###Mulata #####XXX Elemental Warrior (mul), lvl 4, XP 6400 #####Medium humanoid
Init +1; Senses darkvision 30ft; Perception +0
####Defense
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AC 20, touch 12, flat-flooted 18
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HP 46 (4d10+20)
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Fort +4, Ref +3, Will +4
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Speed 20 ft.
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Melee warhammer +8 (+4 BBA, +3 str, +1 focus) - 1d8+3 (x3)
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Ranged atlatl +6 (+4 BBA, +2 dex) -
####Statistics
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Str 16 (+3), Dex 14 (+2), Con 18 (+4), Int 10, Wis 10, Cha 14 (+2)
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BBA +4; CMB, CMD
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Feats Toughness, Weapon Focus (warhammer)
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Other abilities Tireless
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Skills
- Knowledge (religion) (+3 rank, +3 class) = +6
- Diplomacy (+2 rank, +3 class, +2 cha) = +7
- Heal (+2 rank, +3 class) = +5
- Sense Motive (+1 rank, +3 class) = +4
####Special Qualities
Smite (Su): (2/day) Once per day, you can call out to the powers of your element to aid you against your foes. As a swift action, you choose one target within sight to smite. You add your Cha bonus (if any) to your attack rolls and add your elemental warrior level to all damage rolls made against the target of your smite. In addition, while smite is in effect, you gain a deflection bonus equal to you Charisma modifier (if any) to your AC against attacks made by the target of the smite. The smite effect remains until the target of the smite is dead or the next time you rest and regain your use of this ability. At 4th level, and at every three levels thereafter, you may smite evil one additional time per day, as indicated on Table 4–9: The Elemental Warrior, to a maximum of seven times per day at 19th level.
Lay On Hands (Su): (2d6 4/day) Beginning at 2nd level, you can heal wounds (your own or those of others) by touch. Each day you can use this ability a number of times equal to 1/2 your elemental warrior level plus your Charisma modifier. With one use of this ability, you can heal 1d6 hit points of damage for every two elemental warrior levels you possesses. Using this ability is a standard action, unless you target yourself, in which case it is a swift action. Despite the name of this ability, you only need one free hand to use this ability. Alternatively, you can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels you possess. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Aura of Courage (Su): At 3rd level, you are immune to fear (magical or otherwise). Each ally within 10 feet of you gain a +4 morale bonus on saving throws against fear effects. This ability functions only while you are conscious, not if you are unconscious or dead.
Divine Health (Ex): At 3rd level, you are immune to all diseases, including supernatural and magical diseases, including mummy rot.
Mercy (Su): (Fatigued) At 3rd level, and every three levels thereafter, you can select one mercy. Each mercy adds an effect to your lay on hands ability. Whenever you uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by you. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.
Channel Energy (Su): When you reach 4th level, you gain the supernatural ability to channel energy like a cleric. Using this ability consumes two uses of your lay on hands ability. You use your level as your effective cleric level when channeling energy. This is a Charisma-based ability. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on).
####Traits
Desert Child (desert): You were born and raised in rocky deserts. You are accustomed to high temperatures, and gain a +4 trait bonus on any saving throws made to resist the effects of being in hot conditions and a +1 trait bonus on all saving throws against fire effects.
Domain: Forged Stone Granted Powers: You can shape stone with the same ease as an artisan shapes clay. Stonecunning: gain a +4 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Sandstone Casting Time 1 minute Range touch Target 5-ft. square/level Duration instantaneous
Sand and gravel clumps into sandstone at your touch. You can transform into sandstone one 5–foot block of sand or gravel per level.This spell allows you to reinforce ditches made in sand, building makeshift walls. Sandstone does not have the resilience of normal stone: It has a hardness of 6 and only 10 hit points per inch of thickness. A 1–foot–thick wall of sandstone created by this spell has hardness 5, 25 hit points, and a break DC of 30. Sandstone is useless for the purpose of making weapons.
Cure Light Wounds When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage.
Channel Energy (Su) Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
A cleric must be able to present her holy symbol to use this ability.
1640 cp