Female Mountain Dwarf Abjurer 3/ Cleric 3/ Contemplative 1/ Mystic Theurge 8
LG Medium humanoid Homeland Yatils Mountains north of Ket, now Khund Lands near Tusmit Init +0 Senses darkvision; Listen +6, Spot +6 Languages Common, Dwarven, Flan, Giant, Undercommon Aura Moderate aura of Good and Law
AC 23, touch 10, flat-footed 23
(+8 +4 blinking glammered twilight mithral chain shirt +5 +3 twilight heavy wooden shield) hp 115 (15HD) Fort +13, Ref +7, Will +23 Speed 20ft in +4 blinking glammered twilight mithral chain shirt (4 squares); Melee +11/+6 +1 cold iron heavy mace (1d8+4) or Base Atk +7 Grp +10 Special Action Cleric Spells (CL 16th)
7th —holy word, power word blindD
6th —blade barrierD, greater dispel magic, heroes' feast, heal
5th —break enchantment, Empowered inflict serious wounds, flame strike, flame strikeD, stalwart pact
4th —death ward, freedom of movement, inflict critical wounds, lesser planar ally*, holy smite*D
3rd —delay death, dispel magic (x2), invisibility purge, magic circle vs evil*D, mass lesser vigor
2nd —align weapon, consecrate, inflict moderate wounds, lesser restoration, silence, spiritual weapon (x2), spiritual weaponD
1st —comprehend languages, detect good, hide from undead, inflict light wounds, lesser vigor, magic weapon, protection from evil*D, shield of faith
0 —create water, detect magic (x3), light, read magic
*: Good spells DomainsGood cast good spells at +1 CL, Inquisition +4 on all dispel attempts, Healing cast healing spelss at +1 CL D Domain Spells Wizard Spells (CL 17th)
6th — (2/day) disintegrate, dispel magic, greater
5th — (3/day) dismissal, teleport, transmute rock to mud, wall of force
4th — (4/day) dimension door, globe of invulnerability, lesser, Leomund's secure shelter, Otiluke's resilient sphere, Rary's mnemonic enhancer, stoneskin
3rd — (6/day) blink, dispel magic, fireball, fly, haste, invisibility sphere, Leomund's tiny hut, protection from energy
2nd — (6/day) arcane lock, bear's endurance, blur, fireburst, glitterdust, invisibility, knock, levitate, mirror image, protection from arrows, resist energy, rope trick, scorching ray, see invisibility, sonic weapon, spider climb, web
1st — (6/day) alarm, burning hands, charm person, comprehend languages, disguise self, endure elements, enlarge person, expeditious retreat, feather fall, hold portal, jump, mage armor, magic missile, magic weapon, orb of acid, lesser, orb of sound, lesser, protection from evil, shield, sleep, Tenser's floating disk, unseen servant
0 — (5/day) create water, detect magic (x3), light, read magic AbilitiesStr 16, Dex 10, Con 18, Int 16, Wis 23, Cha 8 Feats Augment Healing, Craft Magic Arms and Armor, Craft Wondrous Item, Empower Spell, Practiced Spellcaster (Cleric; Wizard), Scribe Scroll. Skills Concentration +22, Decipher Script +6, Diplomacy +4, Heal +12, Knowledge (arcana) +11, Knowledge (arch & eng) +6, Knowledge (religion) +17, Profession (Homemaking) +13, Sense Motive +9, Spellcraft +16. Abjurer You are specialized in the school of Abjuration. You can prepare one additional Abjuration spell per spell level each per day. You gain a +2 bonus to Spellcraft checks to learn spells from this school. Necromancy and Enchantment spells are prohibited to you. Divine Health(Ex) You are immune to all diseases, including magical diseases such as mummy rot and lycanthropy. Turn Undead(Su) Can turn undead 2 times per day. A turning check is made on 1d20+1; turning damage is equal to 2d6+2 on a successful check.