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Full Name

Bataleigha Silvercrest

Race

Human

Classes/Levels

Cleric 3 (Pelor) | hp 24/24 | AC 20, t 12, ff 18 | Fort +5, Ref +4, Will +6 | Init +2 | Perc +2 | Channel Pos. 5/7 | Touch of Glory 5/5 | PoP 1/1

Gender

Female

Size

Medium

Age

19

Alignment

Neutral Good

Deity

Pelor

Location

Verbobonc; Hommlet

Languages

Common

Occupation

Healer, Warrior, Scourge of the Undead

Strength 14
Dexterity 14
Constitution 13
Intelligence 10
Wisdom 14
Charisma 14

About Bataleigha Silvercrest

Bataleigha Silvercrest
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Race Human
Gender Female
Age 19
Class Cleric (Pelor) Level 3
Init +2; Senses Perception +2
AL Neutral Good
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DEFENSE
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AC 20, touch 12, flat-footed 18
(+5 armor, +2 Dex, +3 shield)
hp 24
Fort +5, Ref +4, Will +6; +2 trait bonus vs. negative energy attacks
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OFFENSE
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Speed 30 ft.
Melee +1 heavy mace +5 (1d8+3 bludgeoning, magic)
Ranged

Special Attacks channel positive energy 7/day (2d6+3; Will DC 16 half; no channel resistance allowed)

Cleric Spells Prepared (CL 3rd; concentration +5): (4/3+1/2+1)
2ndalign weapon or masterwork transformation, bless weapon (D), sound burst (Fort DC 14)
1stbless, shield of faith (D), magic weapon, weapons against evil
1st-Level pearl of power--not yet used
0create water, detect magic, guidance, light
Domains: Glory, Sun
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STATISTICS
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Str 14, Dex 14, Con 13, Int 10, Wis 14, Cha 14
Base Atk +2; CMB +4; CMD 16
Feats Extra Channel, Selective Channeling, Shield Focus
Traits Giantslayer (campaign), Radiant Servant (Pelor; religion)
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SKILLS (Class Skills In Bold) (5/Level: 2 Class +1 Human/Skilled + 2 Background)
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Acrobatics +1 (+2 Dex, -1 ACP)
*Appraise +6 (+3 ranks, +3 class)
*Artistry +
Bluff +2 (+2 Cha)
Climb +1 (+2 Str, -1 ACP)
*Craft +0
Diplomacy +6 (+1 rank, +3 class, +2 Cha)
Disable Device +
Disguise +2 (+2 Cha)
Escape Artist +1 (+2 Dex, -1 ACP)
Fly +
*Handle Animal +
Heal +7 (+2 ranks, +3 class, +2 Wis)
Intimidate +2 (+2 Cha)
Knowledge (arcana) +4 (+1 rank, +3 class)
Knowledge (dungeoneering) +
*Knowledge (engineering) +
*Knowledge (geography) +
*Knowledge (history) +5 (+2 ranks, +3 class)
Knowledge (local) +
*Knowledge (nobility) +4 (+1 rank, +3 class)
Knowledge (planes) +4 (+1 rank, +3 class)
Knowledge (religion) +4 (+1 rank, +3 class)
*Linguistics +
*Lore +
Perception +2 (+2 Wis)
*Perform () +2 (+2 Cha)
*Profession +
Ride +1 (+2 Dex, -1 ACP)
Sense Motive +7 (+2 ranks, +3 class, +2 Wis)
*Sleight of Hand +
Spellcraft +4 (+1 rank, +3 class)
Stealth +1 (+2 Dex, -1 ACP)
Survival +2 (+2 Wis)
Swim +1 (+2 Str, -1 ACP)
Use Magic Device +

* Background Skill

Languages Common
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SPECIAL QUALITIES
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SQ aura; touch of glory 5/day
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EQUIPMENT AND GOLD
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Gear +1 heavy mace (8), dagger (1), light crossbow (4) with 20 bolts (2), +1 chain shirt (25), +1 reliquary buckler (5), silver holy symbol (1), backpack (2), bedroll (5), belt pouch (.5), canteen (1), mess kit (1), sack (.5), spell component pouch (2), pearl of power (1st level), cloak of resistance +1

