Vailea

Lorelei's page

797 posts. Alias of Joy.


Full Name

Lorelei

Race

Undine

Classes/Levels

Cleric / 4 || Init: +1 / HP: 23/23 // AC: 14 / FF: 13 / Touch:11 / Saves: F: +4, R: +2, W: +8

Gender

Female

Size

Medium

Age

23

Alignment

Neutral

Deity

Gozreh

Languages

Common, Aquan, Azlanti

Strength 10
Dexterity 12
Constitution 10
Intelligence 14
Wisdom 19
Charisma 12

About Lorelei

Combat:

HP: 23/23
AC: 14
Flat-Footed: 13
Touch: 11

Init: +1
BAB: +3
Ranged: +4
Melee: +3

CMB: +3
CMD: +14

Saving Throws

Fortitude: +4
Reflex: +2
Will: +8

Skills:

Knowledge Religion +8 [4rank+3inclass+1int]
Knowledge History +5 [1rank+3inclass+1int]
Knowledge Nature +5 [1rank+3inclass+1int]
Knowledge Planes +5 [1rank+3inclass+1int]
Survival +8 [1rank+3inclass+4wis]
Sense Motive +11 [4rank+3inclass+4wis]
Spellcraft +8 [4rank+3inclass+1int]
Diplomacy +8 [4rank+3inclass+1cha]

Traits and Feats:

Feat

Selective Channel
Extra Channel

Traits

- Set Mind:
Every time that you’ve said you’d do something, you’ve made sure to follow through. You can’t remember a time when you weren’t this way. People have a hard time making you change your mind once you’ve set yourself on a certain path. You might be exceptionally stubborn or you may just have a particular determination. Either way, you’re going to keep doing what you set your mind to. The Bountiful Venture Company recognized this useful trait of yours and selected you for the second wave of colonists because of your great resolve and unswerving dedication to what you set your mind upon. Once per day when you fail a saving throw against a charm or compulsion effect that would cause you to act differently than you normally would, you can immediately reroll that saving throw as a free action. You must take the second result, even if it’s worse.

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Child of Nature

You gain a +2 trait bonus on Survival checks, and Survival is a class skill for you.

Spells and Domains:

Domains

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).

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Animal Domain

Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.

Speak with Animals (Sp): You can speak with animals, as per the spell, for a number of rounds per day equal to 3 + your cleric level.

Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions).

Domain Spells: 1st—calm animals, 2nd—hold animal, 3rd—dominate animal, 4th—summon nature’s ally IV (animals only), 5th—beast shape III (animals only), 6th—antilife shell, 7th—animal shapes, 8th—summon nature’s ally VIII (animals only), 9th—shapechange.

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Spells Prepared for the day

Orisons

Create Water
Mending
Detect Magic
Read Magic

1st Level

Ant Haul
Bless
Command

* Calm Animals

2nd Level
Sound Burst
Shatter
Burst of Radiance

* Hold Animal

3rd Level

Appearance and Background:

Height: 5'2"
Weight: 104 lbs
Skin: Light greenish tinged
Hair: Dark green, almost black in dim light, wavy to her waist
Clothing: Black, knee high leather boots, black cotton trousers, deep green loose blouse, black corset with green and blue embroidery, deep blue scarf.

Lorelei and her twin brother Lorne both applied with the Bountiful Venture Company with the hopes of winning spots on the Peregrin and being among the first to explore lost Azlanti. They had both been trained by their father, a scholar employed by the Company, in the fields of History and the Arcane with legends of lost Azlanti being a favored topic amongst all three of them.

Lorelei lost out on a first round slot, though her brother Lorne managed to secure himself a spot. She was glad to at least be selected for the second wave, though she was sure that her brother would be teasing her for some time to come over being chosen before her.

Wealth and Gear:

starting gold: 105

14 gp / 4 sp

Weapons

Dagger 2 gp 1d4 19–20/×2 10 ft. 1 lb. P or S
Morningstar / 8 gp / 1d8 / ×2 / weight 6 lbs. / type B and P
Crossbow, light 35 gp 1d6 1d8 19–20/×2 80 ft. 4 lbs. P —
Bolts, crossbow (10) 1 gp 1 lb. —
Shortspear x2 1 gp 1d6 x2 20 ft. 3 lbs. P

Armor

Studded leather / 25 gp / ac +3 / check –1 / speed30 ft / weight 20 lbs.

Gear

Holy Symbol of Gozreh (wooden) 1 gp
Backpack (empty) 2 gp 2 lbs.
Blanket, winter 5 sp 3 lbs.
Bedroll 1 sp 5 lbs
Grappling hook 1 gp 4 lbs
Rope, silk (50 ft.) 10 gp 5 lbs.
Traveler's outfit 1 gp 5 lbs
Waterskin 1 gp 4 lbs.
Tindertwig 1 gp

Racial Traits:

Standard Racial Traits

Ability Score Racial Traits: Undines are both perceptive and agile, but tend to adapt rather than match force with force. They gain +2 Dexterity, +2 Wisdom, and –2 Strength.
Type: Undines are outsiders with the native subtype.
Size: Undines are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Undines have a base speed of 30 feet on land. They also have a swim speed of 30 feet, can move in water without making Swim checks, and always treat Swim as a class skill.
Languages: Undines begin play speaking Common and Aquan. Undines with high Intelligence scores can choose from the following: Auran, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

Energy Resistance: Undines have cold resistance 5.

Magical Racial Traits

Spell-Like Ability (Sp): Undines can use hydraulic push 1/day (caster level equals the undine’s level).

Amphibious: Some undines are born with a permanent bond to water. Undines with this racial trait gain the aquatic subtype and amphibious special quality. This racial trait replaces the spell-like ability racial trait.

Water Affinity: undine sorcerers with the elemental (water) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. undine clerics with the Water domain cast their Water domain powers and spells at +1 caster level.

Senses Racial Traits

Darkvision: Undines can see perfectly in the dark up to 60 feet.