Fighter

Beth Macara's page

457 posts. Alias of Llaelian.


Full Name

Beth Macara

Race

Human

Classes/Levels

Cleric of Quell 7/ Ranger (Freebooter) 1; HP 75/75, AC 21 T: 15: FF 16; Fort +9; Ref +9; Will +9; Init +5; Per +14; CMB +6, CMD +22

About Beth Macara

Beth Macara

Temp:

Female Human Cleric 7/Ranger (Freebooter) 1
CG Medium Humanoid (human)
Init +5 (+2 in water terrain); Senses Perception +14
Aura freebooter's bane +1
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Defense
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AC 21, touch 15, flat-footed 16 (+6 armor, +5 Dex)
hp 75 (1d10+7d8+20)
Fort +9, Ref +9, Will +9
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Offense
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Speed 40 ft.
Melee +1 Scimitar +13/+8 (1d6+6/18-20/x2),
MWK Harpoon, steel +4 (1d8/x3)

Ranged +1 returning Net (entangle, Escape artist DC21 or Str Check DC 27) +12
Special Attacks storm burst (7/day)(1d6+3 non lethal)

Cleric Spells Prepared (CL 8, Concentration 12+4 devensively):
4 (3+1/day) Sleet storm,Water Breathing (3rd level spell), Restoration (*2).
3 (3+1/day) Call lighting (DC 16), Resist Energy Communal, Remove Curs, Searing light.
2 (4+1/day) Rogue Wave, Silence, Gentle respose, Remove paralysis, Locate Object
1 (4+1/day) Shield of Faith, Divine Favor, Bless, Obscuring Mist, Ant Haul
0 (at will) Light, Purify Food and Drink (DC 13), Detect Magic, Guidance
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Statistics
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Str 10, Dex 20, Con 14, Int 14, Wis 18, Cha 10
Base Atk +6; CMB +6; CMD 21
Feats Combat Casting, Dervish Dance, Extra Channel, Weapon Finesse, Exotic Weapon Proficiency(Net)
Traits Magical Knack (Cleric), Skilled Crewman (Razor Coast) (Acrobatics)
Skills
Total 47 (14 cleric, 6 ranger, 14 int, 8 human, 3 Favored class)

Acrobatics +12 (+16 jump) (3 r, 5 dex, 3 class, 1 trait)
Appraise +6 (1 r, 2 int, 3 class)
Climb +5, (2 r, 3 class)
Diplomacy +4, (1 r, 3 class)
Escape Artist +5, (5 dex)
Fly +5, (5 dex)
Heal +8, (1r, 4 wis, 3 class)
Knowledge (dng.) +6, (+8 to navigate underground)
(1r, 2 int, 3 class)
Knowledge (geo.) +10 (+12 while in water terrain, +10 to navigate in the wilderness), (5r, 2 int, 3 class)
Knowledge (nature) +6, (1r, 2 int, 3 class)
Knowledge (religion) +7, (2r, 2 int, 3 class)
Perception +14 (+16 in water terrain),
(7r, 4 wis, 3 class)
Perform (dance) +2, (2r)
Profession (sailor) +14 (+16 to navigate at sea),
(5r, 4 wis, 3 class)
Ride +5, (5 dex)
Sense Motive +9, (2r, 4 wis, 3 class)
Spellcraft +6, (1r, 2 int, 3 class)
Stealth +10 (+12 while in water terrain),
(2 r, 5 dex, 3 class)
Survival +14 (+16 while in water terrain, +15 to track, +16 to navigate in the wilderness), (7r, 4 wis, 3 class)
Swim +15 (2r, 3 class, +10 ring)

Languages Common, Sahaugin, Tulita

SQ aura, domains (travel, weather), spontaneous casting, track, wild empathy

Combat Gear Pearl of power (1st level) (1/day), Wand of cure light wounds (8/50), Wand of cure medium wounds (50/50) +2 Mithral Chain shirt, +1 Scimitar, MWK Harpoon, steel, +1 returning Net.
Other Gear
Belt of incredible dexterity, Boots of friendly terrain (water), Muleback cords, Pyxes of redirected focus (1/day),headband of inspired wisdom (+2) Holy symbol, wooden (Quell), holy water *4, ring of improved swimming
Backpack (13 @ 21 lbs): Cleric's vestments, Compass, Hammock, Pirate clothes, Grappling arrow, Piton (5), Sextant, Silk rope (2), Twine (50'), Waterskin, Alchemist fire (*3)
Belt pouch (8 @ 1.9 lbs): Earplugs, Fishhook (2), Flint and steel, Signal whistle, Whetstone.
Outrigger Canoe (4 @ 27 lbs): Astrolabe, Fishing net, Snorkel, masterwork.

