Ru-Sateph, the Risen



Ru-Sateph, The Risen  
Male human (garundi) Cleric of Pharasma 12/Envoy of Balance 1 
N Medium humanoid (human) 
Init +0; Senses Perception +8 
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Defense 
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AC 27, touch 12, flat-footed 27 (+9 armor, +6 shield, +2 deflection) 
hp 123 (12d8+1d6+56) 
Fort +16, Ref +8, Will +18 
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Offense 
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Speed 20 ft. 
Melee dagger +10/+5 (1d4+1/19-20) 
Special Attacks channel positive energy 6/day (DC 21, 8d6) 
Domain Spell-Like Abilities (CL 13th; concentration +18) 
. . 8/day—bleeding touch (6 rounds)gentle rest 
Cleric Spells Prepared (CL 13th; concentration +18): 
. . 7th—destruction(D) (DC 22), spell scourge (DC 22) 
. . 6th—antilife shell(D), harm (DC 21), heal 
. . 5th—boneshatter (DC 20), breath of life (DC 20), mass inflict light wounds (DC 20), raise dead, slay living(D) (DC 20) 
. . 4th—death ward(D), dismissal (DC 19), restoration, spell immunity, spiritual ally, tongues 
. . 3rd—daylight, dispel magic, invisibility purge, remove curse, searing light, speak with dead(D) (DC 18) 
. . 2nd—death knell(D) (DC 17), defending bone, lesser restoration, resist energy, silence (DC 17), spiritual weapon 
. . 1st—burning disarm (DC 16), comprehend languages, deathwatch(D), entropic shield, liberating command, murderous command (DC 16), sanctify corpse 
. . 0 (at will)—create water, detect magic, light, stabilize 
. . D Domain spell; Domains Death(Pharasma), Repose 
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Statistics 
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Str 13, Dex 10, Con 18, Int 12, Wis 21, Cha 16 
Base Atk +9; CMB +10; CMD 22 
Feats Combat Casting, Extra Channel, Greater Spell Penetration, Improved Channel, Quick Channel, Selective Channeling, Spell Penetration, Versatile Channeler
Traits attuned to the ancestors, child of the temple 
Skills Diplomacy +10, Heal +13, Knowledge (arcana) +7, Knowledge (history) +7, Knowledge (local) +7, Knowledge (nobility) +6, Knowledge (planes) +9, Knowledge (religion) +12, Linguistics +12, Perception +8, Profession (midwife) +9, Sense Motive +11, Spellcraft +16 
Languages Celestial, Common, Draconic, Infernal, Osiriani, Osiriani, Ancient, Sphinx, Thassilonian, Tien, Undercommon, Vudrani 
SQ human cleric, aura, death's embrace, incisive spells +1, ward against death 
Combat Gear brooch of shieldingcrown of swordsoil of daylightpearl of power (1st level)pearl of power (1st level)pearl of power (1st level)pearl of power (2nd level)pearl of power (3rd level)pearl of power (4th level)potion of darkvisionpotion of displacement,potion of flypotion of water breathingsandals of quick reactionscroll of breath of lifescroll of cure serious woundsscroll of daylightscroll of dispel magicscroll of ghostbane dirge (2), scroll of healscroll of remove paralysis (x2)scroll of resist energyscroll of restoration, lesser (2), strand of prayer beads (lesser)wand of bane (47 charges)wand of bless (42 charges)wand of cure light wounds (13 charges)wand of dispel magic (CL 11th, 1 charges)wand of endure elements (24 charges), alchemist's fire (2); Other Gear +3 spell storing breastplate+4 heavy steel shield, dagger, belt of mighty constitution +4cloak of resistance +4first aid gloveshandy haversackclear spindle ioun stoneincandescent blue sphere ioun stonepink and green sphere ioun stonephylactery of positive channelingring of feather fallingring of protection +2, bedroll, bell, belt pouch, cold weather outfit, diamond dust - 2,000gp worth (worth 2,000 gp), silver holy symbol (Pharasma), wooden holy symbol (Pharasma), jewelry, noble's outfit, smoked goggles, spell component pouch, trail rations (5), wrist sheath, spring loaded, wrist sheath, spring loaded, 7,884 gp 
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TRACKED RESOURCES 
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Alchemist's fire - 0/2 
Attuned to the Ancestors (6r, 1/day) (Su) - 0/1 
Bead of Blessing - 0/1 
Bead of Healing - 0/1 
Bleeding Touch (6 rounds, 8/day) (Sp) - 0/8 
Breath of Life (2) - 0/2 
Brooch of shielding (101 uses) - 0/101 
Crown of swords (10 rounds/day) - 0/10 
Cure Critical Wounds (2) - 0/2 
Cure Light Wounds (10) - 0/10 
Cure Light Wounds, Mass (2) - 0/2 
Cure Moderate Wounds (5) - 0/5 
Cure Serious Wounds (3) - 0/3 
Dagger - 0/1 
Extra Channel (2/day) - 0/2 
Feather Fall (Constant) - 0/0 
First aid gloves (10 charges) - 0/10 
Gentle Rest (8/day) (Sp) - 0/8 
Oil of daylight - 0/1 
Pearl of power (1st level, 1/day) - 0/1 
Pearl of power (1st level, 1/day) - 0/1 
Pearl of power (1st level, 1/day) - 0/1 
Pearl of power (2nd level, 1/day) - 0/1 
Pearl of power (3rd level, 1/day) - 0/1 
Pearl of power (4th level, 1/day) - 0/1 
Potion of darkvision - 0/1 
Potion of displacement - 0/1 
Potion of fly - 0/1 
Potion of water breathing - 0/1 
Trail rations - 0/5 
Versatile Cleric Channel Positive Energy 8d6 (6/day, DC 21) (Su) - 0/6 
Wand of bane (47 charges) - 0/47 
Wand of bless (42 charges) - 0/42 
Wand of cure light wounds (13 charges) - 0/13 
Wand of dispel magic (CL 11th, 1 charges) - 0/1 
Wand of endure elements (24 charges) - 0/24 
Ward Against Death (12 rounds/day) (Su) - 0/12 
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Special Abilities 
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+2 vs. Spell Resistance of Outsiders Add a +1 bonus on caster level checks made to overcome the spell resistance of outsiders. 
Attuned to the Ancestors (6r, 1/day) (Su) 1/day, hide from undead for 6 round(s). 
Aura (Ex) The character has a strong aura corresponding to his deity's alignment. 
Bleeding Touch (6 rounds, 8/day) (Sp) Melee touch attack deals 1d6 bleeding damage. 
Cleric Domain (Death, Pharasma) Granted Powers: You can cause the living to bleed at a touch. 
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. 
Combat Casting +4 to Concentration checks to cast while on the defensive. 
Death's Embrace (Ex) Heal damage from channeled negative energy. 
Gentle Rest (8/day) (Sp) As a standard action, melee touch staggers living 1 rd (sleep if already staggered), longer duration vs. undead. 
Incisive Spells +1 +1 bonus on CL checks and to overcome SR creature w/ align. subtype. 
Know the Sands +2 to Know (geography) & Survival in Osirion. 
Quick Channel Channel energy faster by expending more uses 
Risen Guard +2 to Fort saves vs death and negative levels. 
Selective Channeling Exclude targets from the area of your Channel Energy. 
Versatile Channeler Channel both positive and negative energy 
Versatile Cleric Channel Positive Energy 8d6 (6/day, DC 21) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. 
Ward Against Death (12 rounds/day) (Su) 30'r aura immunity to death effects, energy drain, and suppresses negative levels.
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