Nathaniel 17

Nathaniel 17 (Dwarf)
Nathaniel LVL16 Cleric 16
Human Possessing an (Dwarf)
Humanoid
Size –M Age -63 Nathaniel - Elindies 134 Gender – M
Height - ???? Weight -???? Eyes – ???? Hair – ????
Stat
Str Str: 28 +9 (28 base),
Dex Dex: 18 +4 (14 +4 lvl)
Con Con: 23 +6 (18 base+2 racial +3 levels)
Int Int: 11 +0 (11 base)
Wis Wis: 28 +9 (17 base, +2 racial +7 levels +2 Lycanthrope)
Cha Cha: 10 +0 (12 base -2 Cha)
Fort Fort: +16 (+10 base +6 con)
Ref Ref: +9 (+5 base, +4 dex)
Will Will: +19 (+10 base +9 Wis)
BAB Base attack +12/+7/+2
CMB CMB +20 (+11 base +9 str)
CMD CMD 34 (10+11 base +9 str+4 dex)
Init Init +4
HP HP 186 (13d8+96 con+10 fav class +16 tough)(3d8 to roll)
AC AC 36 (10+ 13 armor + 6 shield,+2 nat enhancement, +1 dex, +3 deflection, +1 Dodge) 15/rnds per day % 50 miss chance DR3
Mellee Attacks spell-storing bane (Magical best) light mace, +1 frost light Mace, 1 Merciful Dwarven Waraxe
Missile Attacks +3 heavy crossbow
+11 +5/5 dex, +3 (greater magic weapon))
speed 20 40fly
Bane = +2 to hit +2d6+2 damage

Magic Items:
Weapons: (tiara, flaming burst to all weapons used)
+1 spell-storing bane (Magical best) light mace (+4 with greater magic weapon)(bestow curse)
25/20/+15 1d6 +13 +1d6fire
+3 heavy crossbow (25 Bolts) 9000 gp
19/reload 1d10+3 17-20X2 1d6 fire 120ft 12lb
+1 frost light Mace
21/16/11 1d6+10 (+1d6 fire or 1d6 fire)
+1 Merciful Dwarven Waraxe (+4 with greater magic weapon)
25/20/+15 1d10 +13 +1d6fire

Armor
+3 adamant full plate (50%crit/sneak) DR3(+4 with magic vestment)
MW heavy Shield (+4 with magic vestment)
+3 ring of protection
+2 amulet or Natural Armor
Cloak of Displacement (Greater) ) (15/rnds per day % 50 miss chance)
+5 full plate
MW Mithral Breastplate (+4 with magic vestment)+5 speed (Fleet)
Items
Hand of the Glory, ring of X-ray vision
ring of invisabity

Traits
dark vision 60 ft
immunity to sleep/paralysis/cold/ level loss and negative energy
Fire resistance 5
When in direct sunlight the wearer gains fast healing 1.
+2 against poisons spells and spell like abilities
Low Light Vision
Domains
Channel Energy 9d6 3/day (selective)
Breath weapon 30ft clone of cold 5d6 reflex dc20 1/day
+4 combat defense vs. bull rush /trip
Feats:
Natural Spell
Selective Channeling
Recamia Possession (Elindi'er)
Fleet
Weapon Finesse
Toughness
Dodge
Spell Penetration (+2 vs Spell resistance)
Grater Spell Penetration (+2 vs Spell resistance)

Languages
Lonic Draconic
(0/56)
Skills Total Mod Rank Class Misc
Linguistics (Int) +5 2 3
Heal (Wis) 16 +9 4 +3
Know (Religion) +18 +0 15 +3
Know (Planes) +18 +0 15 +3
Diplomacy +6 +0 3 +3
Sense Motive +20 +9 8 +3
Perception +14 +9 3 +0 +2
Spellcraft +11 +0 8 +3
Coins PP, 214994 GP, SP, CP

Inventory
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
Spyglass
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)
Potions
- Cure Mod X3 – Invisibility – expeditious retreat
Domains
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

Spells
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,
(7+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.
(6+1) L5- Break Enchantment, breath of life, Flame strike, Raise Dead Summon Monster V, Wall of Stone, Symbol OF Sleep True Seeing.
(4+1) L6- Greater Dispel, Heal, Banishment, Harm, Blade Barrier
(4+1) L7- Greater Restoration, Holy Word, Refuge, Mass Inflict Serious, Disruption
(3+1)L8- dimensional lock, earthquake, fire storm, anti magic field, holy aura

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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