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Karenna (mgcady) Pathfinder Society

Updated: 8:26 AM 9 September, 2012 View: CHARACTER SHEET, text [stripped]

KARENNA ARD'TAXIS	CR 8
Female Human Cleric 9
NN Medium Humanoid (Human)
Init +0; Senses Perception +9
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DEFENSE
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AC 17, touch 10, flat-footed 17   (+7 armor)
hp 59 (9d8+9)
Fort +8, Ref +4, Will +14
Defensive Abilities Ward Against Death (9 rounds/day)
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OFFENSE
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Spd 30 ft.
Melee Dagger +7/+2 (1d4+1/19-20/x2) and
   Dagger +7/+2 (1d4+1/19-20/x2) and
   Dagger +7/+2 (1d4+1/19-20/x2) and
   Unarmed Strike +7/+2 (1d3+1/20/x2)
Special Attacks Gentle Rest (10/day)
Spell-Like Abilities Gentle Rest (10/day), Light (At will), Minor Spell Expertise (Cure Light Wounds) (2/day)
Cleric Spells Prepared (CL 9, 7 melee touch, 6 ranged touch):
5 (2/day) Wall of Stone (DC 22), Breath of Life (DC 22), Boneshatter (DC 23)
4 (3/day) Blessing of Fervor (x2) (DC 21), Cure Critical Wounds (DC 21), Debilitating Portent
3 (5/day) Protection from Energy (DC 20), Cure Serious Wounds (DC 20), Invisibility Purge (DC 20), Searing Light, Daylight, Sacred Bond (DC 20)
2 (6/day) Restoration, Lesser (DC 19), Silence (DC 19), Cure Moderate Wounds (DC 19), Remove Paralysis (DC 19), Shield Other (DC 19), Ghostbane Dirge (DC 19), Status (DC 19)
1 (6/day) Moment of Greatness, Shield of Faith (DC 18), Protection from Evil (DC 18), Bless, Cure Light Wounds (DC 18), Haze of Dreams (DC 18), Liberating Command
0 (at will) Stabilize, Read Magic (DC 17), Create Water, Mending
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STATISTICS
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Str 12,  Dex 10,  Con 13,  Int 10,  Wis 20/24,  Cha 14
Base Atk +6; CMB +7; CMD 17
Feats Combat Casting, Minor Spell Expertise: Cure Light Wounds (2/day) (Sp), Quick Channel, Selective Channeling, Spell Focus: Necromancy, Versatile Channeler
Traits Birthmark, Desperate Focus
Skills Acrobatics -1, Climb +0, Diplomacy +11, Escape Artist -1, Fly -1, Heal +19, Knowledge (Religion) +8, Linguistics +4, Perception +9, Ride -1, Sense Motive +12, Spellcraft +12, Stealth -1, Swim +0
Languages Common, Nagaji
SQ Antitoxin (vial), Aura (Ex), Cleric Domain: Healing, Cleric Domain: Repose, Cold weather outfit, Healer's Blessing (Su), Hot Weather Outfit, Ioun Torch, Metamagic Rod, Extend, Lesser, Metamagic Rod, Reach, Rebuke Death (10/day) (Sp), Spontaneous Casting, Versatile Cleric Channel Positive Energy 5d6 (5/day) (DC 16) (Su), Wayfinder, Standard (empty)
Combat Gear +1 Mithral Breastplate, Dagger, Dagger, Dagger; Other Gear 2 bracelets for Sacred Bond, Antitoxin (vial) (5), Backpack (empty), Bedroll, Chalk, 1 piece, Cloak of Resistance, +1, Cold weather outfit, Courtier's outfit, Handy Haversack (21 @ 40.5 lbs), Headband of Inspired Wisdom, +4, Healer's kit (10 uses), Holy symbol, silver: Pharasma, Hot Weather Outfit, Ink (1 oz. vial, black), Inkpen (2), Ioun Torch, Lantern, hooded, Map of the Silken Way (Chronicle 2), Mask of the Tiger's Eye (Chronicle 4), Metamagic Rod, Extend, Lesser, Metamagic Rod, Reach, Non-relic necklace (worth 150), Oil (1-pint flask) (5), Paper (sheet) (15), Pearl of Power, 1st Level, Pearl of Power, 1st Level, Pearl of Power, 2nd Level, Pearl of Power, 2nd Level, Potion of Cure Light Wounds (4), Potion of Cure Serious Wounds (2), Potion of Owl's Wisdom, Rations, trail (per day) (5), Scroll: Breath of Life, Breath of Life, Scroll: Endure Elements, Scroll: Restoration, Lesser, Restoration, Lesser, Soap, Bar (50 uses), Waterskin, Wayfinder, Standard (empty), Whetstone, Wolfsbane
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SPECIAL ABILITIES
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Antitoxin (vial) If you drink a vial of antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Birthmark +2 save vs. charm & compulsion
Cleric Domain: Healing Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cleric Domain: Repose Granted Powers: You see death not as something to be feared, but as a final rest and reward for a life well spent. The taint of undeath is a mockery of what you hold dear.
Cold weather outfit +5 Fort save vs. cold weather.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Gentle Rest (10/day) (Sp) Melee touch attack staggers target for 1r.
Healer's Blessing (Su) Your cure spells are empowered for free.
Hot Weather Outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)
Ioun Torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).

Construction
Requirements Craft Wondrous Item, continual flame, creator must be 12th level; Cost 62 gp, 5 sp
Metamagic Rod, Extend, Lesser 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).

The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat.

Strong (no school); CL 17th; Craft Rod, Extend Spell; Price 3,000 gp.
Metamagic Rod, Reach 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).

The wielder can cast up to three spells per day with a one-step increase in their range category (such as from close to medium, or medium to long) as though using the Reach Spell feat.

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 rodís 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
Requirements Craft Rod, Reach Spell; Cost 5,500 gp
Minor Spell Expertise: Cure Light Wounds (2/day) (Sp) The selected spell becomes a spell-like ability, 2/day.
Quick Channel Channel energy faster by expending more uses
Rebuke Death (10/day) (Sp) Heal 1d4+4 damage to creatures at negative HP
Selective Channeling Exclude targets from the area of your Channel Energy.
Spell Focus: Necromancy Spells from one school of magic have +1 to their save DC.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Versatile Channeler Channel both positive and negative energy
Versatile Cleric Channel Positive Energy 5d6 (5/day) (DC 16) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Ward Against Death (9 rounds/day) (Su) 30'r aura immunity to death effects, energy drain, and suppresses negative levels.
Wayfinder, Standard (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Note: This item costs only 250gp for members of the Pathfinder Society

Construction
Requirements Craft Wondrous Item, light; Cost 250 gp
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Marked at birth by Pharasma (birthmark on upper left arm and white hair).

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