Name: Azema
Alias: N/A
Age: Over four thousand years
Alignment: Chaotic Neutral
Race: Outsider (
chaotic,
demon,
evil, native) - grants Darkvision 60ft
Speed 30 ft., fly 50 ft. (average)
Total Level: 7
Class: Alu Demon 6/Cloistered Cleric 1
Feats: Mindsight, Travel Devotion, Divine Might, Flaw (
Free-Spirited), Flaw (
Hedonistic), Knowledge Devotion (from Cloistered Cleric), Power Attack, Master Manipulator,
Class Features: Rebuke Undead
Domains:
Liberation Domain,
Passion Domain
HP: 6d8+1d6+21 (55 hp)
AC: 23/25,
touch 13/15,
flat-footed 20/22 (+3
Dex, +6
natural, +4 armor, +2 deflection vs Good)
Initiative: +3 (DEX)
Attack: +6 +4 (STR) + 1 (Necklace) = 2 claws +10/+10 (for 1d6+4, Vampiric Touch, Knowledge Devotion may apply), or +10/+5 Masterwork Razor-Sharp Adamantine Dagger (1d4+5)
Spell Save: 10 +3 (Wis) + spell level
Weapon Proficiency: Longsword, Simple Weapons, Light Armor
DR: 5/Cold Iron or Good
Immunities: Electricity, Poison,
Possession/Mental Control
Resistances: Acid 10, Cold 10, Fire 10
SR: 17
STATS:
17
+1 = 18 (+4)
Strength
15
+1 = 16 (+3)
Dexterity
15
+1 = 16 (+3)
Constitution
15
+1 = 16 (+3)
Intelligence
15
+1 = 16 (+3)
Wisdom
16
+2 = 18 (+4)
Charisma
SAVES: (fractional saves used. Outsiders have all good saves.)
FORTITUDE: 5 + 3 +3 = 11
REFLEX: 5 + 3 +3 = 11
WILL: 5 + 3 +3 = 11
SKILLS:
Bluff: 10 +4 (CHA) = 14
Concentration: 10 +3 (CON) = 13
Diplomacy: 10 + 4 (CHA) +4 (SYN) = 18
Disguise: 10 +4 (CHA) +2 (SYN) = 16
Gather Information: 10 + 4 (CHA) =14
Intimidate: 5 +4 (CHA) +2 (SYN) = 11
Knowledge (Arcana): 3 +3 (INT) = 6
Knowledge (Religion): 5 +3 (INT) = 8
Knowledge (The Planes): 10 +3 (INT) = 13
Knowledge (Dungeoneering): 1 +3 (INT) = 4
Sense Motive: 10 +3 (WIS) = 13
Spellcraft: 10 +3 (INT) = 13
Spot: 0 + 3 (WIS) +4 (racial) = 7
Listen: 0 +3 (WIS) +4 (racial) = 7
SKILL TRICKS:
Collector of Stories: When you attempt a trained Knowledge check to identify a creature or to learn its special powers or vulnerabilities, you gain a +5 competence bonus on the check.
Second Impression: Once per day, if an observer sees through your disguise with a successful Spot check, you can (as an immediate action) attempt a Bluff check to convince all within 30ft that they're mistaken. Use the observer's Spot check result as the DC for your Bluff check; if you succeed, the observer ignores the evidence of his own senses in favor of what your disguise attempts to show. You must be aware of the observer's discovery in order to use this trick.
Vampiric Touch (Su): An Alu-Demon gains
temporary hit points equal to the damage dealt each time she successfully hits with a claw attack. She cannot gain more than her target's current
hit points + the target's
Con score (which is enough to kill the target). The
temporary hit points disappear in one hour.
Rebuke Undead (+2 Skill bonus to check) (6/day)
Liberation(Su): If you are affected by a charm, compulsion or fear effect and fail your saving throw, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw. This granted power is considered a supernatural ability.
Passion(Su): For a total time per day of 1 round per cleric level, as a free action you can act as if under the effect of the rage spell. This granted power is a supernatural ability.
Telepathy 100ft + Mindsight feat
Lore (Ex): Thanks to long hours of study, a cloistered cleric has a wide range of stray knowledge. This ability is identical to the bard's bardic knowledge class feature, using the cloistered cleric's class level in place of the bard level.
Spell-Like Abilities (CL 9th)
3/day—
charm person (DC 14),
detect thoughts (DC 15),
disguise self,
suggestion (DC 16);
1/day—
dimension door
Prepared (Caster Level 1): - can spontaneously convert spells to inflict spells.
Level 0 (3/day): Detect Magic *3,
Level 1 (1+1+D/day):
Recharge Innate Magic, Blood Wind, Omen of Peril (D)
Contingency Spells: Renewal Pact;
Stalwart Pact
Healing Belt (3 charges/day):
1 charge: Heals 2d8 points of damage
2 charges: Heals 3d8 points of damage
3 charges: Heals 4d8 points of damage
Anklets of Translocation (2/day):
Ability: Instantly teleport as per a short dimensional hop (with no chance of error) up to 10 feet. The new space must be within line of sight and line of effect. One cannot use the anklet to move into a space occupied by another creature, nor can one teleport into a solid object; if such an attempt is made, the anklet's activation is wasted. The Wearer can bring along objects weighing up to your maximum load, but you can't bring another creature with you.
Earring of Arcane Acuity (3 charges/day):
- 1 charge: Darkvision 60 ft. for 1 hour
- 2 charges: See Invisibility for 10 minutes
- 3 charges: True Seeing for 1 minute
GEAR: Healing Belt, Masterwork Mithral Chain Shirt, Razor-Sharp Masterwork Adamantine Dagger, Ring of Animalistic Power (
+1 STR,
+1 DEX,
+1 CON),
Ring of Protection from Good (+1 WIS, +2 CHA +1 INT), Slayer's Amulet of Greater Resistance (+3 Resistance bonus to saves, +1 Enhancement bonus to Natural claw attacks),
Earring of Arcane Acuity