Satinder Morne

Lucem's page

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Full Name

Lucem Hedran

Race

Half-Elf

Classes/Levels

Cleric/2

Gender

Female

Size

6'1"

Age

24

Special Abilities

Low light vision, Elven immunities (Immune to sleep effects, +2 bonus save vs emchantments), Elf Blood, Channel Positive Energy, Combat casting, Magical knack, Rebuke death, Spontaneous casting, Sun's blessing.

Alignment

NG

Deity

Sarenrae

Strength 14
Dexterity 14
Constitution 14
Intelligence 13
Wisdom 18
Charisma 15

About Lucem

Attack
Base +1
Melee +3
Range +3

Defencse
AC 14
HP 18

CM Bonus +3
CMD 15

Saves
Fort +6
Reflex +2
Will +7

Movement
Speed 30'
Initiative +2

Weapons
Scimitar +2 (1d6+2)
Light crossbow +2 (1d8)

Skills:

Acrobatics +2
Appraise +1
Buff +2
Climb +2
Diplomacy +2
Disguise +2
Escape Artist +2
Fly +2
Heal +8
Intimidate +2
Knowledge Religion +6
Perception +6
Ride +2
Sense Motive +8
Spell craft +8
Stealth +2
Survival +4
Swim +2
Use magic device +4

Spells

Spells per day
4/*x0, 2+1x1
level 0

Detect Magic:

School: Divination
Components: V, S
Casting Time : 1 action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 min./level (D)
Save: None
Resistance: No
You detect magical auras. The amount of information revealed
depends on how long you study a particular area or subject.

Read Magic:

School: Divination
Components: V, S, F (a clear crystal or mineral prism)
Casting Time : 1 action
Range: Personal
Target: You
Duration: 10 min./level
Save: DC 14

Stabilize:

School: Conjuration (Healing)
Components: V, S
Casting Time : 1 action
Range: Close (25 + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Save: DC 14 Will negates (harmless)
Resistance: Yes (harmless)

Level 1

Cause Fear:

School: Necromancy [Fear, Mind-Affecting]
Components: V, S
Casting Time : 1 action
Range: Close (25 + 5 ft./2 levels)
Target: One living creature with 5 or fewer HD
Duration: 1d4 rounds or 1 round; see text
Save: DC 15 Will partial
Resistance: Yes
The affected creature becomes frightened. If the subject succeeds
on a Will save, it is shaken for 1 round. Creatures with 6 or more HD
are immune to this effect. Cause fear counters and dispels remove
fear.

Cure Light Wounds:

School: Conjuration (Healing)
Components: V, S
Casting Time : 1 action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Save: DC 15 Will half (harmless); see text
Resistance: Yes (harmless); see text
When laying your hand upon a living creature, you channel positive
energy that cures 1d8 points of damage + 1 point per caster level
(maximum +5). Since undead are powered by negative energy, this
spell deals damage to them instead of curing their wounds. An undead
creature can apply spell resistance, and can attempt a Will save to
take half damage.

Shield of Faith:

School: Abjuration
Components: V, S, M (parchment with a holy text written on it)
Casting Time : 1 action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Save: DC 15 Will negates (harmless)
Resistance: Yes (harmless)
This spell creates a shimmering, magical field around the target that
averts and deflects attacks. The spell grants the subject a +2
deflection bonus to AC, with an additional +1 to the bonus for every
six levels you have (maximum +5 deflection bonus at 18th level).

Hide from Unded:

School abjuration; Level cleric 1
Casting Time 1 standard action
Components V, S, DF
Range touch
Targets one touched creature/level
Duration 10 min./level (D)
Saving Throw Will negates (harmless); see text; Spell Resistance yes
Undead cannot see, hear, or smell creatures warded by this spell. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Nonintelligent undead creatures (such as skeletons or zombies) are automatically affected and act as though the warded creatures are not there. An intelligent undead creature gets a single Will saving throw. If it fails, the subject can't see any of the warded creatures. If it has reason to believe unseen opponents are present, however, it can attempt to find or strike them. If a warded creature attempts to channel positive energy, turn or command undead, touches an undead creature, or attacks any creature (even with a spell), the spell ends for all recipients.