Name: Mercy
Alignment: True Neutral
Race: Outsider (Medium, Native)
Feats: Expanded Arcana (x4; Animalistic Power, Divine Protection, Glitterdust, Ice Slick, Mass Aid, Mass Conviction),
Flyby Attack,
Versatile Spellcaster
Flaws: Fussy, Noncombatant
Class Features: Elemental Air-Positive Energy Arcanum
Senses: Darkvision (60 ft)
Hit Dice: 6d8(27 HP) + 12(Constitution) = 39
--Buffed: 39 + 1d8+6 Temp HP (Mass Aid) = 45 + 1d8
Armor Class: 10 + 3 (DEX) +4 (
Mage Armor)
+2 (
vs Evil) = 17/
19 (Flat-Footed: 14/17, Touch: 17/19)
--Buffed: 10 + 4 (DEX; Animalistic Power) + 4 (Armor; Mage Armor) + 4 (Shield; Shield) + 3 (Natural Armor; Barkskin) + 3 (Deflection; Shield of Faith) + 1 (Morale; Divine Protection) = 29 (Flat-Footed: 25, Touch: 26)
Movement: Ground (30ft), Flight (100ft; Perfect Maneuverability)
Initiative: +3 (DEX) + 1 (
Eye of Truth) = +4
--Buffed: +
4 (DEX; Animalistic Power) + 1 (Eye of Truth) = +5
Base Attack Bonus: +6/+1; Melee (+5 Masterwork Razor-Edged Dagger[1d4, 19-20/x2, 10ft Increment]), Ranged (+10/+5 Masterwork Double Light Repeating Crossbow[2d8, 19-20/x2, 80ft Increment])
--Buffed Melee (Animalistic Power & Mass Aid): +7/+2 Masterwork Razor-Edged Dagger[1d4+1, 19-20/x2, 10ft Increment]
--Buffed Range (Animalistic Power & Blessed Aim): +13/+8 Masterwork Light Double Repeating Crossbow[2d8, 19-20/x2, 80ft Increment]
Spell Save: DC: 10 + 4 (INT) + Spell Level
Weapon Proficiency: Simple & Martial Weapons
Immunities: Possession/Mental Control
STATS:
8 (-1)
Strength
--Buffed: +2 (Animalistic Power) = 10 (+0)
16 (+3)
Dexterity
--Buffed: +2 (Animalistic Power) = 18 (+4)
12 +
2 = 14 (+2)
Constitution
14 (+2)
Charisma
18 (+4)
Intelligence
14 (+2)
Wisdom
SAVES:
FORTITUDE: 5 + 2(Con) +
2(Resistance) = +7 or
+9(
vs Evil)
--Buffed: +3 (Morale; Mass Conviction) = +10 or +12(vs Evil)
--- OR +1 (Morale; Divine Protection) = +8 or +10(vs Evil)
REFLEX: 5 + 3(Ref) +
2(Resistance) = +8 or
+10(
vs Evil)
--Buffed: +1 (Dex; Animalistic Power) + 3 (Morale; Mass Conviction) = +12 or +14(vs Evil)
--- OR +1 (Dex; Animalistic Power) +1 (Morale; Divine Protection) = +10 or +12(vs Evil)
WILL: 5 + 2(Wis) +
2(Resistance) = +7 or
+9(
vs Evil)
--Buffed: +3 (Morale; Mass Conviction) = +10 or +12(vs Evil)
--- OR +1 (Morale; Divine Protection) = +8 or +10(vs Evil)
SKILLS
Concentration: 9 + 2(CON) = 11
Craft (Alchemy): 9 + 4(INT) = 13
Heal: 9 + 2(WIS) = 11
Knowledge (Arcana): 9 + 4(INT) = 13
Knowledge (Dungeoneering): 5 + 4(INT) = 9
Knowledge (Geography): 5 + 4(INT) = 9
Knowledge (Nature): 5 + 4(INT) = 9
Knowledge (Religion): 7 + 4(INT) = 11
Knowledge (The Planes): 9 + 4(INT) = 13
Knowledge (War): 5 + 4(INT) = 9
Listen: 9 + 2(WIS) = 11
Sense Motive: 9 + 2(WIS) = 11
Spellcraft: 9 + 4(INT) + 2(SYN) = 15
Spot: 9 + 2(WIS) = 11
Spells Known (Caster level 6):
--Level 0:
Create Water,
Detect Magic,
Detect Poison,
Light,
Mending,
Prestidigitation,
Purify Food & Drink (8/day)
--Level 1:
Blessed Aim,
Ice Slick,
Mage Armor,
Shield,
Shield of Faith(7/day)
--Level 2:
Animalistic Power, Barkskin,
Close Wounds,
Divine Protection,
Glitterdust (6/day)
--Level 3:
Manyjaws,
Mass Aid,
Mass Conviction (4/day)
SPECIAL ABILITIES:
--Gaseous Form (Sp): Use Gaseous Form at will as a Spell-Like Ability with a caster level equal to your HD.
--Fast Healing 5 (Ex): You regain hit points at a rate of 5 per round. Fast healing does not restore Hit Points lost from starvation, thirst, or suffocation, nor does it allow you to regrow lost body parts.
--Positive Energy Ray (Su): Fire a ray of positive energy once every 1d4 rounds with a range of 60 feet. With a successful Ranged Touch Attack, it infuses a target with positive energy healing Hit Point damage equal to 1d4 + Charisma modifier. Undead are damaged by this ability. A living creature who benefits from this ability can gain up to 1 temporary Hit Point per HD if the healing would go over it's normal HP limit.
--Positive Adaption (Ex): You do not exceed your maximum Hit Points or require a Fortitude saving throw due to being in a Positive Energy-dominant environment.
--Positive Energy Aura (Su): Any living creature within 10 feet of you regains 1 Hit Point per round due to your aura of Positive Energy. Creatures immune to Positive Energy effects, are not affected by this aura. You can suppress this aura as a Standard Action.
Healing Belt Powers (3 charges/day):
1 charge: Heals 2d8 points of damage.
2 charges: Heals 3d8 points of damage.
3 charges: Heals 4d8 points of damage.
Eye of Truth: This silver medallion in the shape on an open eye in the center of a sunburst is somehow associated with the worship of the Blind God of Lorath. Its powers were triggered by evoking this all-but-forgotten god.
Abilities: Gives +1 enchantment bonus to initiative. The following active powers may be invoked a total of three times per day:
--1) See Invisibility (CL 4)
--2) Find Temple* (CL4)
--3) Ancient knowledge** (CL4)
*For the purposes of this spell the Blind God is considered to be your God.
**Only applicable to lore once known by a worshiper of the Blind God.
After the effect is discharged the user must succeed on a DC 16 Fortitude check or be blinded for 2d12 minutes.
Equipped Items:
Enduring Ring of Protection from Evil (600 IM),
Eye of Truth, Healing Belt (56.25 IM), Masterwork Razor-Edged Dagger, Masterwork Double Light Repeating Crossbow (w/2 quivers of 20 bolts each),
Necklace of Fireballs Type III (
Remaining Beads: x2[5d6], x4[3d6]), Scrolls (Bless x6, Cure Light Wounds x10, Moment of Greatness x6) [41.25 IM], Standard Sorcerer's Deep Adventurer's Kit(™)
XP to Create: 300
Cost to Create: 480 IM
Cost to Equip: 697.5 IM
Total Cost: 1,177.5 IM