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Npc : 18/17/16/15/14/13
Amanda Sephiroth
Aelya nesse nível atual vai ter 5 niveis de monge/ 5 niveis de cleriga/ 5 niveis de
Vingadora Sagrada, posto divino 0. Ela terá essa configuração depois de ter as orbes do
dragão arrancadas por Melinous. Ela então se lembrará de fragmentos de suas vidas
passadas e irá atrás da Lótus Brilhante.
Aelya Silverheart (Amanda Sephiroth) – Humana, Meia-Celestial, Meia-dragão (Ouro)
class: Monja 5/ Cleriga 5/Vingadora Sagrada 5
For 16 +4+8+2= 30+15= 45 (+17)
Des 15 +2+1+2+2 = 22+14= 36 (+13)
Con 14+2+6+2= 24+13= 37 (+13)
Int 13+2+1+2=18+12= 30 (+10)
Sab 18 +4= 22+17 =39 (+14)
Car 17 +4+1+2 = 24+16=40 (+15)
Aelya Silverheart (Amanda Sephiroth) CR 19
Human Half-celestial Cleric 5, Monk 5, Holy Vindicator 5
LG Medium outsider (native)
Init +10; Senses Perception +14, darkvision 60 feet; low-light vision;
DEFENSE
AC 33, touch 26, flat-footed 26 (+2 armor, +6 Dex, +6 natural, +8 monk, +1 dodge);
+2 deflection vs. good
hp 190 (15d8+90)
Fort +19, Ref +14, Will +18; +1 vs. good, +2 vs enchantment, +4 vs poison Immune
disease, sleep, paralysis, fire Resist, acid, cold, and electricity 10, RD 10/magic, SR 30
OFFENSE
Str 30, Dex 22, Con 24, Int 18, Wis 22, Cha 24
Base Atk +11/+6/+1; CMB +15; CMD 28
Feats Bleeding Critical, Combat Casting, Critical Focus, Improved Channel, Improved
Initiative, Improved Vital Strike, Vital Strike, Weapon Focus (unarmed strike),
Improved Unarmed Strike, Aligment Channel, Channel Smite, Dodge, Mobility,
Stunning Fist
Skills Acrobatics +15(+20 jump), Climb +18, Diplomacy +17, Heal +14 Knowledge
(history)+14, Knowledge (nobility)+13, Knowledge (planes)+13, Knowledge (religion)
+13, Knowledge (arcana) +12, Perception +14, Sense Motive +14, Spellcraft +12
Stealth +14, Swim +16.
Languages Common, Celestial, Abissal, Mulani, Zealothiano
SQ aura, Channel energy, vindicator’s shield, Stigmata, Faith healing (empower),
Divine wrath, Bloodfire, evasion, Fast movement, maneuver training, still mind
Ki pool (magic, 8 points), slow fall 20 ft. High jump, purity of body
DESCRIPTION
Stigmata (Su)
A vindicator willingly gives his blood in service to his faith, and is marked by scarified
wounds appropriate to his deity. At 2nd level, he may stop or start the flow of blood by
force of will as a standard action; at 6th level it becomes a move action, and at 10th
level it becomes a swift action. Activating stigmata causes bleed damage equal to half
the vindicator’s class level, and this bleed damage is not halted by curative magic.
While the stigmata are bleeding, the vindicator gains a sacred bonus (if he channels
positive energy) or profane bonus (if he channels negative energy) equal to half his class
level. Each time he activates his stigmata, the vindicator decides if the bonus applies to
attack rolls, weapon damage rolls, Armor Class, caster level checks, or saving throws;
to change what the bonus applies to, the vindicator must deactivate and reactivate his
stigmata. While his stigmata are bleeding, the vindicator ignores blood drain
and bleed damage from any other source and can use bleed or stabilize at will as
a standard action.
Faith Healing (Su)
At 3rd level, any cure wounds spells a vindicator casts on himself are automatically
empowered as if by the Empower Spell feat, except they do not use higher spell level
slots or an increased casting time. If the vindicator targets himself with a cure spell that
affects multiple creatures, this ability only applies to himself. At 8th level, these healing
spells are maximized rather than empowered.
Divine Wrath (Sp)
At 4th level, when a vindicator confirms a critical hit, he may sacrifice a prepared 1st-
level spell or available 1st-level spell slot to invoke doom upon the target as an
immediate action (using the vindicator’s caster level). The save DC is increased by +2 if
his weapon has a ×3 damage multiplier, or by +4 if it is ×4. The vindicator can also use
this ability in response to being critically hit, even if the attack incapacitates or kills the
vindicator.
Bloodfire (Su)
At 5th level, while a vindicator’s stigmata are bleeding, his blood runs down his
weapons like sacred or profane liquid energy; when he uses Channel Smite, the damage
increases by 1d6, and if the target fails its save, it is sickened and takes 1d6 points
of bleed damage each round on its turn. The target can attempt a new save every round
to end the sickened and bleed effects.
Com Posto Divino 0
AC 63, touch 47, flat-footed 49 (+2 armor, +13 Dex, +6 natural, +16 monk, +1 dodge,
15 divine); +2 deflection vs. good
hp 315 (15d8+195)
Fort +24, Ref +20, Will +25; +1 vs. good, +2 vs enchantment, +4 vs poison Immune
disease, sleep, paralysis, fire, polymorphing, petrification, mind-affecting effects,
energy drain, ability drain, or ability damage.. Resist, acid, cold, and electricity 10, RD
10/epic, SR 32
OFFENSE
Str 45, Dex 36, Con 37, Int 30, Wis 39, Cha 40
Base Atk +11/+6/+1; CMB +32; CMD 55
Feats Bleeding Critical, Combat Casting, Critical Focus, Improved Channel, Improved
Initiative, Improved Vital Strike, Vital Strike, Weapon Focus (unarmed strike),
Improved Unarmed Strike, Aligment Channel, Channel Smite, Dodge, Mobility,
Stunning Fist
Skills Acrobatics +15(+20 jump), Climb +18, Diplomacy +17, Heal +14 Knowledge
(history)+14, Knowledge (nobility)+13, Knowledge (planes)+13, Knowledge (religion)
+13, Knowledge (arcana) +12, Perception +14, Sense Motive +14, Spellcraft +12
Stealth +14, Swim +16.
Languages Common, Celestial, Abissal, Mulani, Zealothiano
SQ aura, Channel energy, vindicator’s shield, Stigmata, Faith healing (empower),
Divine wrath, Bloodfire, evasion, Fast movement, maneuver training, still mind
Ki pool (magic, 8 points), slow fall 20 ft. High jump, purity of body, Immortality ( no
aged, no need eat, sleep and breathe. dead only by magic or weapons capable of
overcoming their damage reduction or by divine or mythical creatures.)