Steve Jung
Explorer
Charlarn of Phyrah: male human cleric 3/ranger 2
Round 3:
Charlarn can't figure out what the chanting is Spellcraft check (1d20+3=13), but it sounds familiar to him. He grasps his silvered falcon and begins praying (casts summon monster I to summon a celestial porpoise). "Lady Phyrah, I ask you to send a servant to aid us in our journey."
Cleric Spells Prepared (4/3+1/2+1: save DC 13 + level):
0-detect magic, light (2), mending;
1-bless, sanctuary*, shield of faith, summon monster I;
2-shield other*, silence, spiritual weapon.
*Domain spell.
Celestial porpoise: Medium Magical Beast; HD 2d8+4; hp 2d8+2=16; Init +3; Spd swim 80 ft.; AC 15, touch 13, flat-footed 12; Base Atk +1; Grp +1; Atk +4 melee (2d4, slam); Full Atk +4 melee (2d4, slam); SA smite evil; SQ blindsight 120 ft., hold breath, low-light vision, darkvision 60 ft., resistance to acid 5, cold 5, and electricity 5, spell resistance 8; AL NG; SV Fort +4, Ref +6, Will +1; Str 11, Dex 17, Con 13, Int 3, Wis 12, Cha 6.
Skills and Feats: Listen +8*, Spot +7*, Swim +8. *A porpoise has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated.
SA-Smite Evil (Su): Once per day a celestial porpoise can make a normal melee attack to deal 2 extra damage against an evil foe.
SQ-Blindsight (Ex): Porpoises can “see” by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the porpoise to rely on its vision, which is approximately as good as a human’s.
SQ-Hold Breath (Ex): A porpoise can hold its breath for a number of rounds equal to 6 x its Constitution score before it risks drowning.
AC: 17
HP: 32/32
inspire courage in effect
Round 3:
Charlarn can't figure out what the chanting is Spellcraft check (1d20+3=13), but it sounds familiar to him. He grasps his silvered falcon and begins praying (casts summon monster I to summon a celestial porpoise). "Lady Phyrah, I ask you to send a servant to aid us in our journey."
Cleric Spells Prepared (4/3+1/2+1: save DC 13 + level):
0-detect magic, light (2), mending;
1-
2-shield other*, silence, spiritual weapon.
*Domain spell.
Celestial porpoise: Medium Magical Beast; HD 2d8+4; hp 2d8+2=16; Init +3; Spd swim 80 ft.; AC 15, touch 13, flat-footed 12; Base Atk +1; Grp +1; Atk +4 melee (2d4, slam); Full Atk +4 melee (2d4, slam); SA smite evil; SQ blindsight 120 ft., hold breath, low-light vision, darkvision 60 ft., resistance to acid 5, cold 5, and electricity 5, spell resistance 8; AL NG; SV Fort +4, Ref +6, Will +1; Str 11, Dex 17, Con 13, Int 3, Wis 12, Cha 6.
Skills and Feats: Listen +8*, Spot +7*, Swim +8. *A porpoise has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated.
SA-Smite Evil (Su): Once per day a celestial porpoise can make a normal melee attack to deal 2 extra damage against an evil foe.
SQ-Blindsight (Ex): Porpoises can “see” by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the porpoise to rely on its vision, which is approximately as good as a human’s.
SQ-Hold Breath (Ex): A porpoise can hold its breath for a number of rounds equal to 6 x its Constitution score before it risks drowning.
AC: 17
HP: 32/32
inspire courage in effect