PFRPG - Aracne Azrinae Drow Cleric 14

« Older   Newer »
  Share  
view post Posted on 7/11/2013, 15:31

Edoardo Franco

Group:
Administrator
Posts:
1,259
Location:
Napoli

Status:
Offline


Aracne Azrinae

Drow Cleric 14
CE Medium humanoid (elf)
Init +6; Senses darkvision 120 ft., low-light vision; Perception +9
--------------------
Defense
--------------------
AC 25, touch 11, flat-footed 24 (+10 armor, +4 shield, +1 Dex)
hp 109 (14d8+42)
Fort +12, Ref +6, Will +16; +2 vs. enchantments
Defensive Abilities fortification 75%; DR 3/—; Immune magic sleep; Resist elven immunities; SR 20
Weakness light blindness
--------------------
Offense
--------------------
Speed 20 ft.
Melee heavy shield bash +8/+3 (1d4+2) and
. . +1 unholy, vicious whip +13/+8 (1d3+3+2d6 vs. Good+2d6 (& 1d6 to wielder))
Special Attacks chaos blade, channel energy, scythe of evil, touch of chaos, touch of evil
Spell-Like Abilities
. . 10/day—touch of chaos, touch of evil
. . 1/day—dancing lights, darkness, faerie fire
Cleric Spells Prepared (CL 14th; concentration +21):
7th (3/day)—greater scrying (DC 24), mass cure serious wounds, summon monster vii, word of chaos
6th (4/day)—animate objects, greater dispel magic, heal, harm (DC 23), forbiddance (DC 23)
5th (4/day)—mass cure light wounds, mass cure light wounds, flame strike (DC 22), raise dead, dispel law (DC 22)
4th (5/day)—restoration, cure critical wounds, cure critical wounds, sending, unholy blight (DC 21), lesser planar ally
3rd (6/day)—protection from energy, protection from energy, cure serious wounds, cure serious wounds, dispel magic, deeper darkness, magic circle against law
2nd (6/day)—lesser restoration, silence (DC 19), silence (DC 19), remove paralysis, cure moderate wounds, cure moderate wounds, align weapon
1st (6/day)—protection from good, command (DC 18), command (DC 18), bless, bless, cure light wounds, cure light wounds
0 (at will)—detect magic, read magic, spark (DC 17), vigor
--------------------
Statistics
--------------------
Str 14, Dex 15, Con 16, Int 10, Wis 24, Cha 16
Base Atk +10; CMB +12; CMD 23
Feats Armor Proficiency (Heavy), Combat Casting, Command Undead, Exotic Weapon Proficiency, Improved Channel, Improved Initiative, Selective Channeling
Skills Acrobatics -4 (-8 jump), Bluff +13, Climb -4, Escape Artist -4, Fly -4, Knowledge (nobility) +10, Knowledge (planes) +7, Knowledge (religion) +10, Perception +9, Ride -4, Spellcraft +17, Stealth -4, Swim -4; Racial Modifiers +2 Perception
Languages Elven, Undercommon
SQ aura, domains (chaos, evil), poison use, spontaneous casting
Other Gear +1 Fortification (heavy) Adamantine Full plate, +2 Heavy steel shield, +1 Unholy, Vicious Whip, Belt of physical might (Str & Con +6), Headband of inspired wisdom +6, 150 GP
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Chaos Blade (7 rds) (2/day) (Su) A melee weapon you are holding becomes anarchic
Cleric Channel Negative Energy 7d6 (6/day) (DC 22) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Chaos) Granted Powers: Your touch infuses life and weapons with chaos, and you revel in all things anarchic.
Cleric Domain (Evil) Granted Powers: You are sinister and cruel, and have wholly pledged your soul to the cause of evil.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Command Undead (DC 22) Channel energy can take control of undead.
Damage Reduction (3/-) You have Damage Reduction against all attacks.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Drow Immunities - Sleep You are immune to magic sleep effects.
Elven Immunities +2 save bonus vs Enchantments.
Fortification 75% You have a chance to negate critical hits on attacks.
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Scythe of Evil (7 rds) (2/day) (Su) A melee weapon you are holding becomes unholy
Selective Channeling Exclude targets from the area of your Channel Energy.
Spell Resistance (20) You have Spell Resistance.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Touch of Chaos (10/day) (Sp) With a melee touch attack, target takes the lower of 2d20 for each d20 roll for 1 round.
Touch of Evil (7 rds) (10/day) (Sp) With a melee touch attack, target is sickened and counted as good-aligned for the purpose of [Evil] spells.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
 
Top
0 replies since 7/11/2013, 15:31   35 views
  Share