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Amanda Sephiroth – Aasimar/half-celestial/half-dragon (gold) class: monk 10/cleric

10/holy vindicator 10, posto divino 3

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

Speed 40 ft. fly 60 ft


Melee +2 unarmed strike +23/+18/+13 (1d10+12) or flurry of blows +19/+19/+14/+9 or
2 claws +23 (1d4+12) and bite +23 (1d4+12)
Special Attacks channel positive energy 10/day (DC 19, 5d6), scythe of evil (8 rounds,
3/day), weapon master (17 rounds/day), breath weapon (30-foot cone of fire, 15d6 fire
damage, Reflex DC 24 half), smite evil 1/day
Celestial Spell-Like Abilities (CL 15th; concentration +22)
3/day – protection from evil, Holy aura; 1/day – bless, aid, detected evil, cure serious
wounds, neutralize poison, holy smite, remove disease, Dispel Evil, Holy Word, hallow,
mass charm monster
Domain Spell-Like Abilities (CL 8th; concentration +14)
9/day—touch of good (+4 sacred bonus in attack, skill and ability checks, saving
throws), touch of law
Cleric Spells Prepared (CL 8th; concentration +14)
4th—3-air walk, holy smite (DC 19)*, death ward, divine power D,
3rd—4-cure serious wounds, dispel magic, magic circle against evil D, meld into
stone, prayer
2nd—5-bear’s endurance, bull’s strength, align weapon (good or Law) (DC 17), hold
person (2, DC 17), spiritual weapon
1st—6-bane (DC 16), cause fear (2, DC 16), divine favor, doom (DC 16), entropic
shield, protection from chaos D
0th (at will)—bleed (DC 15), guidance, read magic, resistance
D Domain spell; Domains Good, Law
Good Domain
You have pledged your life and soul to goodness and purity.
Granted Powers
Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred
bonus on attack rolls, skill checks, ability checks, and saving throws equal to half
your cleric level (minimum 1) for 1 round. You can use this ability a number of times
per day equal to 3 + your Wisdom modifier.
Holy Lance (Su): At 8th level, you can give a weapon you touch the holy special
weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this
ability once per day at 8th level, and an additional time per day for every four levels
beyond 8th.
Domain Spells: 1st—protection from evil, 2nd—align weapon (good only), 3rd—magic
circle against evil, 4th—holy smite, 5th—dispel evil, 6th—blade barrier, 7th—holy
word, 8th—holy aura, 9th—summon monster IX (good spell only).
Law Domain
You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.
Granted Powers
Touch of Law (Sp): You can touch a willing creature as a standard action, infusing it
with the power of divine order and allowing it to treat all attack rolls, skill checks,
ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11.
You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Staff of Order (Su): At 8th level, you can give a weapon touched the axiomatic special
weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this
ability once per day at 8th level, and an additional time per day for every four levels
beyond 8th.
Domain Spells: 1st—protection from chaos, 2nd—align weapon (law only), 3rd—
magic circle against chaos, 4th—order’s wrath, 5th—dispel chaos, 6th—hold monster,
7th—dictum, 8th—shield of law, 9th—summon monster IX (law spell only).
STATISTICS

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

Combat Gear potion of cure moderate wounds; Other Gear cloak of


resistance +1, silver holy symbol (worth 500 gp)
Equipamento: 45,000 gp
Cinturão da perfeição física +2 16000po, faixas dos golpes poderosos +2 (12.000po),
robe do monge (+5 niveis de monge para CA e ataque desarmado, +1 uso de golpe
atordoante), Amuleto da Armadura Natural +1 (2000po) Braçadeira da Armadura +2
(4000po)

DESCRIPTION

Channel Energy (Su)


The vindicator’s class level stacks with levels in any other class that grants the channel
energy ability.
Vindicator’s Shield (Su)
A vindicator can channel energy into his shield as a standard action; when worn, the
shield gives the vindicator a sacred bonus (if positive energy) or profane bonus (if
negative energy) to his Armor Class equal to the number of dice of the vindicator’s
channel energy. This bonus lasts for 24 hours or until the vindicator is struck in
combat, whichever comes first. The shield does not provide this bonus to any
other wielder, but the vindicator does not need to be holding the shield for it to
retain this power.

