Sister MaeriCreature 16
Source Pathfinder Adventure: Prey for Death
Perception +28 (low light vision)
Languages Common, Diabolic, Elven, Empyrean
Skills Athletics +24, Deception +30, Diplomacy +28, Medicine +29, Religion +31, Society +28, Stealth +30, Thievery +28
Str +2, Dex +4, Con +2, Int +2, Wis +5, Cha +4
AC 38; Fort +26; Reflex +28; Will +30;
HP 290
Speed 40 feet
Sawtooth Saber
+30 (+26, +22) to hit (agile, finesse, magical, twin) 3d8+10 SlashingShuriken
+28 (+24, +20) to hit (agile, monk, reload 0, thrown 20) 1d4+10 PiercingBlightburn Resin (alchemical, contact, poison)
Saving Throw DC 30 fortitude
Onset 1 minute
Maximum Duration 6 rounds
Stage 1 6d6 poison damage (1 round)
Stage 2 7d6 poison damage (1 round)
Stage 3 9d6 poison damage (1 round)
Deadly SaberWhen Sister Maeri wields a sawtooth saber, she increases the damage die size of the weapon by one step and deals an extra 2d6 precision damage to Off-Guard creatures. When she critically succeeds at an attack roll with a sawtooth saber, she applies the weapon's critical specialization effect.
Divine Weapon
Frequency once per turn
Trigger Sister Maeri finishes Casting a Spell
Effect Until the end of her turn, Sister Maeri's sawtooth saber deals an additional 1d4 spirit damage.
Divine Prepared Spells (DC 37, +29 to hit)
Cantrips (8th Level): Daze, Detect Magic, Guidance, Light, Stabilize
1st Level: Enfeeble, Harm, Heal
2nd Level: Calm, Cleanse Affliction, Clear Mind, Dispel Magic, Sound Body, Sure Footing
3rd Level: Blindness, Dream Message
4th Level: Divine Wrath, Fly
5th Level: Divine Immolation, Sending
6th Level: Blessed Boundary, Truesight, Vampiric Exsanguination
7th Level: Divine Decree
1st Level: Sudden Shift, Weapon Surge
4th Level: Trickster's Twin, Zeal for Battle
Rituals
Traits
A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.
ElfA creature with this trait is a member of the elf ancestry. Elves are mysterious people with rich traditions of magic and scholarship who typically have low-light vision. An ability with this trait can be used or selected only by elves. A weapon with this trait is created and used by elves.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.