Vasavra

Description:

VASAVRA
CR 3
Female Human cleric 3 / diviner 2
LN medium humanoid (human)
Init 2; Senses Perception +10,
Aura Aura of Law,
Languages Aklo, Celestial, Common, Draconic, Elven, Gnome, Infernal
AC 13, touch 11, flat-footed 12
hp 31 (5HD)
Fort 
5, Ref +3, Will +10
Defensive Abilities Bit of Luck (6/day),
Speed 30 ft. (6 squares)
Melee dagger +3 (1d4/19-20)
Ranged dagger (thrown) +4 (1d4/19-20)
Melee vasavra’s staff (two handed) +4 ((two handed) 1d6)
Face 5 ft. Reach 5 ft.
Base Atk +3; CMB +3; CMD 14
Atk Options Blind-Fight,
Special Actions Channel Positive Energy (2d6, DC 13, 5/day),
Prepared Spells Prepared Spell List
Cleric (CL 3rd):
2nd – find traps (DC )
1st – sanctuary (DC 14) , summon monster i
0th – create water , detect magic , guidance (DC 14) , stabilize (DC 13)
Wizard (CL 2nd):
1st – expeditious retreat (DC ) , grease (DC 14) , identify , shield (DC )
0th – mage hand , prestidigitation (DC 13) , read magic (DC ) , resistance (DC 13)
*: Domain spell.
Deity Savras; Domains Fate Subdomain, Magic, Abilities Str 11, Dex 12, Con 12, Int 17, Wis 16, Cha 15
Special Qualities Arcane Bond, Aura of Law, Bonded Object, Bonus Feat, Cantrips, Divination School, Diviner’s Fortune, Evocation Opposition School, Forwarned, Hand of the Acolyte (6/day), Illusion Opposition School, Orisons, Skilled, Spontaneous Casting,
Feats Alertness, Armor Proficiency, Light, Armor Proficiency, Medium, Blind-Fight, Craft Wondrous Item, Scribe Scroll, Shield Proficiency, Simple Weapon Proficiency, Spell Focus (Divination)
Skills Appraise +8, Diplomacy +6, Heal +8, Knowledge (Arcana) +11, Knowledge (Dungeoneering) +7, Knowledge (Nature) +7, Knowledge (Religion) +10, Linguistics(Aklo, Celestial, Infernal) +8, Perception +10, Profession (Soothsayer) +7, Sense Motive +9, Spellcraft +11, Survival +4, Swim +1,
Possessions bracers of armor +2; cloak of resistance +1; scholar’s outfit; vasavra’s staff; Handy Haversack [ Bedroll; Rope (Silk/50 ft.); Dagger; Wand of Cure Light Wounds; Healer’s Kit; Ink (1 oz. Vial); Inkpen; Mirror (Small/Steel); Spell Component Pouch; Spellbook (Wizard’s/Blank); Paper (Sheet) (x20); ]; Case (Map or Scroll) [ Scroll (Cure Moderate Wounds) (x3); Scroll (Deathwatch); Scroll (Hold Person); Scroll (Inflict Moderate Wounds); Scroll (Obscuring Mist); Scroll (Shield Other); ]; Spell Component Pouch [ Tiny Archery Target; ];
Spellbook (Wizard’s/Blank) Arcane Bond (Su) You have selected to establish a powerful arcane bond with an object.
Aura of Law (Ex) You project a moderate lawful aura.
Bit of Luck (Sp) You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability 6 times per day.
Bonded Object Objects that are the subject of an arcane bond must an amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. When attempting to cast a spell without your bonded object worn or in hand, you must make a concentration check or lose the spell (DC: 20 + the spell’s level). A ring or amulet occupies the ring or neck slot accordingly.
Bonus Feat Humans select one extra feat at 1st level.
Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots.
Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 2d6 points of positive energy damage to undead creatures or to heal living creatures of 2d6 points of damage. Creatures that take damage from channeled energy receive a DC 13 Will save to halve the damage. You can use this abilty 5 times per day.
Divination School You have chosen to specialize in divination spells.
Diviner’s Fortune (Sp) When you activate this school power, you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to 1 for one round. You can use this ability 6 times per day.
Evocation Opposition School You have chosen evocation spells as an opposition school. Preparing an evocation spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an evocation spell as a prerequisite.
Forwarned (Su) You can always act in the surprise round, but you are still considered flat-footed until you take an action. In addition, you receive a +1 bonus on initiative rolls.
Hand of the Acolyte (Su) You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning. As a standard action, you can make asingle attack with a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Wisdom modifier instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability 6 times per day.
Illusion Opposition School You have chosen illusion spells as an opposition school. Preparing an illusion spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an illusion spell as a prerequisite.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Spontaneous Casting You can channel stored spell energy into healing spells that you did not prepare ahead of time. You 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).

Bio:

Daughter of a wizard and a book seller and was given her basic wizarding training on the Sword Coast at Candlekeep. Her father was a powerful wizard who, during the time of troubles released Savras from Azuth’s prison, the Staff of Savras. Her parents were killed shortly before she began her adventuring career. In order to protect her anonymity and prevent her from being tracked down by her parent’s murderers the High Sybilite bestowed upon her the name Vasavra, which translates roughly to Daughter of Savras in Netherese. Vasavra possesses the ability to wield both Arcane and Divine magic, a most rare ability in the Realms.

Vasavra

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