Shamhat, medium humanoid (human) female Clr6; HD 6d8+12, HP 36; AL NE; AC 17(10+2DX+5bracers), FFAC 15(10+5bracers), Touch 12(10+2DX); Init+2 (+2DX); BAB+4, Grap+5(+4BAB+1ST); melee+5 (+4BAB+1ST)(scyth 2d4+3(+2mw+1ST)(p/s)/20X4(two hand); SA turn or rebuke undead, spell use, death domain granted power, evil domain granted power; Fort +7, Refl +7, Will +7; ST 12(+1) DX 14(+2) CN 14(+2) IN 16(+3) WS 16(+3) CH 17(+3)(21(+ vs evil humans)
Skills and Feats: Appraise +3, Balance +2, Bluff +5, Climb +1, Concentration +5, Craft(any) +3, Diplomacy +7, Disguise +4, Escape Artist +2, Forgery +3, Gather Information +5, Heal +4, Hide +2, Intimidate +5, Jump +1, Knowledge(arcana) +5, Knowledge(history) +5, Knowledge(religion) +5, Listen +3, Move Silently +2, Ride +2, Search +3, Sense Motive +7, Spellcraft +7, Spot +6, Survival +3, Swim +1, Use Rope +3, Endurance, Iron Will, Improved Turning, Leadership
Turning Check
Turn or Rebuke Undead as a 7th lvl Cleric(Improved Turning feat)
6 times per day (3+3CH)
Turning Check +3(+3CH)
Turning Damage +10 (6lvl+3CH+1Improved Turning feat)
Domains Death(DD), Evil(ED)
(s)=spell, (bs)=bonus spell, (ds)=domain spell, (e)=evil spell
Spells Memorized(0-5,1-4+1,2-4+1,3-3+1)(Save DC 13+spell level):0-detect magic(s), cure minor wounds(s), detect poison(s), read magic(s), virtue(s); 1-cause fear(s), command(s), comprehend languages(s), detect evil(s), cause fear(DD,ds) or protection from good(ED,ds); 2- align weapon(s), death knell(s,e), enthrall(s), silence(bs), death knell(DD,ds,e) or desecrate(ED,ds,e); 3-bestow curse(d), create food and water(s), deeper darkness(bs), animate dead(DD,ds,e) or magic circle against good(ED,ds,e)
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DEATH DOMAIN
Granted Power: You may use a death touch once per day. Your death touch is a supernatural ability that produces a death effect. You must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per cleric level you possess. If the total at least equals the creature’s current hit points, it dies (no save).
Death Domain Spells
1 Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
2 Death Knell: Kill dying creature and gain 1d8 temporary hp, +2 to Str, and +1 caster level.
3 Animate Dead M: Creates undead skeletons and zombies
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EVIL DOMAIN
Granted Power: You cast evil spells at +1 caster level.
Evil Domain Spells
1 Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
2 Desecrate M: Fills area with negative energy, making undead stronger.
3 Magic Circle against Good: As protection spells, but 10-ft. radius and 10 min./level.
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Leadership Score: 9(6lvl+3CH) normally, 11(6lvl+5CH ring of human influence) with regard to evil humans)
Equipment:
ring of human influence (CH +4 vs evil humans (eagle's splendor), suggestion 1/day, charm person 1/day caster lvl 12, may take 20 on Diplomacy check 1/day)
phylactery of long years (age 3/4 of normal rate)
bracers of armor +5
scyth +2 2d4+2/20 X4
elixir of love (DMG p255)
Oil of Ethereal Jaunt (Caster lvl 13, range personal, duration 13 rounds)
gem of insight (+1 enhancement bonus to IN and WS, not currently working, has 2 years before will function again)(a ruby, hanging from a silver chain, apparent value 5000 GP)
amulet of life protection (protection against magic jar or similar magic, user's psyche enters amulet if slain and remains safe 7 days)(a black sapphire, has a red glow in the center when a life is trapped within, apparent value 5,000 GP)
Black dress
Pasty makeup