Fire Pixie Sarasism

Once an Alfar Priest, He now follows Rubicon as a Fire Pixie.


Name: Fire Pixie Sarasism
Race: Pixie
Class: Pixie 4/ Cleric 7/ Holy Venticator 7
Alignment: Neutral
Player: Ben Samuels
ST: 7 – 2
DX: 21 + 7
CO: 12 1
IN: 10
WI: 18 +4
CH: 14 +2
HP: 138/___ AC: 25 (
6 Dex, Armor 5, + 4 Shield)
BAB: + 12 (Melee: +10/
5/+0, Ranged: + 19).
F/R/W: + 8 / + 13 / + 12

Race: Pixie
-: Speed: 30’, Fly 60’ Good
-: Low Light Vision: See Twice as far as humans in dim light.
-: Keen Senses: +2 Racial Bonus to Perception Checks.
-: Weapon Familiarity: Short/Longbow (Normal and Composite)
-: Invisibility (Su) A pixie remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume it as a free action.

-: Special Arrows (Su) When a pixie fires an arrow from any bow, it can decide to change the arrow’s properties by sprinkling it with magical pixie dust. Doing so is a free
action as long as the pixie is the one who fires the arrow. A pixie can generate a number of uses of dust equal to its Charisma score each day (14 Charges)—the dust is useless to another creature unless the pixie gives the dust freely. In this case, the pixie chooses what effect the dust will have on an arrow
when it is applied, and it takes a standard action to apply the dust to the arrow. Once pixie dust
is applied to an arrow, the pixie’s chosen effect persists on the arrow for only 1 round. As long
as an arrow is altered in this way, it does not inflict damage when it hits—it only causes
its new effect. A pixie can choose any one of the following three effects when dusting an
arrow. Save DCs are Charisma-based.
Charm: The target must succeed on a DC 21 Will save or be affected as though by a charm monster spell for 10 minutes.
Memory Loss: The target must succeed on a DC 21 Will save or be affected by
a modify memory spell (this effect can only eliminate the previous 5 minutes
of memory—a pixie typically uses this ability to make the target forget it
encountered the pixie so it won’t chase the pixie when he flees).
Sleep: The target must succeed on a DC 21 Will save or fall asleep for 5 minutes.

-: Fey magic: Constant – detect chaos, detect evil, detect good, detect law,
1/day—dancing lights, detect thoughts (DC 15), dispel magic, entangle (DC 14), lesser confusion (DC 14), permanent image (DC 19; visual and auditory elements only), shield
Feats (6): Selective Channel, Endurance, Elemental Channel (Fire/Heal), Point Blank Shot ( 1 hit/dmg at short range), Leadership, Diehard, Extra Channel, Lightning Reflex
Class Feats: WGP (Simple, Martial), AGP (Light, Medium, Heavy, Shield), Channel Smite.
Skills (_2 + 0 + 1 = 3):
Know: Religion 12 + 0 + 3 = 15
Diplomacy 12 + 2 + 3 = 17
Heal 12 + 3 + 3 = 18
Class Abilities:
Channel Energy: (7d6, Charges: 5 / ), Fire Bolt (Range: 30 Feet, 1D6
3 Fire Damage, 5 Charges)
-Vindicator’s Shield (+ 8 AC, lasts 24 hours or until hit)
-Stigmata ( Action: Move, Bleed: 3/round, Bonus: + 3, Immune: Bleed, Stablize and Bleed/Will)
-Divine Wrath (When crit or critted, may expend a 1st level spell to cast curse on the target. DC is increased by 2 with X3 crit, and +4 for a X4 crit)
Spells Known: 4/5
1/ 5+1/ 4+1/ 2+1/ 1+1
Note: General build, not specific
0th: Stablize, Guidence, Read Magic, Detect Poison
1st: Shield of Faith, Protection from Evil, Entropic Shield, Bless, Deathwatch, (D) Burning hands
2nd: Resist Energy, Hold Person, Lesser Restoration, Delay Poison X 2, (D) Produce Flame
3rd: Prayer, Protection from energy, Remove Disease, Dispel Magic, (D) Fire Ball
4th: Divination, Freedom of Movement, (D) Wall of Fire
5th: True Seeing, (D) Breath of life

Equipment (Encumbrance: L- / M- / H- ):
Long Bow +1 (Dmg: 1D8 + 1, Crit: 19-20 / X2, Type: P, Ammo: 40)
Trident +1 of Flaming: ( 1D8 + 1D6 + 3, X2, Range: 10’, 1 lb., Holy Symbol )
Silver Dagger ( 1d4 + 1, 19-20/X2, Range: 10’, .5 lb.)
Chain Shirt +1 ( +5 AC, MDB: +3, ACP: -3, SPD: 20’, 5 lb. )
MW Backpack


Fire Pixie Sarasism

From the Ashes of The Great Convergence Deklar42