Nathaniel 13 (were-rat)

Nathaniel LVL12 Cleric 12
Human Possessing an Elf (Wererat)
Humanoid (Shapechanger)
Size –M Age -58 Nathaniel - Elindies 134 Gender – M
Height - ???? Weight -???? Eyes – ???? Hair – ????

Stat Human Form Hybrid Form Dire Rat Form
Str Str: 8 -1 (8 base), Str 12 +1 (10 base animal, +2 lycanthrope)
Dex Dex: 19 +4 (14+2 racial+3 lvl) Dex 20 +5 (17 base animal+ 3 levels)
Con Con: 14 +2 (13 base,-2 racial +3 levels) Con 16 +3(13 base animal, +3 levels, +2 lycanthrope)
Int Int: 11 +0 (11 base)
Wis Wis: 27 +8 (17 base, +2 racial +6 levels +2 Lycanthrope)
Cha Cha: 10 +0 (12 base -2 Cha)
Fort Fort: +10 (+8 base +2 con) Fort: +11 (+8 base +3 con) Fort: +11 (+8 base +3 con)
Ref Ref: +8 (+4 base, +4 dex) Ref: +9 (+4 base, +5 dex) Ref: Ref: +9 (+4 base, +5 dex)
Will Will: +16 (+8 base +8 Wis) Will: +16 (+8 base +8 Wis)
BAB Base attack +9/+4
CMB CMB +8 (+9 base -1 str) CMB +10 (+9 base +1 str)
CMD CMD 22 (10+9 base -1 str+4 dex) CMB 24 (10+9 base +1 str +5 dex)
Init Init +4 Init +5
HP HP 113 (13d8+26 con+10 fav class +13 tough) HP 126 (13d8+39 con+10 fav class, +13 tough) DR 10/silver
AC AC 34 (10+ 9 armor + 5 shield,+2 nat enhancement, +4 dex, +3 deflection, +1 Dodge) AC 37 10+ 9 armor + 5 shield, +2 nat, +2 nat enhancement, +5 dex, +3 deflection, +1 Dodge AC 18 10 +2 nat, +5 dex, +1 Dodge
Mellee Attacks +16/+11 flaming burst spell storing bane (magic beasts) Light mace 1d6+1d6 fire +3 +17/+12 flaming burst spell storing bane (magic beasts) Light mace 1d6+1d6 fire +4 +14 bite (1d4+1 plus disease and curse of lycanthropy; DC 15)
Missile Attacks +16 Heavy Crossbow (1d10) +17 Heavy Crossbow (1d10)
+9 +4/5 dex, +3 (greater magic weapon))

Bane = +2 to hit +2d6+2 damage

Magic Items:
+1 spell-storing bane (Magical best) light mace (+3 with greater magic weapon)
13/8 1d10+1 17-20X2 120ft 12lb
+3 heavy crossbow (25 Bolts) 9000 gp
13/8 1d10+1 17-20X2 120ft 12lb
+1 frost light Mace
MW Mithral Breastplate (+3 with magic vestment)
MW heavy Shield (+3 with magic vestment)
+3 ring of protection
+2 amulet or Natural Armor
Cloak of Displacement (Greater) ) (15/rnds per day % 50 miss chance)
Hand of the Glory

Low Light Vision
Channel Energy 7d6 3/day (selective)

Natural Spell
Selective Channeling
Recamia Possession (Elindi'er)
Weapon Finesse
Spell Penetration (+2 vs Spell resistance)

Lonic Draconic


Skills Total Mod Rank Class Misc
Linguistics (Int) +5 2 3
Heal (Wis) 13 +8 3 +3
Know (Religion) +16 +0 13 +3
Know (Planes) +16 +0 13 +3
Diplomacy +6 +0 3 +3
Sense Motive +18 +8 7 +3
Perception +13 +8 3 +0 +2
Spellcraft +11 +0 8 +3

Coins PP, 1205 GP, SP, CP

Bag of holding type1 15 Lp (250Lp 30Cubic Ft)
Chain (20ft) (4Lp),Hemp Rope (100Ft) (20Lp), Silk Rope (100Ft) (10Lp)
Silver Holy Symbol (Ashanaron) (1Lp)
Ever Burning Torch (1Lp)
Water Skin (4Lp), Everlasting Wand Animate Rope (1Lp)
Ever lasting wand Animate rope
12 holy water (Ashanoron)
Medamagic Rods
- Enlarge (med) – Extend (med)
Divine scrolls
- Detect evil – cure light – augury – deeper darkness- protect form evil
- Remove paralysis – bulls strength – prayer – remove disuse
- Heal (PF)
Wands (PF)
- Cure light (11) – cure serious (14)
- Cure Mod X3 – Invisibility – expeditious retreat
Artifice – Artifice touch – Mending at will + melee Touch attack for 1d6+1/2lvl (10day)
- Dancing weapon give a weapon dancing 1/day
Sun - Suns Blessing – Add LVL to Channel damage, Undead cant resist
- Nimbus of Light – 30ft day light spell Harms undead Cl lvl per round
Artifice 1- Animate Rope 2- Wood Shape 3- Stone Shape 4- Minor Creation 5- Fabricate
6- Major Creation 7- Wall of iron 8- Instant Summons 9- Prismatic Sphere

