Female sylph cleric of Gozreh 16
CN medium outsider (native)
Player NiTessine
Campaign Marrasvalta
Religion Gozreh

Init +5
Senses low-light vision; Perception +9

AC 25, flat-footed 23, touch 14 (+8 armor, +2 deflection, +2 Dex, +3 natural)
hp 140 (16d8+48)
Fort +12, Ref +10, Will +19
Resist electricity 20; DR 5/−

Speed 30 ft.
Melee rod of thunder and lightning +13/+8/+3 (1d6+2/x2)
Ranged ray +14
Special Attacks channel positive energy 8/day (DC 22, 8d6)

Domain Spell-Like Abilities (CL 16th; concentration +22)
10/day — lightning arc (1d6+7 electricity)
At will — speak with animals (18 rounds/day)
Cleric Spells Prepared (CL 16th, concentration +22)
8th — fire storm (2; DC 25), whirlwindD (DC 25)
7th — destruction (150/10d6; 3; DC 24), elemental body IVD, mass cure serious wounds
6th — blade barrier (15d6; DC 23), chain lightningD (15d6; DC 23), greater dispel magic (2), heal (150)
5th — beast shape IIID, breath of life (2), communal air walk, flame strike (DC 22), righteous might
4th — air walkD, death ward, divine power, freedom of movement (2)
3rd — blindness/deafness (DC 20), dispel magic, gaseous formD, invisibility purge, protection from energy (120 points), remove fear
2nd — align weapon, bear's endurance, bull's strength (2), lesser restoration, share language, wind wallD
1st — bless, divine favor, endure elements, obscuring mistD, protection from evil (2), shield of faith
Orisons (at will) — create water, detect magic, mending, stabilize
D Domain spell; Domains Air, Animal

Str 10, Dex 14, Con 16 (10), Int 14, Wis 25 (21), Cha 20 (16)
Base Atk +12; CMB +12; CMD 24
Feats Boon Companion, Evolved Companion (climb, improved natural armor, pounce), Greater Spell Penetration, Selective Channeling, Spell Penetration
Skills Acrobatics +4 [2], Diplomacy +23 [16], Fly +4 [1], Handle Animal +16 [7], Heal +11 [2], Knowledge (arcana) +11 [6], Knowledge (nature) +12 [7], Knowledge (planes) +16 [11], Knowledge (religion) +15 [10], Linguistics +3 [1], Perception +9, Ride +3, Sense Motive +15 [6], Spellcraft +21 [16], Stealth +3, Survival +10 [4], Swim +3; ACP −3
Traits Beast Bond, Reactionary
Languages Auran, Common, Draconic, Iobarian, Skald
SQ animal companion

On person rod of thunder and lightning, mwk shortspear, dagger, icelink chainmail, hyperboreal robe, headband of mental prowess +4 Wis and Cha, ring of protection +1, amulet of natural armor +2, boots of the winterlands, windwave kilt of mighty constitution +6, scroll of resist energy (cold), very expensive holy symbol of Gorum, 24,158 gp
Encumbrance jotain

Featherscale Cloak This heavy linen cloak has a fish-scale pattern that darkens toward the bottom and white feathers on the shoulders. Once per day, the wearer can use beast shape I, but only to transform into a bird or fish. In addition, the wearer can use hide from animals (affecting only the wearer) once per day. The wearer gains a +5 competence bonus on Swim checks. Once per day, the wearer can use feather fall. All CLs are 5th.
Hyperboreal Robe This beautiful robe is fashioned from fine blue silk embroidered with silver thread, and trimmed with owl feathers and tiny shards of crystal. The robe grants its wearer a +2 resistance bonus on all saving throws. In addition, the flesh of the robe’s wearer becomes searing cold to the touch. Anyone who strikes the wearer with an unarmed strike, a touch attack, or a natural weapon takes 1d6 points of cold damage. The wearer can activate or deactivate this ability as a free action.
Icelink Chainmail If grappled, the wearer can command the armor to release an icy blast against the grappler. The armor then glows with a pale blue radiance, deals 4d6 points of cold damage to the target, and causes the target to be staggered for 1 round. Once the armor discharges, this ability can’t be used until the armor recharges 1 hour later.
Rod of Thunder and Lightning Constructed of iron set with silver rivets, this rod has the properties of a +2 light mace. Its other powers are as follows.

