Mistress Kayltanya

Xerice Lockhart's page

358 posts. Alias of Jolly Roger.


Full Name

Xerice Lockhart

Race

Attacks:
Mwk Scorpion Whip +6 (1d4+2) 20/x2 (disarm, trip+2, 15ft reach), Light Crossbow +2 1d8, Channel negative energy 3d6 dc 19 will

Classes/Levels

Skills:
Bluff +10, Diplomacy +12, Knowledge (religion) +6, Sense Motive+7. Perception +3

Gender

AC 17 (T 10, FF 17). HP 39, Fort +6, Ref +2, Will +8. Init +0, CMB/CMD 6/16, Speed 20f

Strength 14
Dexterity 10
Constitution 12
Intelligence 7
Wisdom 16
Charisma 18

About Xerice Lockhart

Xerice Crunch:

Female Cleric 4
CN Medium Dhampir / Humanoid (Dhampir)
Init +0; Senses Perception +3, Darkvision 60 ft, Low-light Vision
==DEFENSE==
AC 16, touch 10, flat-footed 16 (+5 armor, +1 shield)
hp 27 (4d8+4)
Fort +5, Ref +1, Will +7
Armor Masterwork Scale Mail, Medium
Shield Masterwork Mirrored Buckler, averts eyes, roll the miss chance twice. can sneak attack concealment. +0 touch AC vs rays.
Defensive Abilities Resist Level Drain (PFARG 223), Undead Resistance (PFARG 224)
==OFFENSE==
Spd 20 ft/x4
Melee Masterwork Scorpion Whip +6 (1d4+2) 20/x2 disarm, reach, +2 vs trip
Melee Whip +5 (1d3+2) 20/x2 disarm, nonlethal, reach, trip
Melee Light Mace +1 +6 (1d6+3) 20/x2 CM +1
Ranged Light Crossbow +3 (1d8) 19-20/x2
==STATISTICS==
Str 14, Dex 10, Con 12, Int 7, Wis 16, Cha 18
BAB +3, CMB +5, CMD +15
Feats Armor Proficiency (LIGHT / MEDIUM) (PFCR 118), Improved Channel (PFCR 126), Selective Channeling (PFCR 132-133), Shield Proficiency (PFCR 133), Channel Smite
Skills Bluff +9, Diplomacy +11, Knowledge (religion) +5
SQ Vampiric Empathy (PFARG 97), Cleric Channel Energy [7 / 2d6] (PFCR 40)
SU Domain Powers (PFCR 40-41)
MC Cleric Bonus Languages (PFCR 41), Cleric Spontaneous Casting (PFCR 41), Forbidden Spell Alignment (PFCR 41, 49)
Traits Heirloom Weapon (Equipment) (PFCo: AdvAr 30), Sacred Conduit (Faith) (PFAPG 329)
Languages Common

Traits & feats:

-- DHAMPIREN RACIAL TRAITS --
• Str: +2, Con: -2, Cha: +2
• TYPE: Humanoid (Dhampir)
• SIZE: Medium
• DARKVISION 60 FT: Dhampires can see in the dark up to 60 ft.
• SPELL-LIKE ABILITY: A dhampir can use obscuring mist three times per day as
a spell-like ability. The caster level for this ability equals the dhampir's class
level.
• LOW-LIGHT VISION: You can see twice as far as humans in conditions of dim light.
• NEGATIVE ENERGY AFFINITY: Dhampires are alive, but reacts to positive
and negative energy as if it were undead-positive energy harms it, while negative
energy heals it.
• RESIST LEVEL DRAIN: Dhampires take no penalties from energy draining
effects, though they can still be killed if they accrues more negative levels then
they have Hit Dice. After 24 hours, any negative levels a they takes are removed
without the need for an additional saving throw.
• UNDEAD RESISTANCE: Dhampires gain a +2 racial bonus on saving throws
against disease and mind-affecting effects.
• SVETOCHER: Brought forth by the haughty and brutal moroi, svetochers are
renowned and feared for their silver tongues and deadly strength. -1 penalty on saves
against effects that deal positive energy damage. Dhampir gain a +2 racial bonus on
Diplomacy and Knowledge (nobility) because of their heritage.
• VAMPIRIC EMPATHY: Though Dhampirs often relate poorly to humanoids, some share
an aff inity with baser creatures. These Dhampirs gain the ability to communicate
with bats, rats, and wolves as if under the effects of a speak with animals spell
(Caster Level 2). In addition, they gain a +2 racial bonus on Diplomacy checks when
dealing with these animals. Whenever these Dhampirs initiate an exchange, animals
begin with a starting attitude of indifferent.
• Automatic Languages: Common
• Bonus Languages: Any

