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Cressida

Kaylee Veridian's page

151 posts. Alias of Joy.


Full Name

Kaylee Veridian

Race

Human

Classes/Levels

Cleric / 1 - - (Perception +3, Initiative +2, AC: 17/12/15, HP: 7/8, Saves - W:+5, R:+2,F:+2)

Gender

Female

Size

medium

Age

21

Alignment

Neutral

Deity

Gozreh

Languages

Common, Polyglot, Orc

Strength 14
Dexterity 14
Constitution 10
Intelligence 14
Wisdom 16
Charisma 10

About Kaylee Veridian

Combat:

Intit: +2
HP: 8/8
AC: 17
Touch: 12
Flatfooted: 15

CMB: +2
CMD: +14

BAB: +0
Melee: +2
Ranged: +2

Saving Throws
Will: +5
Reflex: +2
Fortitude: +2

Weapons
Heavy Mace / attack: +2 / damage: 1d8+2 / crit: ×2 / type: B
Light Crossbow / attack: +2 / damage: damage / crit: 19–20/×2 / type: P
Daggers / attack: +2 / damage: 1d4+2 / crit: 19–20/×2 / type: P or S
Trident / attack: +2 / damage: 1d8+2 / crit: ×2 / type: P

Weapons

Skills:

Profession Sailor +6 [1rank+3inclass+3wis]
Knowledge Nature +7 [1rank+3inclass+2int+1trait]
Knowledge Religion +6 [1rank+3inclass+2int]
Knowledge Geography +10 [1rank+3inclass+2int+1trait+3feat]
Spellcraft +6 [1rank+3inclass+2int]
Survival +7 [1rank+3inclass+3wis]

-4 Armor check penalty when wearing Scale Mail

Traits and Feats:

Trait
Jenivere Crew:
This trip to Eleder is just one of many in
a long career as a sailor aboard the Jenivere and other cargo
vessels. Whether you joined the crew with the hope of one
day captaining your own ship, as the means of paying your
way to a foreign port with sweat and blood, or as a slave
or indentured servant, you now call the ship home. Pick
one of the following skills: Acrobatics, Climb, Knowledge
(nature), ***Knowledge (geography)***, Swim, or Survival. You
gain a +1 trait bonus on that skill, and that skill is always
treated as a class skill for you.
Characters with this trait have likely been on the Jenivere
since it departed Magnimar.

Child of Nature:
You have been blessed to be as comfortable in the wilderness as you are at home. You gain a +2 trait bonus on Survival checks to find food and water, and a +1 trait bonus on ***Knowledge (nature)*** checks. One of these skills (your choice) is always a class skill for you.

Poverty-Stricken:
Your childhood was tough, and your parents had to make every copper piece count. Hunger was your constant companion, and you often had to live off the land or sleep in the wild. You gain a +1 bonus on Survival checks, and Survival is always a class skill for you.

Feats
Skill Focus (Bonus Non-Combat Feat) - +3 bonus on one skill (+6 at 10 ranks)
Selective Channeling - Choose whom to affect with channel energy
Eschew Materials - Cast spells without material components

Spells and Domains:

Spells Prepared for the Day

Orisons
Create Water: Creates 2 gallons/level of pure water.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.

1st Level
Summon Monster I: Summons extraplanar creature to fight for you.
Bless: Allies gain +1 on attack rolls and saves against fear.

1st Level Domain Spell Prepared
Entangle: Plants entangle everyone in 40-ft. radius.

Domains

Plant Domain

Granted Powers: You find solace in the green, can grow defensive thorns, and can communicate with plants.

Wooden Fist (Su): As a free action, your hands can become as hard as wood, covered in tiny thorns. While you have wooden fists, your unarmed strikes do not provoke attacks of opportunity, deal lethal damage, and gain a bonus on damage rolls equal to 1/2 your cleric level (minimum +1). You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier. These rounds do not need to be consecutive.

Bramble Armor (Su): At 6th level, you can cause a host of wooden thorns to burst from your skin as a free action. While bramble armor is in effect, any foe striking you with an unarmed strike or a melee weapon without reach takes 1d6 points of piercing damage + 1 point per two cleric levels you possess. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Domain Spells: 1st—entangle, 2nd—barkskin, 3rd—plant growth, 4th—command plants, 5th—wall of thorns, 6th—repel wood, 7th—animate plants, 8th—control plants, 9th—shambler.

Water Domain

Granted Powers: You can manipulate water and mist and ice, conjure creatures of water, and resist cold.

Icicle (Sp): As a standard action, you can fire an icicle from your finger, targeting any foe within 30 feet as a ranged touch attack. The icicle deals 1d6 points of cold damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Cold Resistance (Ex): At 6th level, you gain resist cold 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to cold.

Domain Spells: 1st—obscuring mist, 2nd—fog cloud, 3rd—water breathing, 4th—control water, 5th—ice storm, 6th—cone of cold, 7th—elemental body IV (water only), 8th—horrid wilting, 9th—elemental swarm (water spell only).

Background and Appearance:

Background
Originally from a small port town in Nidal, Kaylee shared her father's aquatic wanderlust and her mother's faith in Gozreh. First starting out as a cabingirl when she was 13 years of age, Kaylee hasn't set foot back on land for more than a few days at a time. She finds peace in seeming vastness of the open ocean.

Over her several years spent at sea, Kaylee has developed an interest in navigation and during her most recent hiring aboard the Jenivere she has managed to get herself apprenticed to the master navigator aboard ship.

Appearance
Height: 5'3"
Weight: 108 lbs
Hair: Shoulder length and auburn in color
Eyes: Pale green

Gear and Wealth:

Wealth
starting wealth - 150

0 gp / 4 sp / 8 cp

Weapons
Dagger x2 / 4 gp / 2 lbs
Trident / 15 gp / 4 lbs
Light Crossbow / 35 gp / 4 lbs
Crossbow Bolts (20) / 2 gp 2 lbs
Heavy Mace / 12 gp / 8 lbs

Armor
Scale Mail / 50 gp / 30 lbs

Gear
Backpack / 2 gp / 2 lbs
Bedroll / 1 sp / 5 lbs
Blanket / 2 sp / 1 lb
Travelers Outfit / 1 gp / 5 lbs
Tindertwig / 1 gp
Waterskin / 1 gp / 4 lbs
Trail Rations (4days) / 2 gp / 4lbs
Holy Symbol Gozreh (bone and shell) / 1 gp
Compass / 10 gp
String/twine (50ft) x2/ 2 cp
Fishhook x2 / 2 sp
Fishing Net / 4 gp
Silk Rope / 10 gp

Total Weight: 77.5 (medium load)
Carrying Capacity:
000-058lbs light
059-116lbs medium
117-175lbs heavy


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