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About Zhal PengCrunch:
Zhal Peng
Male Peri-Blooded Aasimar (Emberkin) Cleric (Separatist) of Nethys 3/Mystic Theurge 4/Wizard 3 NG Medium outsider (native) Init +0; Senses darkvision 60 ft.; Perception +13 -------------------- Defense -------------------- AC 10, touch 10, flat-footed 10 hp 47 (3d8+7d6+2) Fort +7, Ref +5, Will +13; +2 trait bonus vs. charm and compulson Resist acid 5, cold 5, electricity 5 -------------------- Offense -------------------- Speed 30 ft. Melee quarterstaff +5 (1d6) Special Attacks channel positive energy 4/day (DC 12, 2d6), hand of the acolyte (6/day) Spell-Like Abilities (CL 10th; concentration +11) . . 3/day—dancing lights . . 1/day—pyrotechnics (DC 13) Cleric (Separatist) Spells Prepared (CL 7th; concentration +10): 4th—divination [D], summon monster iv 3rd—dispel magic [D], invisibility purge, magic circle against evil, stone shape 2nd—align weapon, grace (2), lesser restoration, magic mouth [D] (DC 15) 1st—bless, comprehend languages [D], divine favor, liberating command (2), protection from evil 0 (at will)—create water, detect magic, light, stabilize [D] Domain spell; Domains Knowledge, Magic, Memory Wizard Spells Prepared (CL 9th; concentration +16): 4th—black tentacles, dragon's breath [S] (DC 22), resilient sphere (DC 22) 3rd—daylight, fireball [S] (DC 21), fireball (DC 21), fly, haste 2nd—create pit (DC 19), glitterdust (DC 19), invisibility, scorching ray, toppling magic missile [S], toppling magic missile 1st—burning hands [S] (DC 19), color spray (DC 18), floating disk, magic missile (2), protection from evil, snowball (DC 18) 0 (at will)—ghost sound (DC 17), prestidigitation (DC 17), ray of frost, read magic -------------------- Statistics -------------------- Str 10, Dex 10, Con 10, Int 24, Wis 16, Cha 12 Base Atk +5; CMB +5; CMD 15 Feats Greater Spell Penetration, Spell Focus (evocation), Spell Penetration, Theurgy, Toppling Spell, Varisian Tattoo Traits birthmark, magical knack Skills Appraise +12, Diplomacy +14, Knowledge (arcana) +18, Knowledge (dungeoneering) +14, Knowledge (engineering) +14, Knowledge (history) +14, Knowledge (local) +14, Knowledge (nature) +13, Knowledge (nobility) +13, Knowledge (planes) +17, Knowledge (religion) +18, Linguistics +15, Perception +13, Sense Motive +16, Spellcraft +22; Racial Modifiers +2 Knowledge (planes), +2 Spellcraft Languages Celestial, Common, Draconic, Elven, Infernal, Kelish, Osiriani, Polyglot, Skald, Sylvan, Other Language, Tien, Varisian, Vudrani SQ arcane bonds (arcane bond [staff of fire]), aura, combined spells, domains (magic), forbidden rites (memory), force missile, intense spells, opposition schools (enchantment, necromancy), recall, specialized schools (evocation) Combat Gear elemental metamagic rod (lesser, cold), extend metamagic rod (lesser), pearl of power (1st level), pearl of power (1st level), pearl of power (2nd level), piercing metamagic rod (lesser), reach metamagic rod (lesser), scroll of acid pit, black tentacles, dimension door, dragon's breath (CL 8th), invisibility, greater, resilient sphere (CL 8th), scroll of restoration, staff of fire, toppling metamagic rod (lesser), wand of cure light wounds, wand of cure light wounds, wand of mage armor (50 charges), wand of magic missile; Other Gear quarterstaff, boots of the cat, cloak of resistance +2, deathwatch eyes, first aid gloves, first aid gloves, handy haversack, headband of vast intelligence +4, sleeves of many garments, axe beak, 102 gp -------------------- Special Abilities -------------------- Arcane Bond (Staff of fire) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level). Aura (Ex) The Cleric has an aura corresponding to his deity's alignment. Birthmark +2 save vs. charm & compulsion Boots of the cat When falling, always land on feet and take the minimum damage. Cleric (Separatist) Domain (Magic) Granted Powers: You are a true student of all things mystical, and see divinity in the purity of magic. Cleric (Separatist) Domain (Memory) Associated Domain: Knowledge Cleric Channel Positive Energy 2d6 (4/day) (DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Combined Spells (2nd) (Su) You can prepare the spells of one spellcasting class using another classes' slots. Darkvision (60 feet) You can see in the dark (black and white vision only). Elemental metamagic rod (lesser, cold) (3/day) Each elemental metamagic rod is built with the power to control and transform a specific energy type (acid, cold, electricity, or fire). The wielder can cast up to three spells per day that deal damage of the rod’s energy type instead of the spell’s normal damage type, as though using the Elemental Spell feat. For example, an elemental metamagic rod (cold) always makes spells deal cold damage. Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod’s wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast. Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action). Lesser and Greater Metamagic Rods: Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower. Construction
Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action). The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat. Lesser metamagic rods can be used with spells of 3rd level or lower. Construction
Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast. Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action). Lesser and Greater Metamagic Rods: Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower. Construction
Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod’s wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast. Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action). Lesser and Greater Metamagic Rods: Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower. Construction
Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast. Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action). Lesser and Greater Metamagic Rods: Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower. Construction
-------------------- Axe beak
Chronicle Sheets:
Intro 1: In Service to Lore
Intro 3: Vision of Betrayal Intro 2: To Delve the Dungeon Deep Module: The Godsmouth Heresy 00-06: Black Waters 02-13: Murder on the Throaty Mermaid 03-09: The Quest for Perfection: Edge of Heaven 01-52: City of Strangers 2: Twofold Demise 01-47: The Darkest Vengence 00-23: Tide of Morning 03-23: Goblinblood Dead 03-11: Quest for Perfection: On Hostile Waters 04-22: Glories of the Past 1: Halls of Dwarven Lore 03-13: Quest for Perfection: Defenders of Nesting Swallow 04-02: In Wrath's Shadow 00-14: The Many Fortunes of Grandmaster Torch PFS Exclusive: Day of the Demon 05-02: The Wardstone Patrol 05-03: The Hellknight Feast Special: Siege of the Diamond City 04-13: Fortress of the Nail Module: Realm of the Fellknight Queen 05-05: The Elven Entanglement 02-08: The Sarkorian Prophecy Boons:
02-08:Glimpse of the Future - 60% accuracy augury - 1 use
Fellknight Queen: Touching the First World - +1 Knowledge Nature when dealing with Fey Friends of the Fey Court - +2 Diplomacy checks against Fey 04-13: Respect of the Nail - Order of the Nail remembers standing up for Law Special: Siege-hardened: +1 weapon damage against demon subtype, cross off to increase caster level by 3 against demon. 05-02 Mendevian Commendation: +1 cha based skill checks with crusaders of Mendev Exclusive: Scholar of the Gates Ajar: +2 competence bonus to knowledge planes or religion concerning demons, devils and daemons. Godsmouth Heresy: Pharasma's Blessing - reroll attack or save against an undead before results are known - single use Intro3: Kayle's blessing - +1 luck bonus saving vs Dragon breath weapon. 3 uses. Intro2: Debt of the Kirin - letters of credit for Way of the Kirin |