Name: Nirenz
Goes By: Remedy
Player: Pathologik
Race: Half-Orc
Class: Mystic Theurge 2 / Cleric 3 / Wizard 3
Level: 8
XPs: 55,000 / 75,000
Patron God: None. He seeks to remove all that do not
belong to this world, and would seek to despoil it, by
any means necessary. He borrows power from any
divine being willing to hear his call and aid his cleansing –
fortunately, there is no shortage of such figures.
Alignment: Neutral
===================================
Str: 8
Dex: 10
Con: 14
Int: 22 (+2 level, +2 headband of mental superiority)
Wis: 22 (+2 racial, +2 headband of mental superiority)
Cha: 18 (+2 headband of mental superiority)
===================================
HP: 70 (2d6 + 3d8 + 3d6 + 16)
AC: 14 (+4 bracers of armor)
Init: +0
Speed: 30 feet
BAB: +4
Mel: +3
Rng: +4
Fort: +7 (5 class + 2 ability)
Refl: +3 (3 class)
Will: +12 (6 class + 6 ability)
===================================
Special Abilities
Race: Half-Orc
- +2 Wisdom
- Darkvision 60 ft.
- Intimidating - +2 Intimidate
- Orc Blood
- Orc Ferocity – Once per day, when brought below 0 hit
points but not killed, may function as disabled for one more
round, before falling unconscious and beginning dying as
usual, unless healed above 0.
- Weapon Familiarity – Proficient with Falchion and Greataxe,
treat any weapon with the word “orc” in its name as martial.
Class: Mystic Theurge
- Combined Spells (1st) - A mystic theurge can prepare and
cast spells from one of his spellcasting classes using the
available slots from any of his other spellcasting classes.
Spells prepared or cast in this way take up a slot one level
higher than they originally occupied. This ability cannot be
used to cast a spell at a lower level if that spell exists on
both spell lists. This ability may be used to prepare 1st-level
spells in another class' 2nd-level spell slots.
Class: Cleric
- Aura – Moderate lawful aura.
- Channel Energy – Usable 7/day, channel 2d6 positive energy
damage / healing in a 30-ft radius centered on the cleric, Will
DC 15 for half damage.
- Domains – Glory and Knowledge.
- Glory Domain – Touch of Glory: 9/day, touch a creature as
a standard action and give a +3 bonus on a single Charisma-based
skill check or Charisma ability check, lasting for one hour or until
a roll is made.
- Knowledge Domain – Lore Keeper: With a successful touch
attack, you gain information as if you made the appropriate
Knowledge skill check with a result equal to 24.
- Orisons – The cleric can prepare 4 0th-level spells per day,
which are not expended upon casting.
- Spontaneous Casting – The cleric can channel stored spell
energy into healing spells that they did not prepare ahead of
time. The cleric can “lose” any prepared spell that is not an
orison or domain spell in order to cast any cure spell of the
same spell level or lower (a cure spell is any spell with “cure”
in its name).
- Bonus Languages – A cleric’s bonus language options include
Celestial, Abyssal, and Infernal (the languages of good, chaotic
evil, and lawful evil outsiders, respectively). These choices are
in addition to the bonus languages available to the character
because of her race.
Class: Wizard
- Bonded Item – Masterwork cold iron falchion. When casting
a wizard spell without the weapon in hand, the wizard must
make a DC 20 + spell level check or lose the spell. The weapon
can be used once per day to cast any one spell that the wizard
has in their spellbook and is capable of casting, even if the
spell is not prepared. This spell is treated like any other spell
cast by the wizard, including casting time, duration, and other
effects dependent on the wizard's level. This spell cannot be
modified by metamagic feats or other abilities. The weapon
cannot be used to cast spells from the wizard's opposition
schools. If a bonded object is damaged, it is restored to full
hit points the next time the wizard prepares his spells. If the
object of an arcane bond is lost or destroyed, it can be replaced
after 1 week in a special ritual that costs 200 gp per wizard level
plus the cost of the masterwork item. This ritual takes 8 hours
to complete. Items replaced in this way do not possess any of
the additional enchantments of the previous bonded item.
- Arcane School – Abjuration. Opposition schools Illusion
and Transmutation. Spells prepared from these schools must
use two spell slots of that level. In addition, a specialist takes
a –4 penalty on any skill checks made when crafting a magic
item that has a spell from one of these schools as a prerequisite.
Each arcane school gives the wizard a number of school powers.