  • Lightning: Once per day, when the wielder desires, a short spark of electricity can leap forth when the rod strikes an opponent to deal the normal damage for a +2 light mace (1d6+2) and an extra 2d6 points of electricity damage. Even when the rod fails to score a normal hit in combat, if the roll was good enough to count as a successful melee touch attack, then the 2d6 points of electricity damage still apply. The wielder activates this power as a free action, and it works if he strikes an opponent within 1 round.
  • Lightning stroke: Once per day as a standard action, the wielder can cause the rod to shoot out a 5-foot-wide lightning bolt dealing 9d6 points of electricity damage (Reflex DC 16 half) to a range of 200 feet.
  • Thunder: Once per day, the rod can strike as a +3 light mace, and the opponent struck is stunned from the noise of the rod’s impact (Fortitude DC 16 negates). Activating this sonic power counts as a free action, and it works if the wielder strikes an opponent within 1 round.
  • Thunderclap: Once per day as a standard action, the wielder can cause the rod to give out a deafening noise, just as a shout spell (Fortitude DC 16 partial, 2d6 points of sonic damage, target deafened for 2d6 rounds).
  • Thunder and Lightning: Once per week as a standard action, the wielder of the rod can combine the thunderclap power with a lightning bolt, as in the lightning stroke power. The thunderclap affects all creatures within 10 feet of the bolt. The lightning stroke deals 9d6 points of electricity damage (count rolls of 1 or 2 as rolls of 3, for a range of 27 to 54 points), and the thunderclap deals 2d6 points of sonic damage. A single DC 16 Reflex save applies for both effects.

Windwave Kilt The wearer gains a +3 competence bonus on Swim checks. When not worn, a windwave kilt floats on water like a dry log, automatically buoying upward any creature that weighs 100 pounds or less and aiding in flotation for heavier creatures. If Gozreh is the wearer’s patron, once per day the wearer can use gaseous form (CL 5th). In this form, the wearer does not need to breathe and can enter water or other liquid, appearing as a mass of fine bubbles and gaining the ability to swim at a speed of 10 feet. The wearer can also drink salt water as if it were fresh water.


Bear animal companion 16
N Medium animal

Init +5
Senses low-light vision, scent; Perception +9

AC 37, flat-footed 31, touch 16 (+8 armor, +5 Dex, +1 dodge, +13 natural)
hp 97 (13d8+36)
Fort +8, Ref +10, Will +8; improved evasion, +4 vs. enchantment spells and effects

Speed 40 ft., climb 20 ft., fly 60 ft. (average)
Melee bite +18 (1d6+8+1d6 fire), 2 claws +18 (1d6+8+1d6 fire)
or Power Attack, bull's strength: +17 (1d6+16+1d6 fire) + righteous might +19 (1d8+18+1d6 fire)
Special Attacks pounce

Str 25, Dex 21 (17), Con 15, Int 3, Wis 16 (12), Cha 6
Base Atk +9; CMB +16; CMD 30 (33 vs. trip)
Feats Dodge, Improved Natural Attack (claw), Iron Will, Light Armor Proficiency, Toughness, Weapon Focus (bite), Weapon Focus (claw)
Skills Acrobatics +12 [7], Climb +9 [2], Fly +8, Perception +9 [3], Survival +7 [1]; ACP −2
SQ devotion, link, share spells, tricks (aid, attack × 2, come, defend, down, fetch, flank, guard, seek, track, work)

Gear +4 chain shirt barding, flaming amulet of mighty fists +1, belt of dexterity +2, headband of wisdom +4, wings of flying

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