Remaining: 35 GP, 1 SP, 4 CP
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Special Abilities
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Agile Feet (7/day) (Su) For 1r, you ignore difficult terrain.
Astrolabe +2 navigation
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Boots of friendly terrain (water) Gain a Favored Terrain or increase bonus by 2 if already have same.
Cleric Channel Positive Energy 4d6 (5/day, remaining 3) (DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Cleric Domain (Weather) Granted Powers: With power over storm and sky, you can call down the wrath of the gods upon the world below.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Freebooter's Bane +1 (Ex) +1 to hit & damage versus chosen target.
Magical Knack (Cleric) +2 CL for a specific class, to a max of your HD.
Muleback cords The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity (see Pathfinder RPG Core Rulebook page 171).
Pyxes of redirected focus (1/day) Swap prepared domain spell for domain spell from other domain.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Storm Burst (1d6+2) (7/day, remaining 5) (Sp) 30' Ranged touch attack deals 1d6+3 nonlethal damage and inflicts a -2 to hit penalty for 1 rd.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Background:

On board of an ocean going ship, Beth birth was graced by the presence of two dolphin pods. This good omen was noticed by the ship priest who urged her parents, a couple of weavers, to foster her in a temple of Quell. Poor as they were, with already two other younglings and bound to try their luck in a new colony across the ocean, they accepted on the spot and left the baby to the priest care before living the ship.
This story was the one Beth was served each time she inquired why her parents would never visit her at the temple as all the other fosterling’s were doing. She made good of the situation and found another family in the church, raising quickly from acolyte to cleric. However, despite her intelligence, she was not one for studies and was more interested in learning how to sail a ship than the subtleties of the different ways to pay homage to Quell. To get her out of the way of the increasingly angry teachers, she was sent on different ships where a priest of Quell was present to be instructed by them.
Since her first steps as a full cleric, she has been posted on ships where her knowledge of the seas and her powers on the elements were appreciated and her lack of charisma was not too problematic. However, in her last journey, the ship was boarded and sunk by a large troop of Sahuagin. Beth was amongst the few to survive thanks to her healing powers and managed to bring back the few survivors on a makeshift raft. She still bears large scars across the face as a reminder of her flirt with death. While she was recovering, she looked to be trained more formally in fighting and attended a small academy opened by an old one-armed corsair who taught her the use of the scimitar and how to direct her friends against a common enemy.
Now fully healed and eager to take the sea again, she was sent alone on a small canoe up to Port Shaw to deliver missives and package to different members of the church on the way. A few days before reaching town, she stopped to help Minerva's Joy, a ship half sunk of reefs and managed to bring it safely to Port Shaw before finishing her deliveries. Now she just need to deliver one last package to the Chapterhouse of Quell here.

Appearance:
Beth is a small framed woman, 5’3 for 90 lbs with mid-shoulders dark hair tied together with a blue headband. Her face is crisscrossed with scars inflicted by Sahuagin but her eyes still reflect the color of the sea. Usually, she wears a simple sailor outfit with half-length trousers and sleeveless shirt over a mail shirt. In more formal occasion, she wears the blue and white colors of Quell. However, she does not leave either her wooden symbol or her well-honed scimitar.

XP:

71315/75000

City of Gold treasure:

Shark statues= 4*10 lbs
Spire=25 lbs
Monkey= 22 lbs
Gold into the molds=11 lbs
Owls= 4*6=24 lbs
Medalions=1209*0.5=604.5 lbs
Current total= 726.5 lbs