMD 30
Feats Alertness, Augment Summoning, Craft Wondrous Item, Endurance, Extra Channel, Sacred Summons[UM], Selective Channeling, Spell Focus (conjuration), Summon Good Monster, Superior Summoning[UM], Toughness
Traits charming, focused mind
Skills Acrobatics +1 (+9 to jump), Bluff +4 (+5 vs. characters who could be attracted to you), Climb +3, Diplomacy +18 (+19 vs. characters who could be attracted to you), Fly +5, Heal +11, Knowledge (arcana) +6, Knowledge (history) +6, Knowledge (nobility) +6, Knowledge (planes) +8, Knowledge (religion) +13, Linguistics +10, Perception +26, Perform (oratory) +5, Sense Motive +17, Spellcraft +14, Stealth +6, Swim +3
Languages Aquan, Auran, Celestial, Common, Giant, Ignan, Terran, Tien, Varisian
SQ agile feet (9/day), tugging strands
Combat Gear boots of speed, pearl of power (1st level), pearl of power (2nd level), pearl of power (3rd level), pearl of power (4th level), pearl of power (5th level), potion of cure light wounds (2), potion of cure moderate wounds (6), potion of fly (3), scroll of heal (2), scroll of planar ally, scroll of plane shift (3), scroll of remove curse, scroll of teleport (2), scroll of wall of stone (2), staff of heaven and earth[UE], wand of cure light wounds (4 charges), wand of cure moderate wounds (41 charges), wand of remove blindness/deafness (13 charges), wand of remove disease (CL 12th, 19 charges), holy water; Other Gear +4 mithral breastplate, +2 buckler, +1 domineering holy morningstar, mwk cold iron starknife, silversheen starknife, belt of physical perfection +2, cloak of resistance +3, dark blue rhomboid ioun stone, dull grey ioun stone, dusty rose prism ioun stone, eastern star ioun stone, goggles of night, gold nodule ioun stone, handy haversack, headband of mental prowess +4 (Wis, Cha), pale ruby trillian ioun stone, ring of protection +2, rod of giant summoning, rope of knots[UE], scarlet and blue sphere ioun stone (perception), scarlet and green cabochan ioun stone, tourmaline sphere ioun stone, bedroll, candle (6), chalk (3), flint and steel, holy text (Desna)[UE], silk rope (50 ft.), trail rations, waterskin, winter blanket, wooden holy symbol of Desna, diamond (worth 5,000 gp) (2), diamond dust (worth 1,250 gp), 9,345 gp, 7 cp
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Tracked Resources
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Agile Feet (9/day) (Su) - 0/9
Air Walk - 0/5
Bit of Luck (9/day) (Sp) - 0/9
Boots of speed (10 rounds/day) - 0/10
Cleric Channel Positive Energy 8d6 (9/day, DC 22) (Su) - 0/9
Comprehend Languages - 0/0
Control Winds - 0/5
Dimensional Hop (32 5-ft inc/day) (Sp) - 0/32
Gust of Wind - 0/10
Holy water - 0/1
Ioun stone (eastern star) - 0/1
Masterwork cold iron starknife - 0/1
Pearl of power (1st level, 1/day) - 0/1
Pearl of power (2nd level, 1/day) - 0/1
Pearl of power (3rd level, 1/day) - 0/1
Pearl of power (4th level, 1/day) - 0/1
Pearl of power (5th level, 1/day) - 0/1
Potion of cure light wounds - 0/2
Potion of cure moderate wounds - 0/6
Potion of fly - 0/3
Rod of giant summoning (3/day) - 0/3
Silversheen starknife - 0/1
Spike Stones - 0/3
Staff of heaven and earth - 0/10
Stone Shape - 0/10
Trail rations - 0/1
Tugging Strands (2/day) (Su) - 0/2
Wand of cure light wounds (4 charges) - 0/4
Wand of cure moderate wounds (41 charges) - 0/41
Wand of remove blindness/deafness (13 charges) - 0/13
Wand of remove disease (CL 12th, 19 charges) - 0/19
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Special Abilities
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Agile Feet (9/day) (Su) For 1 rd, you ignore difficult terrain.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Bit of Luck (9/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Cleric Channel Positive Energy 8d6 (9/day, DC 22) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Fate) Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Darkvision (60 feet) You can see in the dark (black and white only).
Dimensional Hop (32 5-ft inc/day) (Sp) As a move action, teleport with no AoO to seen destination. Spend an equal distance to carry others.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Sacred Summons Summon monsters whose alignment subtype matches yours as a standard action
Selective Channeling Exclude targets from the area of your Channel Energy.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summon Good Monster You can summon from a special list, who gain Diehard as a bonus feat.
Superior Summoning When summoning more than one creature, summon an extra one
Tugging Strands (2/day) (Su) Target rerolls a roll it just made.
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Tomaru's mixed ancestry gives him an exotic attractiveness. He is of sleight frame and stronger than he looks. He wears his hair in the same style of his grandfather (a samurai topnot) or in a ponytail.