Sun 1- Endure elements 2- Heat metal 3- Searing light 4- Fire shield 5- Flame strike
6- Fire seeds 7- Sunbeam 8- Sunburst 9- Prismatic Sphere
Spells/day, Commonly used spells (mark with asterisk)
(4) L0 –Create water, Detect Magic, Light , Guidance, Read Magic , Stabilize,
(6+1) L1- Command, Comprehend Languages, Cure Light Wounds, Summon Monster I, Shield of Faith, Divine Favor.
(6+1) L2 – Align Weapon, Cure Mod Wounds, Gentle Repose, Hold Person, Make Whole Resist Energy, Restoration Lesser, Shatter Shield Other, Spiritual Weapon, Summon Monster II.
(6+1) L3 – Bestow Curse, Day Light, Dispel Magic, Locate Object, Invisibility Purge, Meld Into Stone, Searing Light, Summon Monster III, Magic Vestment, Magic Vestment
(5+1) L4- Air Walk, Control Water, Cure Critical Wounds, Dimensional Anchor Discern Lies, Freedom of Movement, Restoration, Spell Immunity, Summon Monster IV.
(4+1) L5- Break Enchantment, breath of life, Flame strike, Raise Dead Summon Monster V, Wall of Stone, Symbol OF Sleep True Seeing.
(3+1) L6- Greater Dispel, Heal, Banishment, Harm, Blade Barrier
(2+1) L7- Greater Restoration, Holy Word, Refuge, Mass Inflict Serious, Disruption

Change Shape (Su) All lycanthropes have three forms—a humanoid form, an animal form, and a hybrid form. Equipment does not meld with the new form between humanoid and hybrid form, but does between those forms and animal form. A natural lycanthrope can shift to any of its three alternate forms as a move-equivalent action. An afflicted lycanthrope can assume animal or hybrid form as a full-round action by making a DC 15 Constitution check, or humanoid form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted lycanthrope gains a +5 morale bonus to Constitution checks made to assume animal or hybrid form, but a –5 penalty to Constitution checks made to assume humanoid form. An afflicted lycanthrope reverts to its humanoid form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain lycanthrope reverts to its humanoid form, although it remains dead.

Curse of Lycanthropy (Su) A natural lycanthrope's bite attack in animal or hybrid form infects a humanoid target with lycanthropy (Fortitude DC 15 negates). If the victim's size is not within one size category of the lycanthrope, this ability has no effect.

Lycanthropic Empathy (Ex) In any form, natural lycanthropes can communicate and empathize with animals related to their animal form. They can use Diplomacy to alter such an animal's attitude, and when so doing gain a +4 racial bonus on the check. Afflicted lycanthropes only gain this ability in animal or hybrid form.

The tiara of Jubilee
The Tiara of Jubilee is a platinum crown studded with yellow and orange-brown diamonds each the diameter of a ring. It's powers are usable only by a cleric of ashaneron, most legendary among these is the power to raise the dead via a true resurrection spell.
The tiara derives energy from the veneration of the faithful of ashaneron, the larger the church the more quickly it's powers build.
Large Church: 3 months
Medium Church: 6 months
Small church: 1 year
In the hands of believers: 2 years
In the possession of the priest of the largest church in Karalon it would generate enough energy for a true resurrection every three months. In the hands of Nathaniel on his own it would regain one such use every two years.
If the party were to foster a church of ashaneron in their midst, or encourage his worship by those who venerate Valalique they could use the tiara annually. The tiarra presently has six charges available. It has a maximum of 12 charges.
The tiara also instills the following qualities on a cleric of Ashaneron:
Any weapon wielded by the wearer may become flaming burst as per the special quality (includes dancing and missile weapons) This effect ends if the weapon > enters the possession of anyone else.
The wearer is immune to level loss and negative energy
The wearer is healed as per the heal spell once per day when they prepare spells
Fire resistance 5
When in direct sunlight the wearer gains fast healing 1.

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