-- CLASS ABILITIES --
• FAVORED CLASS (Cleric) : You've gain the following bonuses: Skill Point).
• AURA OF CHAOTIC NEUTRAL: A Cleric of Calistria radiates a powerful aura
of Chaotic Neutral. (PFCR 39).
• CLERIC CHANNEL ENERGY: You channel Negative Energy allowing you to either heal
the undead or harm the living for 2d6. Affects 30 ft radius from you. (DC 19 for
half). Standard action. 7 times per day. Does not provoke Attacks of Opportunity.
(PFCR 40).
• CLERIC BONUS LANGUAGES: A cleric's bonus language options
include Celestial, Abyssal, and Infernal regardless of race. (PFCR 41).
• CLERIC SPELLS: The cleric casts divine spells drawn from the Cleric spell list,
as listed in [PFCR 226-229]. The cleric must meditate and pray for an hour each day
to regain spells. Clerics can prepare a number of orisons, or 0-level spells, each
day, as noted under “Spells per day.” These spells are treated like any other spell,
but they are not expended when cast and may be used again. (PFCR 39-40).
• CLERIC SPONTANEOUS CASTING: A Good cleric can swap prepared spells for
spells with ""cure"" in the name. An evil cleric can swap out prepared spells for
""inflict"" spells. A neutral cleric of a neutral god can choose one or the other upon
taking the Cleric class. (PFCR 41).
• CLERIC WEAPONS AND ARMOR: Proficient with all simple weapons, light
armor, medium armor, shields (except tower shields), and favored weapon of deity --
Whip. (PFCR 39).
• DOMAIN POWERS: Each of the cleric's chosen domains [Charm, Trickery] grant
domain powers.
- Dazing Touch (Sp): Melee touch attack dazes living creature less than or equal
to your Hit Dice for 1 round. 6 times per day. [PFCR 42]
- Deceptions: You are a master of illusions and deceptions. Bluff, Disguise, and
Stealth are class skills. [PFCR 48]
- Copycat (Sp): Create single mirror image for 4 rounds or until dispelled or
destroyed. Does not stack with Mirror Image. Move action. 6 times per day. [PFCR 48]
(PFCR 40-41).
• FORBIDDEN SPELL ALIGNMENT: Spells with the Lawful descriptor are forbidden
by your alignment and your deity's alignment. (PFCR 41, 49).

-- GENERAL FEATS --
• IMPROVED CHANNEL: +2 to DC of saves vs. Channel Energy. (PFCR 126)
• SELECTIVE CHANNELING: When you channel energy, you can choose a number of
targets in the area up to 4. These targets are not affected by your channeled energy.
(PFCR 132-133)

-- COMBAT FEATS --
• ARMOR PROFICIENCY (LIGHT / MEDIUM): When you wear a type of armor in which
you are proficient, the armor check penalty for that armor applies only to Balance,
Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.
(PFCR 118)
• SHIELD PROFICIENCY: You can use a shield and take only the standard
penalties. (PFCR 133)

-- TRAITS --
• HEIRLOOM WEAPON (Equipment): You carry a Scorpion Whip that has been
passed down from generation to generation in your family. You gain a +2 trait bonus
on Trip combat maneuvers when using this weapon. (PFCo: AdvAr 30)
• SACRED CONDUIT (Faith): Whenever you channel energy, you gain a +1 trait
bonus to the save DC of your channeled energy. (PFAPG 329)

-- ARMOR --
• MASTERWORK MIRRORED BUCKLER: averts eyes, roll the miss chance twice.
can sneak attack concealment. +0 touch AC vs rays. [Shield (PFCR 150); Mirrored
(PFUEq 120-121)]

-- WEAPONS --
• WHIP: A whip deals nonlethal damage. It deals no damage to any creature with an
armor bonus of +1 or higher or a natural armor bonus of +3 or higher. The whip is
treated as a melee weapon with 15 ft reach, though you don't threaten the area into
which you can make an attack. Unlike most other weapons with reach, you can use it
against foes anywhere within your reach (including adjacent foes).Using a whip
provokes an attack of opportunity, just as if you had used a ranged weapon. You can
make trip attacks with a whip. If you are tripped during your own trip attempt, you
can drop the whip to avoid being tripped. When using a whip, you get a +2 bonus on
opposed attack rolls made to disarm an opponent (including the roll to keep from being
disarmed if the attack fails). [Weapon 2 (PFCR)]
• LIGHT CROSSBOW: You draw a light crossbow back by pulling a lever. Loading a
light crossbow is a move action that provokes attacks of opportunity. You can shoot,
but not load, a light crossbow with one hand at a –2 penalty on attack rolls. You can
shoot a light crossbow with each hand, but you take a penalty on attack rolls as if
attacking with two light weapons. This penalty is cumulative with the penalty for
one-handed firing. [Weapon 3 (PFCR)]