====== Silver Scales: Zane ====== Zane is the healer of the group; the oracle of Destiny, she uses her powers to aid the Champions in their quest to save the world. ==== Basic Information ==== Full Name: Zane Challo Race: Human Alignment: Chaotic Good Deity: Destiny Class/Level: Cleric/Sorceress level 8 Current XP: 33,321 Size: Medium Speed: 30 feet Age: 21 Gender: Female Height: 5'8" Weight: 145 lbs Eyes: Blue Hair: Black Skin: Olive ==== Titles and Honorifics ==== * Champion of Destiny * Liberator of Elahann ==== Character Statistics ==== Base HP: 52 Total AC: (23) = 10 + 0 Armor + 0 Shield + 2 Dex Mod + 8 ClassDef + 2 Bracers + 1 Ring (Cleric) Str: 12 (+1) Dex: 14 (+2) Con: 13 (+1) Int: 16 (+3) Wis: 20 (+5) Cha: 18 (+4) Fortitude: = +5 Base +1 Con (?) Reflex: = +2 Base +2 Dex (?) Will: = +5 Base +5 Wis (?) Base Attack Bonus: +6/+1 (Cleric) Spell Resistance: None Grapple Mod: = +6 BAB +1 Str ==== Class-Dependent Powers ==== Turn or Rebuke Undead 8 times per day (as per p159 PHB) (+2 due to Knowledge, +4 due to Charisma) Can summon familiar. ==== Special Abilities ==== Aura: As a Champion, Zane has a strong goodly aura. Blessing of Destiny: As an emissary of Destiny, Zane gains special powers related to her goddess, at the rate of one feat per three levels earned. Destiny's Knowledge: You have a capability, similar to bardic knowledge, to come up with relevant information regarding a situation of immediate merit. In order to use this power, you must consult with Destiny, which requires, at minimum, a mirrored surface and five minutes of uninterrupted concentration. The check will not reveal specific powers of a magic item, but may provide hints about its general function. You may not take 10 or take 20 on this check; this sort of information is as random as the fates. This check involves a d20 + level + Wisdom roll. If you have a Knowledge skill that is relevant to the situation, you receive a +1 bonus on this check for every five ranks you have in that skill. If you possess a sanctified Mirror of Destiny, you receive an effective -5 to the DC. Requests for general knowledge usually have a DC of 10 to 20, while asking for solutions to specific problems or items of little importance to destiny usually has a DC of 25 to 30. Improved Initiative: Due to Destiny's insight, you can see fights before they happen and receive a +4 to initiative. Next up: Improved Counterspell. Clerical Spell Points: (61) (44: 8th level + 17: Wisdom 20) Domain Spell Points: (16) (1 1st, 1 2nd, 1 3rd, 1 4th) Sorcerer Spell Points: (67) (51: 8th level + 16: Charisma 18) Granted Powers -- Fate: You gain Uncanny Dodge as per the rogue feat; you retain your Dexterity bonus even if flatfooted. Luck: You gain the power of good fortune, usable once per day. This allows you to reroll one roll you have just made before the DM declares whether it results in success or failure. You must take the result of the reroll, even if it's worse. Domain Spells: 1st (1 SP): Entropic Shield or True Strike 2nd (3 SP): Aid or Augury 3rd (5 SP): Protection from Energy or Bestow Curse 4th (7 SP): Status or Freedom of Movement === Clerical Spells === **0-level Spells (Free 5x per day, then 1 SP each)** Create Water: Creates 2 gallons/level of pure water. Cure Minor Wounds: Cures 1 point of damage. Detect Magic: Detects spells and magic items within 60 feet. Detect Poison: Detects poison in one creature or object. Guidance: +1 on one attack roll, saving throw, or skill check. Inflict Minor Wounds: Touch attack, 1 point of damage. Light: Object shines like a torch. Mending: Makes minor repairs on an object. Purify Food and Drink: Purifies 1 cu.ft./level of food or water. Read Magic: Read scrolls and spellbooks. Resistance: Subject gains +1 on saving throws. Virtue: Subject gains 1 temporary HP. **1st Level Spells (1 SP each)** Bane: Enemies take -1 on attack rolls and saves against fear. Bless: Allies gain +1 on attack rolls and saves against fear. Bless Water: Makes holy water. Comprehend Languages: You understand all spoken and written languages. Cure Light Wounds: Cures 1d8 damage +1/level (max +5.) Deathwatch: Reveals how near death subjects within 30 ft. are. Detect Evil: Reveals creatures, spells, or objects of selected alignment. Detect Undead: Reveals undead within 60 ft. Divine Favor: You gain +1 per 3 levels on attack and damage rolls. Doom: One subject takes -2 on attack rolls, damage rolls, saves, and checks. Endure Elements: Exist comfortably in hot or cold environments. Entropic Shield: Ranged attacks against you have 20% miss chance. Hide from Undead: Undead can't perceive on subject/level. Magic Weapon: Weapon gains +1 bonus. Obscuring Mist: Fog surrounds you. Protection from Chaos/Evil/Good/Law: +2 to saves, counter mind control, hedge out elementals and outsiders. Remove Fear: Suppresses fear or gives a +4 save on fear for one subject + one per four levels. Sanctuary: Opponents can't attack you, and you can't attack. Shield of Faith: Aura grants +2 or higher deflection bonus. **2nd Level Spells (3 SP each)** Aid: +1 on attack rolls and saves vs fear; +1d8 temporary HP + 1/level (max +10). Align Weapon: Weapon becomes good, evil, lawful, or chaotic. Augury: Learns whether an action will be good or bad. Bear's Endurance: Subject gains +4 to Con for 1 min./level. Bull's Strength: Subject gains +4 to Str for 1 min./level. Calm Emotions: Calms creatures, negating emotion effects. Consecrate: Fills area with positive energy, making undead weaker. Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10). Delay Poison: Stops poison from harming subject for 1 hour/level. Eagle's Splendor: Subject gains +4 to Cha for 1 min./level. Gentle Repose: Preserves one corpse. Hold Person: Paralyzes one humanoid for 1 round/level. Make Whole: Repairs an object. Owl's Wisdom: Subject gains +4 to Wis for 1 min./level. Remove Paralysis: Frees one or more creatures from paralysis or slow effect. Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type. Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage. Shatter: Sonic vibration damages objects or crystalline creatures. Shield Other: You take half of subject's damage. Silence: Negates sound in 15-foot radius. Sound Burst: Deals 1d8 sonic damage to subjects; may stun them. Spiritual Weapon: Magic weapon attacks on its own. Status: Monitors condition, position of allies. Undetectable Alignment: Conceals alignment for 24 hours. Zone of Truth: Subjects within range cannot lie. **3rd Level Spells (5 SP each)** Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action. Blindness/Deafness: Makes subject blinded or deafened. Contagion: Infects subject with chosen disease. Continual Flame: Makes a permanent, heatless torch. Create Food and Water: Feeds three humans (or one horse)/level. Cure Serious Wounds: Cures 3d8 damage +1/level (max +15). Daylight: 60-foot radius of bright light. Deeper Darkness: Object sheds supernatural shadow in 60-foot radius. Dispel Magic: Cancels spells and magical effects. Glyph of Warding: Inscription harms those who pass it. Helping Hand: Ghostly hand leads subject to you. Invisibility Purge: Dispels invisibility within 5 feet/level. Locate Object: Senses direction toward object (specific or type.) Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft radius and 10 min./level. Magic Vestment: Armor or shield gains +1 enhancement per four levels. Meld into Stone: You and your gear merge with stone. Obscure Object: Masks object against scrying. Prayer: Allies +1 bonus on most rolls, enemies -1 penalty. Protection from Energy: Absorb 12 points/level of damage from one kind of energy. Remove Blindness/Deafness: Cures normal or magical conditions. Remove Curse: Frees object or person from curse. Remove Disease: Cures all diseases affecting subject. Searing Light: Ray deals 1d8/two levels damage, more against undead. Speak with Dead: Corpse answers one question/two levels. Stone Shape: Sculpts stone into any shape. Water Breathing: Subjects can breathe underwater. Water Walk: Subject treads on water as if solid. Wind Wall: Deflects arrows, smaller creatures, and gasses. **4th Level Spells (7 SP each)** Air Walk: Subject treads on air as if solid (climb at 45-degree angle). Control