KELEMEN AMBRUS | LEVEL 14 |
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XP Earned 445,001 of 635,000
Male human (Taldan) cleric 3/transmuter 3/mystic theurge 8
N Medium humanoid (human)
Init +6+2 Dex plus +4 Improved Initiative; Senses darkvision 60 ft.goggles of night; Perception +7
DEFENSE |
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AC 21, touch 16, flat-footed 18 (+3 deflection, +2 Dex, +1 dodge, +3 natural, +2 shield)
hp 91 (11d6+3d8+313d6 wizard, 3d8 cleric, 8d6 mystic theurge, +28 Con, +3 Favored Class, +0 Toughness feat)
Fort +12+7 base, +2 Con, +3 resistance, Ref +10+5 base, +2 Dex, +3 resistance, Will +18+10 base, +5 Wis, +3 resistance
Resist electricity 5shocking robe
OFFENSE |
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Speed 30 ft.30 ft. base, -0 ft. armor
Melee +1 shock morningstar +8/+3BAB plus +0 Str plus +1 enhancement (1d8+1+0 Str plus +1 enhancement plus 1d6 electricity)
Special Attacks channel positive energy 43 plus Cha modifier/day (DC 1210 + 1/2 cleric level + Charisma modifier, 2d6)
Domain Spell-Like Abilities (CL 3rd; concentration +8)
83 + Wisdom modifier/dayresistant touch
At Willlore keeper
Spell-Like Abilities (CL 3rd; concentration +8)
83 + Intelligence modifier/daytelekinetic fist (1d4+1+1 per 2 wizard levels bludgeoning)
Cleric Spells Prepared (CL 11th; concentration +16; +1+1 from shocking robes caster level with electricity spells)
6thantimagic fieldD, heal
5thgreater command (DC 20), raise dead, spell resistanceD, wall of stone
4thdeath ward (2), holy smite (DC 19), neutralize poison, spell immunityD
3rdblindness/deafness (DC 18), dispel magic, prayer, searing light, sacred bond, speak with deadD
2ndalign weapon, bear's endurance, bull's strength, lesser restoration, resist energy, shield otherD
1stbless, command (2; DC 16), comprehend languagesD, obscuring mist, sanctify corpse, shield of faith
0 (at will)create water, detect magic, guidance, mending
D Domain spell; Domain Knowledge, Protection
Transmuter Spells Prepared (CL 11th; concentration +16; +1+1 from shocking robes caster level with electricity spells)
6thchain lightning (DC 21), mass bull's strength
5thfire snake (DC 20), overland flight, passwall, polymorph
4thacid pit (DC 19), crushing despair (DC 19), mass enlarge person, stone shape, empowered scorching ray
3rdextended cat's grace, fly, haste, keen edge, lightning bolt (2; DC 18)
2ndinvisibility (2), extended mage armor, make whole, scorching ray (2)
1stalarm, detect secret doors, expeditious retreat, magic missile (3), shield
0 (at will)arcane mark, dancing lights, mage hand, read magic
Opposition Schools enchantment, necromancy
STATISTICS |
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Str 1111 base, +0 race, +0 level, Dex 1515 base, +0 race, +0 level, Con 1515 base, +0 race, +0 level, Int 2116 base, +2 race, +1 level, +2 headband of mental prowess, Wis 2016 base, +0 race, +2 level, +2 headband of mental prowess, Cha 1212 base, +0 race, +0 level
Base Atk +7/+2; CMB +7+7 BAB, +0 size, +0 Str; CMD 2210 +7 BAB, +0 size, +0 Str, +2 Dex, +3 deflection, +1 dodge
Traits Dangerously Curious, Scholar of Ruins
Feats Armor Proficiency (light, medium), Craft Wondrous Item, Dodge, Empower Spell, Extend Spell, Heighten Spell, Improved Initiative, Magical Aptitude, Scribe Scroll, Shield Proficiency (all except tower shields), Simple Weapon Proficiency (all), Spell Penetration
Skills Acrobatics +42 ranks, +2 Dex, -0 armor, Appraise +50 ranks, +5 Int, Bluff +140 ranks, +1 Cha, +13 headband of mental prowess, Climb +00 ranks, +0 Str, -0 armor, Diplomacy +95 ranks, +1 Cha, +3 class skill, Disguise +140 ranks, +1 Cha, +13 headband of mental prowess, Escape Artist +20 ranks, +2 Dex, -0 armor, Fly +72 ranks, +2 Dex, +3 class skill, -0 armor, Heal +91 ranks, +5 Wis, +3 class skill, Intimidate +10 ranks, +1 Cha, Knowledge (arcana) +2214 ranks, +5 Int, +3 class skil, Knowledge (dungeoneering) +134 ranks, +5 Int, +3 class skill, +1 Scholar of Ruins trait, Knowledge (history) +113 ranks, +5 Int, +3 class skil, Knowledge (nature) +91 ranks, +5 Int, +3 class skil, Knowledge (planes) +157 ranks, +5 Int, +3 class skil, Knowledge (religion) +2113 ranks, +5 Int, +3 class skil, Linguistics +124 ranks, +5 Int, +3 class skill, Perception +72 ranks, +5 Wis, Ride +20 ranks, +2 Dex, -0 armor, Sense Motive +124 ranks, +5 Wis, +3 class skill, Spellcraft +2614 ranks, +5 Int, +3 class skill, +4 Magical Aptitude feat, Stealth +108 ranks, +2 Dex, -0 armor, Survival +50 ranks, +5 Wis, Swim +00 ranks, +0 Str, -0 armor, Use Magic Device +2314 ranks, +1 Cha, +3 class skill, +1 Dangerously Curious trait, +4 Magical Aptitude feat
Languages Common, Draconic, Dwarven, Elven, Giant, Halfling, Infernal, Kelish, Varisian
SQ arcane bond (amulet), aura, combined spells (4th), physical enhancement +1+1 enhancement, +1 every five wizard levels
