About Lady Rosalyn Aanya_LuminussLevel(s)/Tier Cleric L3 | HP: 20/20 | AC: 16 / T: 13 / FF: 13 / [DR5/— [Cold/Acid/Electricity] [DR1/—Fire], SR: -, Resist: Immune: Sleep | Fort: +4, Ref: +4, Will: +6 | M. Atk: +4, R. Atk: +5, M. Touch: +5, R. Touch: +5 | CMB: +4, CMD: 16 | Init: +2, Perception: +10 [Dark Vision 60'] Channel Energy (Su) 2d6 [4/5] Day r30'
*+2 trait bonus on all saving throws against charm and compulsion effects.
Statistics:
N Medium Outsider (Native) Init +3; Senses Perception +10 Dark Vision 60' ------------------------------ DEFENSE ------------------------------ AC 16, touch 13, flat-footed 14 (+3 armor, +3 dex, +0 shield) HP 20/20 [1d8+1+5+3+3] Fort +4, Ref +4, Will +6 ------------------------------ OFFENSE BAB+2 ------------------------------ Speed 40 ft. Melee MBAB+4 Unarmed strike TH+5 [DMG1d3+2] x2 B+L Cold Iron Spear TH+5 [DMG1d8+2] 19/20x3 [brace] Cold Iron Dagger TH+5 [DMG1d4+2] x2 Ranged RBAB+5
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Base Atk +2; CMB +4; CMD 16
2:Flame-Touched [Magic]
3:Rich Parents [Social] [From Feat]
4: Arcane Dabbler [Regional][From Feat]
5: Pyromancer [(Aasimar)][From Drawback]
Drawbacks
Feats
2: Weapon Finesse
-:Improved unarmed Strike [Faith] Skills (12 points; 2 class, 2 INT)
+8 Acrobatics(+3dex, +2rank +3Class)^<
Concentration +6 (3CL+3WIS) ※ background skills < = Classfeat other Skill *ACP applies to these skills Non-Standard Skill Bonuses
Languages: Common + Celestial Occupation: Combat Healer Special Abilities:
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*+2 trait bonus on all saving throws against charm and compulsion effects.
Resistance: DR5/— [Cold/Acid/Electricity]
Spells:
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Level 1 2+1+1 DC14
Level 2 1+1+1/day DC15
Gear/Possessions:
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Armor
Weapon
Silkweave Spell component pouch 10gp 1/4lb
Silkweave Belt Pouch 1 2gp 1/4lb
Silkweave Belt Pouch 2 2gp 1/4lb
Carrying Capacity
Starting coin: [1040gp] 140gp+900gp[trait] Background:
10 mins Background
0:Noble - Lady Rosalyn Aanya_Luminuss is a noble of the Underwater city of Soliana.
Step 2: List two goals for the character that you, as a player, think would be cool to see accomplished in-game. 1:To fine a way to resurrect her dead brother. This is a core driving force behind her actions. Her own happiness can second to this need. That at times can bring her into conflict with her own need to help others and protect them. 2:To gain the honor of becoming a high priestess of Soriel-That which is Many. With the respected and power to help others. Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.
Step 4: Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile.
Step 5: Describe three memories that your character has.
1: fear
Appearance and Personality:
IMAGE HERE
Description:
Personality:
Race Aasimar:
Racial Traits Standard Racial Traits Ability Score Racial Traits: Aasimars are insightful, confident, and personable. They gain +2 Wisdom and +2 Charisma. Type: Aasimars are outsiders with the native subtype. Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size. Base Speed: Aasimars have a base speed of 30 feet. Languages
Defense Racial Traits Celestial Resistance
Feat and Skill Racial Traits
Magical Racial Traits Spell-Like Ability (Sp):
Darkvision
Aasimar Cleric Add +1/2 to damage when using positive energy against undead or using Alignment Channel to damage evil outsiders. Class Cleric L3:
BAB+2 Saves +3/+1/+3 Special Aura, channel energy 2d6 D Positive, domains x2, orisons, spontaneous casting Hit Die: d8 Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less. Class Skills
Weapon and Armor Proficiency
Aura (Ex)
Channel Energy (Su) 2d6 [4/5]day
A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting). Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability. - Domains - Domain: Travel
Agile Feet (Su) 6/day
Domain Fire Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn. Fire Bolt (Sp): 6/day DMG1d6+1 30'r
Domain Spells: 1st—burning hands, 2nd—produce flame,
NOTES:
Strength [14][+2][14]
Saves:
Hope is being able to see light despite the darkness
Favored Weapon: Unarmed Strike
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