Male Human Wizard (Metal)/Cleric (Ecclesitheurge) 1/1
LN Medium humanoid (human)
Init +2 Senses Perception +3
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Defense
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AC 13, touch 12, flat-footed 11 (+2 Dex, +1 Armor)
HP 13 (1d6+1d8+2)
Fort +3, Ref +2, Will +7
Iron Skin - You gain a +2 armor bonus to your Armor Class for 10 minutes; this bonus increases by +1 for every 5 caster levels (maximum +6 at 20th level). You can use this ability a number of times per day equal to 3 + your Intelligence bonus.
Deflection Aura (Su) Once each day, you can emit a 20-foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense.
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Offense
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Speed 30 ft
Melee Touch +2 (varies)
Ranged Touch +2 (varies)
Special Attacks Channel positive energy 4/day (DC 11, 1d6)
Cleric Spells Prepared (CL 1st, concentration +4)
1st DC 14 Domain Slot-Shield, Bless, Liberating Command
0 (at will) DC 13 Create Water, Light, Mending
Wizard Spells Prepared (CL 2nd, concentration +5)
1st DC 14 Metal Slot-Shocking Grasp, Shield, Grease
0 (at will) DC 13 Detect Magic, Acid Splash, Read Magic
Metal Rending - Whenever you cast a spell that deals hit point damage, you deal extra damage to creatures made of metal or wearing medium or heavy metal armor. Affected creatures take additional damage equal to 1/2 your wizard level. This bonus damage is not increased by Empower Spell or similar effects. This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. The damage is of the same type as the spell.
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Statistics
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Str 9, Dex 14, Con 12, Int 17, Wis 17, Cha 10
Base Atk +0; CMB -1 CMD 11
Feats Scribe Scroll, Weapon Finesse
Traits
Numerian Archaeologist - You gain Androffan as an additional language. In addition, you possess a knack for technological items; when you use a timeworn technological item, roll twice when determining any glitches the item might cause and choose which result to use as your actual result.
Magical Knack - Your wizard caster level gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.
Skills
Appraise (1) +7
Craft (Mechanical, 1) +7
Know (Engineering, 2) +8
Know (Arcana, 2) +8
Know (Religion, 2) +8
Know (Local, 1) +7
Spellcraft (2) +8
Heal (1) +7
Languages Tien, Common, Hallit, Draconic, Androffan
SQ Dual Talent, School (Meta, Fire opposed), Metal Rending, Iron Skin, Deflection Aura
Arcane Bond (ring) - A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).
Ecclesitheurge's Vow At 1st level, an ecclesitheurge makes a vow to his deity to protect himself solely with his faith, not with armor or shields. An ecclesitheurge who wears armor or uses a shield is unable to use his blessing of the faithful ability, to use cleric domain powers, or to cast cleric spells.
Blessing of the Faithful (Su) As a standard action, the ecclesitheurge can bless one ally within close range (25 ft. + 5 ft./2 levels). A blessed ally gains a +2 sacred bonus on attack rolls, skill checks, ability checks, saving throws or AC until the ecclesitheurge's next turn. The ecclesitheurge can expend 1 use of channel energy when activating this ability to increase the duration to a number of rounds equal to the number of dice of his channel energy.
Domain Mastery At 1st level, when an ecclesitheurge chooses his cleric domains, he designates one as his primary domain and the other as his secondary domain. An ecclesitheurge can use his non-domain spell slots to prepare spells from his primary domain's spell list.
Each day when he prepares spells, an ecclesitheurge can select a different domain granted by his deity and gain access to that domain's spell list instead of his secondary domain's spell list. He does not lose access to his secondary domain's granted powers or gain access to the other domain's granted powers.
Primary: Defense, Secondary: Arcane
Arcane Beacon (Su) As a standard action you can become a beacon of arcane energy until the end of your next turn. The aura emanates 15 feet from you. All arcane spells cast within the aura either gain a +1 bonus to their caster level or increase their saving throw DC by +1. The caster chooses the benefit when she casts the spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Spontaneous Casting A cleric 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).
Gear Adamantine ring (bonded), backpack, belt pouch, flint and steel, ink, inkpen, spell component pouch, trail rations (5), waterskin, mechanical toolkit, haramaki armor, artisan’s outfit, potion of cure light wounds, 1 pp, 26 gp, 4 sp, 9 silverdisks
Spellbook
0th spells All (23 pages)
1st Shocking Grasp, Shield, Magic Missile, Comprehend Languages, Endure Elements, Grease, Air Bubble, Ant Haul, Color Spray (9 pages)
A tian-shu man with unusually white hair. He wears his hair long and unkempt. Because he furrows his brow constantly he has developed wrinkles. These effects make him appear much older than he actually is. He wears plain durable clothing except for the adamantine ring with finely engraved arcane runes. He is constantly fidgeting with his tools or making notes.
Background:
At a young age while Watanabe still lived in Changdo he was selected as a potential oracle candidate but was soon rejected for having no talent for that magical tradition. His mother, a mid level bureaucrat, saw his disappointment and secured a private tutor to teach him the wizardly arts. He took to the lessons well and found he had a mind for working his magic on physical material..
One day while conducting research he came across a spellbook of a wizard from the distant city of Absalom on the far off continent of Avistan. The book described the wonders of the city, the strange Starstone, alien peoples, and more. The book also introduced him to the god Nethys. Having never been introduced to religion other than revering the Eternal Emperor he became fascinated by the all-knowing deity.
His father discovered Watanabe’s nascent conversion to worship of Nethys and strictly forbade it. Watanabe refused and his father gave him an ultimatum to either leave Po Li or be turned into the authorities for punishment. Watanabe chose the former and set out to travel to Absalom to sate his curiosity about the city and surrounding territories.