Water: Raises or lowers bodies of water. Cure Critical Wounds: Cures 4d8 damage +1/level (max +20). Death Ward: Grants immunity to death spells and negative energy effects. Dimensional Anchor: Bars extradimensional movement. Discern Lies: Reveals deliberate falsehoods. Dismissal: Forces a creature to return to its native plane. Divination: Provides useful advice for specific proposed actions. Divine Power: You gain attack bonus, +6 to Str, and 1 HP/level. Freedom of Movement: Subject moves normally despite impediments. Imbue with Spell Ability: Transfer spells to subject. Magic Weapon, Greater: +1 bonus/four levels (max +5). Neutralize Poison: Immunizes subject against poisons, detoxifies venom in or on subject. Poison: Touch deals 1d10 Con damage, repeats in 1 min. Repel Vermin: Insects, spiders, and other vermin stay 10 feet away. Restoration: Restores level and ability score drains. Sending: Delivers short message anywhere, instantly. Spell Immunity: Subject is immune to one spell per four levels. Tongues: Speak any language. === Sorcerer Spells === **0-level Spells (8 known. Free 6x per day, then 1 SP each)** Detect Magic: Detects spells and magic items within 60 feet Read Magic: Read scrolls and spellbooks. Disrupt Undead: 1d6 damage to undead. Dancing Lights: Creates torches or other lights. Flare: Dazzles one creature (-1 on attack for one minute). Mage Hand: 5-lb telekinesis. Light: Object shines like a torch. Touch of Fatigue: Touch attack fatigues target. **1st-level Spells (5 known. 1 SP each)** Magic Missile. 1d4+1 damage, +1 missile per two levels above 1st (max 5). Burning Hands. 1d4/level fire damage (max 5d4). Feather Fall. Objects or creatures fall slowly. Identify. Determines properties of magic items. Alarm. Wards an area for 2 hours/level. **2nd-level Spells (3 known. 3 SP each)** Melf's Acid Arrow. Ranged touch attack, 2d4 damage for one round + one round/three levels. Gust of Wind. Blows away or knocks down smaller creatures. Spectral Hand. Creates disembodied glowing hand to deliver touch attacks. **3rd-level Spells (2 known. 5 SP each)** Fireball. 1d6 damage per level, 20 foot radius. Slow. One target/level takes only 1 action/round, -2 AC, -2 to attack rolls. **4th-level Spells (1 known. 7 SP each)** Invisibility, Greater. As invisibility, but subject can attack and stay invisible. ==== Character Feats ==== Augment Healing: Add +2 per spell level to damage healed by any Healing spell you cast. Disciple of the Sun: Can spend two turn attempts to destroy undead instead of turning them. Sacred Healing: Can spend a turn attempt as a full-round action to grant fast healing 3 to all living creatures within a 60-foot burst, lasting for 1 + Cha rounds. Mobile Spellcasting: You can make a special Concentration check (DC 20 + spell level) when casting a spell. If the check succeeds, you can cast the spell and move up to your speed as a single standard action. If the check fails, you lose the spell and fail to cast it. You still provoke attacks of opportunity from any creatures who threaten you at any point in your movement; you can cast defensively, but the DC increases to 25 + spell level. ==== Character Skills ==== Concentration: 11 + Con Craft - Alchemy: 9 + Int Diplomacy: 2 + Cha Heal: 11 + Wis Knowledge/arcana: 11 + Int Knowledge/religion: 5 + Int Listen: 4 + Wis Profession - Sailor: 1 + Wis Spellcraft: 11 + Wis Spot: 4 + Wis ==== Equipment ==== === Weapons === Unarmed attack (1d3+1, provokes attack of opportunity) Club (+ Str + BAB to hit, 1d6+Str dmg). Quarterstaff of Hope (+ Str + BAB + 1, 1d6+Str+1 dmg, +can cast true strike or cure light wounds once per 2d4+1 rounds, can cast light on command.) === Equipped Gear === Bracers of armor +2. +2 to AC. Ring of protection +1. +1 to AC. === Personal Inventory === Skills: +6 Concentration: 9 + Con Craft - Alchemy: 9 + Int Diplomacy: 2 + Cha Heal: 9 + Wis Knowledge/arcana: 9 + Int Knowledge/religion: 5 + Int Listen: 0 + Wis Profession - Sailor: 1 + Wis Spellcraft: 9 + Wis Spot: 0 + Wis ==== Carrying Capacity ==== Light: 43 lb. or less Medium: 44 to 86 lb. Heavy: 87 to 130 lb.