Combat Gear scrolls of cure moderate wounds (4), scrolls of delay poison (2), scrolls of endure elements (4), scrolls of gentle repose (2), scrolls of lesser restoration (4), scrolls of remove paralysis (2), scrolls of resist energy (4), alchemist's fire (2)
Other Gear +1 shock morningstar, amulet of natural armor +3, cloak of resistance +3, gloves of arrow snaring, goggles of night, handy haversack, headband of mental prowess +2 (Int, Wis; Bluff, Disguise), ring of force shield, ring of protection +3, shocking robe, backpack, bedroll, belt pouch, candles (5), chalk (white), flask, flint and steel, grappling hook, hammer, hemp rope (50 ft.), iron pot, mess kit, pitons (10), silver holy symbol, soap (50 uses), spell component pouch, string (50 ft.), torches (5), trail rations (5), waterskin, fine shovel (worth 10 gp for acid pit), 2 golden bracelets (worth 100 gp for sacred bond), 29 pp, 9 gp, 7 sp, 4 cp
Spellbook 0-levelacid splash, arcane mark, dancing lights, detect magic, detect poison, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance. 1stalarm, detect secret doors, erase, expeditious retreat, feather fall, jump, mage armor, magic missile, shield. 2ndcat's grace, invisibility, make whole, scorching ray. 3rdfly, haste, keen edge, lightning bolt. 4thacid pit, crushing despair, mass enlarge person, stone shape. 5thfire snake, overland flight, passwall, polymorph. 6thchain lightning, mass bull's strength.
SPECIAL ABILITIES |
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Arcane Bond (Sp) 1/dayCast any one spell in your spellbook you are capable of casting (except from prohibited schools), even if the spell is not prepared, as if you had it prepared. This spell cannot be modified by metamagic feats or other abilities. If your bonded item is removed, you must make a DC 20 + spell level Concentration check to cast any spells.
Channel Positive Energy (Su) Standard action, not provoking attack of opportunity, 30-ft. burst centered on cleric affecting either all living or all undead (choose one) in radius curing or causing damage.
Combined Spells (Su) 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.
Lore Keeper (Sp) You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier.
Physical Enhancement (Su) Gain enhancement bonus to one physical ability score [Strength, Dexterity, Constitution]. You can change this bonus to a new ability score when you prepare spells.
Resistant Touch (Sp) As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute.
Spontaneous Casting "Lose" any prepared cleric spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower.
Telekinetic Fist (Sp) As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack.
CHARACTER DEMOGRAPHICS |
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Height 5'8", Weight 179 lbs., Hair Black, Eyes Brown, Skin Caucasian
Age 25, Deity Nethys, Homeland Ustalav, Favored Class Cleric
Defeated Enemies None
Catch Phrase "Worry not, my magic is the solution here."
History Kelemen Ambrus is a genius, and he knows it. He was raised in Caliphas, the third son of a wealthy merchant. As the third son, he would not be heir to his father's business, so he sought other pursuits. His father paid for the finest schools, and Kelemen excelled at his studies and discovered a fervent love of magic. His passion and ability caught the notice of an old clergyman of the god of magic, Nethys. Kelemen began splitting his study time between the church and the arcane and proved capable at both. After graduation, he donned the robes of the priesthood and started his journey to uncover the lost magic of the world. He spent several years traveling to forgotten libraries and digging up lost tombs. His periods of long absence made him somewhat of the family black sheep despite his talents. Kelemen had no interest in turning his magic to economic pursuits, much to the chagrin of his father.
The years of real world experience has honed Kelemen's aptitude with magic and planning. He is slowly mastering the art of magic crafting and believes in having the proper tools on hand. He is constantly penning scrolls knowing he cannot have every spell prepared at all times, but he stockpiles useful magic at his fingertips. Kelemen believes combat is sometimes necessary, but usually by other people. By no means a coward, Kelemen is also a realist. He is aware his talents are with spell, not with sword. His preference is to enhance another ally's fighting ability and heal the subsequent injuries from a fight. He does prepare combat spells, but they are not his focus.
Kelemen truly believes he is destined for greatness and that explains his aptitude with magic. His longterm goal is to pass the test of the Starstone and ascend to godhood. He is terrified there will be some spell or item he would need in the test that failed to uncover in his journey; thus, he tirelessly pursues every opportunity to expand his knowledge, learn new spells, and acquire new magic items.