Full Name |
Myrris R'Harr |
Race |
Catfolk |
Classes/Levels |
Cleric 1 |
Gender |
Female |
Size |
Medium |
Age |
18 |
Alignment |
CN |
Deity |
Calistria |
Languages |
Common, Catfolk |
Strength |
12 |
Dexterity |
14 |
Constitution |
10 |
Intelligence |
12 |
Wisdom |
16 |
Charisma |
12 |
About Myrris R'Harr
Cleric 1
Callistria
Domains: Deception and Luck
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Background
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Myrris is considered extremely lucky, even amongst her gifted kin. Good fortune has always heralded her arrival, and misfortune visited those that stood in her way.
Myrris' good luck has made her quite cheerful, and she spreads good humor wherever she goes. She is very curious, even by Catfolk standards. And reckless, as she always seems to land on her feet. She also enjoys the companionship of peoples of many genders and races. Everything and everyone is a pleasurable adventure to her.
Always in motion, Myrris has little patience with anyone who she perceives as slothful-- or unlucky. She thinks of her own good fortune as earned thru merit, and she can't understand anyone who feels their life has been difficult. She believes misfortune must come from some flaw in their character. She is willing to help those that she perceives as boldly persuing grand adventure with her, but the poor and the tired-- bah!
One day a vision visited Myrris in one of her rare moments of introspection. In this vision Calistria appeared to her (or Bast as she is known amongst the Catfolk) Calistria informed Myrris that she belonged to Her, and would give thanks for her good luck by training as a priestess in Her service. This actually suited Myrris just fine-- More powers? More luck? I'm in!
She trained and she travelled and she practiced with her beloved whip. Until the call came; Calistria wished her to travel directly to Sothis. One of Calistria's former lovers and rivals- (Nyarlathotep?)- was en route to uncover an ancient treasure, and Callistria wanted to thwart his plans. She directed Myrris to aid a band of adventurers to uncover the treasure first!
Init +4;
Senses
low-light vision;
Perception +5
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
HP 8 (6d8+6)
CMD 13
Fort +2,
Ref +2,
Will +5
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Offense
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Offense
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Speed 30 ft.
Melee
Masterwork Scorpion whip +3 (1d4+1/x2)
Base Atk +0;
CMB +1;
Spell-Like Abilities
Bit of Luck (6/day)
Cleric Spells Prepared
1 (2/day)(CL 1)(DC 14):
Bless,
Command
True Strike
0 (at will)(DC 13)
Light,
Cure Minor Wounds,
Guidance
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Statistics
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Feats
Black Cat (1/day),
Weapon Finesse,
Traits
Prehensile Whip,
Reactionary
Skills
Heal +7,
Knowledge (planes) +5,
Knowledge (religion) +5,
Perception +5,
Sense Motive +7,
Stealth +4,
Survival +5
SQ
aura,
cat's luck (1/day),
cleric channel positive energy 3d6 (4/day) (dc 11),
domains (deception, luck),
hero points,
spontaneous casting,
sprinter,
sudden shift (6/day),
variant channeling (luck variant channeling [±1 sacred])
Other Gear
Masterwork Scorpion whip,
You have no money!
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Special Abilities
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Black Cat (1/day) Once per day, make enemy reroll an attack vs you with a -4 penalty.
Cat's Luck (1/day) (Ex) Can roll 2d20 for a Reflex save and take better result.
Cleric Channel Positive Energy 1d6 (4/day) (DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Deception) Associated Domain: Trickery
Bluff, