Prince Galofax the Northern Warden

PRINCE GALOFAX THE NORTHERN WARDEN 

CR 17

Male Hobgoblin Sorcerer 12 / Cleric 6

TN Medium humanoid (goblinoid) (aquatic)

Init +5; Senses Darkvision (60 ft.), Perception +27,

Aura Life Anchor,

DEFENSE
AC 34, touch 19, flat-footed 29 (+4 armor, +5 *Amulet of Natural Armor +5, +5 Dex, +4 deflection, +5 natural, +6 shield, )

hp 282 (12d6)+(6d8)+162

Fort +18, Ref +11, Will +22, +4 vs. poison

Resistances Fire 10,

Spell Resistance 19

OFFENSE
Speed 30 ft.

Melee dagger +3 (thundering) +13/+8 (1d4+3/19-20)

Ranged dagger +3 (thundering/thrown) +18/+13 (1d4+3/19-20)

Ranged javelin +5 (flaming) +20 (1d6+5)

Melee buckler +5 (blinding) +6/+1 (1d3)

Melee shortspear +5 (mighty cleaving) +15/+10 (1d6+5)

Ranged shortspear +5 (mighty cleaving/thrown) +20/+15 (1d6+5)

Known Sorcerer Spells (CL 12th, concentration +21):    

6th (4/day) - dispel magic (greater)

5th (7/day) - covetous aura, suffocation (DC 24) , dominate person (DC 24)

4th (8/day) - dimension door, dimensional anchor , phantasmal killer (DC 23) , charm monster (DC 25)

3rd (8/day) - blink (DC ), dispel magic , displacement (DC 22) , fireball (DC 22) , suggestion (DC 22)

2nd (8/day) - arcane lock, blur (DC 21) , detect thoughts (DC 21) , summon monster ii , twisted space (DC 21) , scorching ray

1st (9/day) - burning hands (DC 20), charm person (DC 22) , comprehend languages (DC ) , protection from law (DC 21) , shield (DC ) , protection from good (DC 21)

0th (at will) - arcane mark, dancing lights , detect magic , ghost sound (DC 19) , light , mage hand , mending (DC 19) , open/close (DC 19) , read magic (DC )

Prepared Spells

Cleric (CL 6th):       

3rd - bestow curse (DC 22), dispel magic , dispel magic , inflict serious wounds (DC 22)

2nd - aid, bear's endurance (DC 21) , bless water (DC 21) , hold person (DC 21) , remove paralysis (2) (DC 21)

1st - detect evil, divine favor (DC ) , endure elements (DC 21) , entropic shield (DC ) , identify , protection from evil (DC 21)

0th - guidance (DC 19), light , read magic (DC ) , resistance (DC 20)

Domains Divine Subdomain,

STATISTICS
Str 11, Dex 20, Con 28, Int 13, Wis 28, Cha 28

Base Atk +10; CMB +10; CMD 29

Feats  Alertness, Dazing Spell, Destructive Dispel, Enlarge Spell, Eschew Materials, Extend Spell, Greater Spell Penetration, Silent Spell, Spell Focus (Abjuration), Spell Penetration, Spell Specialization (Abjuration) (Dispel Magic (Greater))

Skills  Acrobatics +5, Appraise +1, Bluff +9, Craft (Alchemy) +5, Craft (Untrained) +1, Diplomacy +14, Disguise +9, Escape Artist +5, Fly +5, Heal +9, Intimidate +9, Knowledge (Arcana) +5, Knowledge (Religion) +9, Perception +27, Perform (Untrained) +9, Ride +5, Sense Motive +11, Spellcraft +22, Stealth +9, Survival +9, Use Magic Device +25,

Languages Common, Goblin, Infernal

SQ Aura, Bloodline Arcana, Bonus Cleric Negative Energy Damage (12x), Cantrips, Channel Positive Energy (-1d6, DC 17, 12/day), Corrupting Touch, Darkvision, Divine Vessel, Hellfire, Infernal Bloodline, Infernal Resistances, Life Anchor, Orisons, Sneaky, Spontaneous Casting, Variant Channeling - Self-Perfection, Water Breathing