20 years old.
According to Tomaru’s grandfather, their family has served the Kaijitsu household since its beginning. He said that the Kaijitsu’s success owed much to the skill of Shuto artisans. According to Tomaru’s grandfather, they were the Kaijitsu’s most faithful and most honored servants. That was, until Tomaru’s father fell in love with a Varisian girl.
Tomaru was born in Magnimar after his mother and father were secretly married and had fled to there to live. He first came to Sandpoint when his mother took ill and she wanted to spend her last days at home. Their fathers’ hearts were softened by the years of separation and their shared grandchild who was bright and fearless.
In Maginmar, Tomaru’s father had learned new glassblowing techniques and was able to convince Lonjiku Kaijitsu to let him work for him. Tomaru never had the talent for glassblowing, but his wanderlust caught the attention of Father Tobyn, who indoctrinated him in the ways of Desna. Tomaru now returns home after spending the last 6 years traveling.
Tomaru had not even made it into town before hearing of the tragedy at the glassworks. He learned that, in a fit of infighting the Kaijitsu’s were known for, Lonjiku, the patron and owner of the glassworks, was killed by his cuckold son Tsuto in a most gruesome way with the aid of some goblins. Tomaru’s own father had worked at the glassworks and had been killed as well.
What was supposed to be a homecoming turned into a settling of affairs. He visited Father Zanthus, Sherriff Hemlock, and Ameiko Kaijitsu, who was technically his new master. They all spoke of a group of heroes that had saved the day at the Swallowtail Festival, brought Tsuto to justice, and were now off clearing the forest of goblins to insure the safety of the town.
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Odie
HP 200| AC 25 T 9 FF 24| Fo +16 Re +6 Wi +10; Rock Catching| Move 50 ft| augment summon, combat casting, diehard, sacred summon| spells| cleave, power attack
Morningstar +24/+19/+14 (4d6+21) or Slam +24/+24 (2d6+14)
Rock +12 (2d6+21)
Elder Earth Elemental:
Mount Harcane
HP 250| AC 29 T 7 FF 29| Fo +17 Re +4 Wi +11; DR 10/-; Immune to bleed, paralysis, poison, sleep, and stunning; immune to critical hits, flanking, and precision damage| Move 20 ft., burrow 20 ft., earth glide| augment summon, combat casting, diehard, sacred summon| earth mastery|
Slam +28/+28 (4d6+28)
Monadic Deva:
Adeba, Chereka
HP 175| AC 27 T 14 FF 23|Fo +17 Re +13 Wi +10; +4 v poison; DR 10/evil; immune acid, cold, electricity, fire, death effects, energy drain, petrification; SR 23 | Move 40', Fly 90' (good)| augment summon, combat casting, diehard, sacred summon| nature's pacifism, protected life force; spells| cleave, power attack
+3 Morningstar +24/+19/+14 (1d8+13 plus solid blow)
Greater Earth Elemental:
Harcane, Chaurik, Quorthane
HP 162| AC 21 T 7 FF 21| Fo +13 Re +3 Wi +8; DR 10/-; Immune to bleed, paralysis, poison, sleep, and stunning; immune to critical hits, flanking, and precision damage| Move 20 ft., burrow 20 ft., earth glide| augment summon, combat casting, diehard, sacred summon| earth mastery|
Slam +23/+23 (2d10+12)
Movanic Deva:
Hula, Shira, Winji
HP 150| AC 24 T 13 FF 21|Fo +14 Re +11 Wi +9; +4 v poison, +4 resistance to evil; DR 10/evil; immune acid, cold, electricity, fire, death effects, energy drain, petrification; SR 21 | Move 40', Fly 60' (good)| augment summon, combat casting, diehard, sacred summon| nature's pacifism, protected life force; spells| power attack, vital strike
+1 Flaming Greatsword +19/+14/+9 (2d6+10/19-20 +1d6 fire)
Legion Archon w/Rod of Giant Summon:
Archie, Jughead, Reggie
HP 108| AC 25 T 10 FF 25| Fo +14 Re +2 Wi +8, +4 vs poison, +2 resistance vs evil; DR 10/evil; immune electricity, petrification; SR 18| Move 40', fly 90 (avg)| augment summon, diehard, power attack, vital strike, whirlwind attack| aura of menace, change shape, magic circle vs evil; spells|
+1 Flaming Burst Greatsword +17/+12 (3d6+11/17-20 +1d6 fire)
+1 Flaming Javelin +12 (1d8+8)
Bralani Azata w/Rod of Giant Summon:
Silthanan, Quithparas
HP 96| AC 22 T 13 FF 19| Fo +13 Re +8 Wi +6; DR 10/cold iron or evil; immune electricity, petrification; resist cold 10, fire 10; SR 17| Move 40' Fly 100' (perf)| augment summon, diehard, sacred summon| whirlwind blast; spells|
+1 Scimitar +17/+12 (1d8+14/ 18-20) or Slam +16 (1d6+13)
+1 Composite Longbow +11/+6 (1d8+10/ x3)
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