11th-Level Tiefling Cleric/Thaumaturgist of Azar
Medium Outsider (Native)
Languages: Common, Draconic, Goblin, Infernal, Orc
Hit Dice: 7d8+7 plus 4d4+4 (56 hp)
Speed: 30 ft. (6 squares)
Armor Class: 19 (+6 +1 mithral breastplate, +1 masterwork buckler, +2 Dex), touch 12, flat-footed 17
Base Attack/Grapple: +7/+6
Attack: +1 seeking longbow +10 melee (1d8/x3) or +6 melee touch or +9 ranged touch
Full Attack: +1 seeking longbow +10/+5 melee (1d8/x3) or +6 melee touch or +9 ranged touch
Space/Reach: 5 ft./5 ft.
Special Attacks: Planar banishment 3/day, darkness
Special Qualities: Improved ally, extended summoning, contingent conjuration, darkvision 60 ft., resistance to cold 5, electricity 5, and fire 5
Saves: Fort +7, Ref +5, Will +12 (+14 against enchantments)
Abilities: Str 8, Dex 14, Con 13, Int 16, Wis 17, Cha 10
Skills: Autohypnosis +12, Balance +1, Bluff +4, Climb -2, Concentration +15, Diplomacy +16, Escape Artist +1, Heal +3, Hide +3, Jump -2, Knowledge (religion, the planes) +8, Move Silently +6, Sense Motive +9, Spellcraft +17, Survival +3 (+5 the planes), Swim -3
Feats: Augment Summoning, Blind-Fight, Extend Spell, Improved Counterspell, Improved Turning, Spell Focus (conjuration)
Class Spells Prepared (6/7/6/6/4/3/2; base DC = 13 + spell level; 14 + spell level for conjuration spells): 0—detect magic (3), read magic (3); 1st—cure light wounds (4), entropic shield (2), obscuring mistD; 2nd—cure moderate wounds (3), hold person (2), blindnessD; 3rd—bestow curse (2), dispel magic (3), blacklightD; 4th—death ward, divine power, extended magic vestment, discern liesD; 5th—spell resistance, true seeing, extended armor of darknessD; 6th—word of recall, extended summon monster VD (summons 1d3 shadows only)
D Domain Spell. Deity: Azar. Domains: Darkness (free Blind-Fight feat), Mind (+2 bonus on Bluff, Diplomacy, and Sense Motive checks; +2 bonus on Will saves against enchantment spells and effects). Caster level 11th.
Challenge Rating: 11
Skills: Raven has a +2 racial bonus on Bluff and Hide checks.
Banish/Destroy Outsiders (Su): Raven can banish lawful outsiders with a +2 bonus on her Charisma check. She can destroy lawful outsiders of 6 HD or less. This ability affects a total of 2d6 + 8 HD of outsiders. Outsiders are treated as having an ECL equal to their HD + their Charisma modifier. Outsiders affected by this ability are banished back to their home plane. Outsiders already on their home plane are not affected. If the outsider has the ability to travel between planes, it cannot do so for 10 rounds (1 minute). This is a variant of the turn undead ability.
Improved Ally: When Raven casts a planar ally spell (including the lesser and greater versions), she makes a Diplomacy check to convince the creature to aid her for a reduced payment. If her Diplomacy check adjusts the creature's attitude to helpful the creature will work for 50% of the standard fee, as long as the task is one that is not against its nature.
Extended Summoning: All spells from the summoning subschool that Raven casts have their durations doubled, as if the Extend Spell feat had been applied to them. The levels of the summoning spells don't change, however. This ability stacks with the effect of the Extend Spell feat, which does change the spell's level.
Contingent Conjuration: Raven can prepare a summoning or calling spell ahead of time to be triggered by some other event. This functions as described for the contingency spell, including having Raven cast the summoning or calling spell beforehand. The spell is cast instantly when the trigger event occurs.
The conditions needed to bring the spell into effect must be clear, although they can be general. If complicated or convoluted conditions are prescribed, the contingent conjuration may fail when triggered. The conjuration spell occurs based solely on the stated conditions, regardless of whether Raven wants it to, although most conjurations can be dismissed normally. Raven can have only one contingent conjuration active at a time.
Darkness (Sp): Raven can use darkness once per day (Caster level 11th).
Possessions: Traveler's outfit, silver unholy symbol of Azar, third eye of view, +1 seeking longbow, efficient quiver (30 cold iron arrows, 30 silver arrows), +1 mithral breastplate of light fortification, masterwork buckler, ring of sustenance, brooch of shielding, cloak of flight (as winged boots, but 2/day), boots of elvenkind, +2 gloves of dexterity, incense of meditation, ointment of true seeing (3), augmented alchemist's fire (2), spell component pouch, belt pouch, soap, waterskin, 3 platinum, 3 gold.
Strategies and Tactics
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Physical Characteristics: ???