Possessions headband of mental prowess (wis/cha) +4;  amulet of natural armor +5;  dagger +3 (thundering);  javelin +5 (flaming);  ring of protection +4;  ring of x-ray vision;  padded +3 (darkleaf cloth/spell resistance (19));  buckler +5 (blinding);  dust of dryness;  pearl of power (1st level);  pearl of power (2nd level);  potion of blur;  potion of owl's wisdom;  potion of protection from energy (cold);  rope of climbing;  rope of entanglement;  scroll (crushing despair);  scroll (enervation);  scroll (heal (mass));  scroll (invisibility sphere);  scroll (magic circle against evil);  scroll (resurrection);  scroll (spectral hand);  scroll (wind walk);  scroll (wish);  wand of color spray;  wand of keen edge;  wand of lightning bolt;  wand of silence;  wand of wall of fire;  medallion of thoughts;  shortspear +5 (mighty cleaving);  amulet of health +2 (con +2);

SPECIAL ABILITIES
Aura (Ex)  A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).

Bloodline Arcana  Whenever you cast a spell of the charm subschool, increase the spell's DC by +2

Bonus Cleric Negative Energy Damage (12x)  Cleric: Add +6 to negative energy spell damage, including inflict spells.

Cantrips  You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Channel Positive Energy (Su)  You can unleash a wave of positive energy. You must choose to deal -1d6 points of positive energy damage to undead creatures or to heal living creatures of -1d6 points of damage. Creatures that take damage from channeled energy receive a DC 17 Will save to halve the damage. You can use this ability 12 times per day.

Corrupting Touch (Su)  You can cause a creature to become shaken as a melee touch attack. You can cause a creature to become shaken as a melee touch attack. The target also takes an additional -2 penalty on saves versus spells of the enchantment school. This effect persists for 6 rounds. Multiple touches do not stack, but they do reset the duration. You can use this ability 12 times a day.

Darkvision (Ex)  Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Divine Vessel (Su)  Whenever you are the target of a divine spell, you can, as a swift action, grant each ally within 15 feet of you a divine boon. This boon grants a +2 bonus on the next attack roll, skill check, or ability check made before the end of their next turn. You can use this ability 12 times per day.

Eschew Materials

Fashionable (Sovereign Court Faction) (Diplomacy)  You spent your youth as a young blade in Oppara and learned the ins and outs of using fashion to improve your relations with others. So long as you are wearing clothing and jewelry worth more than 80 gp, you gain a +1 trait bonus on Bluff, Diplomacy, and Sense Motive checks. One of these skills (your choice) becomes a class skill for you.

Hellfire (Su)  You can call down a column of hellfire. This 10-foot-radius burst does 12d6 points of fire damage. Those caught in the area of your blast receive a Reflex save for half damage (DC 25). Good creatures that fail their save are shaken for 12 rounds. You can use this ability once per day.

Infernal Bloodline  Somewhere in your family's history, a relative made a deal with a devil, and that pact has influenced the line ever since. Now it manifests in direct and obvious ways, granting you powers and abilities. While your fate is still your own, you can't help but wonder if your ultimate reward is bound to the Pit.

Infernal Resistances (Ex)  You gain resist fire 10 and a +4 bonus on saving throws made against poison.

Life Anchor (Su)  You gain a 10-foot-radius aura that helps dying creatures cling to life. Within this aura, a dying creature (including yourself) adds 9 to its stabilization checks (in addition to any other modifiers to stabilization checks).

Oblivion Inquisition

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.

Resistance to Fire (Ex)  You may ignore 10 points of Fire damage each time you take fire damage.

Scholar of the Great Beyond (Knowledge (Planes))  Your great interests as a child did not lie with current events or the mundane-- you have always felt out of place, as if you were born in the wrong era. You gain a +1 trait bonus on Knowledge (History) and Knowledge (Planes) checks, and Knowledge (Planes) is always a class skill for you.

Sneaky (Ex)  Hobgoblins gain a +4 racial bonus on Stealth checks.

Spontaneous Casting

Variant Channeling - Self-Perfection  Heal - Creatures may ignore one temporary condition of their choice until the end of your next turn. Harm - Creatures gain a - channel penalty on attempts to dispel, remove, or make additional saving throws against all ongoing conditions for 1 minute (this does not apply to any initial saving throw allowed against such an effect but does apply to effects that begin during this duration).