Gold 30 gp, 2 sp
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APPEARANCE
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Height 5’8”
Weight 145 lbs.
Eye Color Blue
Hair Color Golden Blonde
Region of Origin Zulern/Verbobonc
Parents Regions of Origin Zulern, Wild Coast
Deity Pelor

Appearance
Tall, fit, strong, engaging, and decisive, the blonde-haired Bataleigha is every bit what most might expect a priestess of Pelor to look and act like. She now wears a magical chain shirt, a sturdy metal helm, an enchanted reliquary buckler on her left forearm, and wields a shiny heavy mace.
Personality
Bataleigha’s business-like most of the time and has no time for being flirtatious. She’s kindly to children and the elderly, but is stern with most adults…violently so if they’re engaged in criminal activity or bullying those weaker than themselves. She has an unfathomable dislike for pirates.
Backstory
Bataleigha’s the youngest child of Morthkar and Zara Silvercrest (a gifted archer) who lived her whole life in the town of Zulern, learning her faith and combat basics from her father. When Morthkar and some allies routed a band of brigands operating out of the wilds near town, Zulern became a more peaceful place, so much so that Bataleigha decided to set out on her own into the world to find and battle evil in Pelor’s holy name. She joined a caravan travelling through the Gnarley Forest, helping to beat back a couple of goblinoid attacks before arriving in Verbobonc.

The high priest at the temple of Pelor in Verbobonc sent her to the sleepy village of Hommlet on her first official mission to investigate vague rumors of evils in the hamlet’s surrounding countryside. Although she’s trained mainly to combat the undead, Bataleigha agreed to accompany the small party of a man called Elmo as a healer as the group hunted some rogue ogres raiding the edge of the Kron Hills. Although she saw little battle, Bataleigha learned some tricks of the trade from the ranger in how to battle ogres and giants. Elmo suggested the Welcome Wench as a safe place to stay while in Hommlet.

Giantslayer: While even a lone hill giant or ogre is too much for a novice adventurer, sometimes village militias organize with the goal of hunting down and eliminating a marauding giant that plagues a local region. From such a hunting party you learned a few tricks for tracking and fighting giants. You gain a +1 trait bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against giants, and a +1 trait bonus on weapon attack and damage rolls against them. You may make Knowledge skill checks untrained when attempting to identify giants.
Local Contact: In one of your giant-hunting forays you worked with Elmo, a skilled ranger who taught you a few of his tricks. Elmo is a resident of Hommlet, but while in town he generally pretends to be a simple man-at-arms and drunkard, primarily so that people won’t bother him.
Special: If you have a favored enemy bonus against giants, this bonus stacks with it. By itself this trait does not qualify as a favored enemy bonus for the purposes of meeting prerequisites for feats, prestige classes, and other abilities.

Radiant Servant (Pelor): You are a warden against the undead and a chosen guardian of the Oeridian god of the sun, Pelor. You gain a +1 trait bonus to the save DC to resist your Channel Energy abilities, if you have any. You additionally gain a +2 trait bonus to all saving throws against negative energy attacks, spells, powers, and abilities.

Glory Domain
Granted Powers: You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.

Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.

Divine Presence (Su): At 8th level, you can emit a 30-foot aura of divine presence for a number of rounds per day equal to your cleric level. All allies within this aura are treated as if under the effects of a sanctuary spell with a DC equal to 10 + 1/2 your cleric level + your Wisdom modifier. These rounds do not need to be consecutive. Activating this ability is a standard action. If an ally leaves the area or makes an attack, the effect ends for that ally. If you make an attack, the effect ends for you and your allies.

Domain Spells: 1st—shield of faith, 2nd—bless weapon, 3rd—searing light, 4th—holy smite, 5th—righteous might, 6th— undeath to death, 7th—holy sword, 8th—holy aura, 9th—gate.

Sun Domain
Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.

Sun’s Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.

Nimbus of Light (Su): At 8th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal to your cleric level. This acts as a daylight spell. In addition, undead within this radius take an amount of damage equal to your cleric level each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive.

Domain Spells: 1st—endure elements, 2nd—heat metal, 3rd—searing light, 4th—fire shield, 5th—flame strike, 6th—fire seeds, 7th—sunbeam, 8th—sunburst, 9th—prismatic sphere.

PELOR DOMAINS
Community, Glory, Good, Healing, Strength, Sun