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

Aelya Silverheart (Amanda Sephiroth) CR 24


Human Half-celestial Cleric 5, Monk 5, Holy Vindicator 5
LG Medium outsider (native)
Init +17; Senses Perception +14, darkvision 60 feet; low-light vision;
DEFENSE

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

Speed 40 ft. fly 60 ft


Melee +2 unarmed strike +28/+23/+18 (1d10+19) or flurry of blows +26/+26/+21/+16
or 2 claws +28 (1d4+19) and bite +28 (1d4+19)
Special Attacks channel positive energy 10/day (DC 19, 5d6), scythe of evil (8 rounds,
3/day), weapon master (17 rounds/day), breath weapon (30-foot cone of fire, 15d6 fire
damage, Reflex DC 24 half), smite evil 1/day
Celestial Spell-Like Abilities (CL 15th; concentration +22)
3/day – protection from evil, Holy aura; 1/day – bless, aid, detected evil, cure serious
wounds, neutralize poison, holy smite, remove disease, Dispel Evil, Holy Word, hallow,
mass charm monster
Domain Spell-Like Abilities (CL 8th; concentration +14)
9/day—touch of good (+4 sacred bonus in attack, skill and ability checks, saving
throws), touch of law
Cleric Spells Prepared (CL 8th; concentration +14)
4th—3-air walk, holy smite (DC 19)*, death ward, divine power D,
3rd—4-cure serious wounds, dispel magic, magic circle against evil D, meld into
stone, prayer
2nd—5-bear’s endurance, bull’s strength, align weapon (good or Law) (DC 17), hold
person (2, DC 17), spiritual weapon
1st—6-bane (DC 16), cause fear (2, DC 16), divine favor, doom (DC 16), entropic
shield, protection from chaos D
0th (at will)—bleed (DC 15), guidance, read magic, resistance
D Domain spell; Domains Good, Law
Good Domain
You have pledged your life and soul to goodness and purity.
Granted Powers
Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred
bonus on attack rolls, skill checks, ability checks, and saving throws equal to half
your cleric level (minimum 1) for 1 round. You can use this ability a number of times
per day equal to 3 + your Wisdom modifier.
Holy Lance (Su): At 8th level, you can give a weapon you touch the holy special
weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this
ability once per day at 8th level, and an additional time per day for every four levels
beyond 8th.
Domain Spells: 1st—protection from evil, 2nd—align weapon (good only), 3rd—magic
circle against evil, 4th—holy smite, 5th—dispel evil, 6th—blade barrier, 7th—holy
word, 8th—holy aura, 9th—summon monster IX (good spell only).
Law Domain
You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.
Granted Powers
Touch of Law (Sp): You can touch a willing creature as a standard action, infusing it
with the power of divine order and allowing it to treat all attack rolls, skill checks,
ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11.
You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Staff of Order (Su): At 8th level, you can give a weapon touched the axiomatic special
weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this
ability once per day at 8th level, and an additional time per day for every four levels
beyond 8th.
Domain Spells: 1st—protection from chaos, 2nd—align weapon (law only), 3rd—
magic circle against chaos, 4th—order’s wrath, 5th—dispel chaos, 6th—hold monster,
7th—dictum, 8th—shield of law, 9th—summon monster IX (law spell only).
STATISTICS

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.)

Combat Gear potion of cure moderate wounds; Other Gear cloak of


resistance +1, silver holy symbol (worth 500 gp)
Equipamento: 45,000 gp
Cinturão da perfeição física +2 16000po, faixas dos golpes poderosos +2 (12.000po),
robe do monge (+5 niveis de monge para CA e ataque desarmado, +1 uso de golpe
atordoante), Amuleto da Armadura Natural +1 (2000po) Braçadeira da Armadura +2
(4000po)

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