Diplomacy +9 (+11 vs. demon subtype), Heal +9, Intimidate +3 (+5 vs. demon subtype), Knowledge (arcana,history,nobility,planes,religion)+8, Perception +15, Sense Motive +9, Spellcraft +8
Deity
Shax
Languages
Abyssal, Common, Elven, Sakvroth, Undercommon
Strength
10
Dexterity
16
Constitution
11
Intelligence
14
Wisdom
18
Charisma
16
About Vierkacha Vexidyre
Vierkacha Vexidyre
Female drow noble cleric (herald caller) of Shax 3 (Pathfinder Player Companion: Monster Summoner's Handbook 7, Pathfinder RPG Bestiary 115)
CE Medium humanoid (elf)
Init +3; Senses darkvision 120 ft.; Perception +15
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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 18 (3d8)
Fort +3, Ref +4, Will +7; +2 vs. enchantments, +4 profane bonus vs. bleed and figments
Immune sleep; SR 14
Weaknesses light blindness
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Offense
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Speed 30 ft.
Melee mwk druchite dagger +3 (1d4/19-20)
Ranged heavy wrist launcher +5 (1d4/19-20)
Special Attacks channel negative energy 6/day (DC 14, 2d6)
Spell-Like Abilities (CL 3rd; concentration +6)
. . Constant—detect magic
. . At will—dancing lights, deeper darkness, faerie fire, feather fall, levitate
. . 1/day—dispel magic, divine favor, suggestion (DC 16)
Cleric (Herald Caller) Spells Prepared (CL 3rd; concentration +7)
. . 2nd—cure moderate wounds, enthrall[D] (DC 16), communal protection from good[UC]
. . 1st—bless[D], cure light wounds, infernal healing[ISWG], shield of faith
. . 0 (at will)—create water, detect magic, mending, purify food and drink (DC 14)
. . D Domain spell; Domain Nobility (Leadership[APG] subdomain)
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Statistics
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Str 10, Dex 16, Con 11, Int 16, Wis 18, Cha 16
Base Atk +2; CMB +2; CMD 15
Feats Demonic Obedience, Nimble Moves, Selective Channeling
Traits demonic persuasion, wicked leader
Skills Diplomacy +9 (+11 vs. creatures of the demon subtype), Heal +10, Intimidate +3 (+5 vs. creatures of the demon subtype), Knowledge (arcana) +9, Knowledge (history) +9, Knowledge (nobility) +9, Knowledge (planes) +9, Knowledge (religion) +9, Perception +15, Sense Motive +10, Spellcraft +9
Languages Abyssal, Common, Elven, Sakvroth, Undercommon
SQ blasphemous covenant[ARG], call heralds, darklands stalker[ARG], divine heralds, druchite, inspiring command
Other Gear mithral chain shirt, crossbow bolts (20), heavy wrist launcher[UI], mwk druchite dagger, demonic implant: demon senses, bedroll, belt pouch, candle (10), flint and steel, golden unholy symbol of Shax[UE], holy text (Shax)[UE], masterwork backpack[APG], soap, spell component pouch, waterskin, 16 sp
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Special Abilities
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+4 to saves vs. figments and bleed effects (Su) You gain a +4 profane bonus against effects that cause bleed and figment illusions.
Blasphemous Covenant +2 Diplomacy vs. unbound demons, +2 hp/HD for Summoned Demons, offerings reduced 20%.
Call Heralds (+1 concentration) (Su) Concentration bonus to summon monster spells.
Cleric (Herald Caller) Domain (Leadership) Cleric Channel Negative Energy 2d6 (6/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Darklands Stalker Move through difficult terrain without penalty while underground.
Darkvision (120 feet) You can see in the dark (black and white only).
Demonic Obedience Defile yourself daily to prove devotion to a demon lord and gain benefits.
Divine Heralds (Su) Summon creatures appropriate to deity.
Drow Immunities - Sleep You are immune to magic sleep effects.
Druchite +2 circ bonus on atks vs creatures perceiving you with darkvision.
Inspiring Command (2 allies) (Su) Allies gain +2 Attack AC, CMD, skill checks
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spell Resistance (14) You have Spell Resistance.