In addition, specialist wizards receive an additional spell slot of
each spell level he can cast, from 1st on up. Each day, a wizard
can prepare a spell from his specialty school in that slot. This
spell must be in the wizard's spellbook. A wizard can select a
spell modified by a metamagic feat to prepare in his school slot,
but it uses up a higher-level spell slot.
- Abjuration School – Resistance: You gain resistance 5 to an
energy type of your choice, chosen when you prepare spells.
This resistance can be changed each day.
- Abjuration School – Protective Ward: 9/day, as a standard
action, you can create a 10-ft. radius field of protective magic
centered on you that lasts for 6 round, granting all allies in this
area (including you) a +1 deflection bonus to AC.
- Cantrips – The wizard can prepare 4 0th-level spells per day,
which are no expended upon casting. A wizard can prepare a
cantrip from an opposition school, but it uses up two of his
available slots.
- Spellbooks - A wizard must study their spellbook each day to
prepare their spells. They cannot prepare any spell not recorded
in their spellbook, except for read magic, which all wizards can
prepare from memory.
===================================
Feats:
Class: Scribe Scroll
1 Extend Spell
3 Arcane Armor Training
5 Brew Potion
7 Arcane Armor Mastery
===================================
Languages:
Abyssal
Celestial
Common
Draconic
Giant
Infernal
Orc
===================================
Skills
Trained or Untrained: +X (Rank + Stat Mod + Class Skill + Other)
Diplomacy +13 (6 + 4 + 3)
Intimidate +18 (7 + 4 + 2 + 2)
Knowledge (arcana) +17 (8 + 6 + 3)
Knowledge (planes) +17 (8 + 6 + 3)
Knowledge (religion) +17 (8 + 6 + 3)
Sense Motive +15 (6 + 6 + 3)
Spellcraft +17 (8 + 6 + 3)
===================================
Spells
Cleric Caster Level 5, base DC 16 + spell level
Spells Per Day: 0th – 4; 1st – 5+1; 2nd – 4+1; 3rd – 2+1
Spells Prepared
Wizard Caster Level 5, base DC 16 + spell level
Spells Per Day: 0th – 4; 1st – 5+1; 2nd – 4+1; 3rd – 2+1
Spells Prepared
Spells Known
0 – acid splash, arcane mark, bleed, dancing lights, daze, detect
magic, detect poison, disrupt undead, flare, light, prestidigitation,
ray of frost, read magic, resistance, touch of fatigue
1 – burning hands, cause fear, charm person, detect undead,
obscuring mist, protection from chaos, protection from evil,
protection from law, shield
2 – protection from arrows, resist energy, scorching ray, see
invisibility
3 – dispel magic, magic circle against evil
===================================
Magic Items
+3 mithral breastplate (13200g), headband of mental superiority
+2 (16000g), ring of sustenance (2500g), hand of the mage (900g),
handy haversack (2000g)
Magic Items (In Haversack)
Blessed book [w/ arcane mark] (12500g), 2 silversheens (500g),
1 oil of protection from chaos (50g), 2 oils of protection from
evil (100g), 1 oil of protection from law (50g), 3 oils of remove
fear (150g), 3 potions of cure light wounds (150g), 2 potions of
cure moderate wounds (600g), 1 potion of restoration (300g)
===================================
Other Equipment
Masterwork cold iron falchion [bonded item w/ arcane mark] (450g),
explorer's outfit [w/ feathered cloak, ornate gloves, ornate boots]
(25g), iron mask [masterwork intimidate tool] (50g), silver holy symbol
[built into falchion hilt] (25g), spell component pouch [built into cloak]
(5g), scroll case (1g)
Other Equipment (In Haversack)
Bedroll (1s), bullseye lantern [ornate] (15g), 20 candles (2s), 5
pieces of chalk (5c), bottle of fine wine (10g), 3 empty flasks (9c),
flint and steel (1g), 2 flasks holy water (50g), hooded lantern
[ornate] (10g), 2 ounces ink (16g), 2 inkpens (2s), 5 pints oil (5s),
silk rope [50 ft.] (10g), silver ritual bell (5g), small steel mirror (10g),
10 tindertwigs (10g), trail rations [10 days] (5g), 5 empty vials (5g),
waterskin (1g), whetstone (2c), 2 wine glasses (2g)
Other Equipment (In Scroll Case)
5 sheets parchment (1g)
Mount
Light warhorse (150g), riding saddle (30g)
-----------------------------------
Money
GP: 110
SP: 16
CP: 24
-----------------------------------
Load
Light: 0-27 lbs.
Medium: 28-53 lbs.
Heavy: 54-80 lbs.
Current: 35.5 lbs.
===================================
Description (include Age, gender, height, weight, physical description):
===================================
History: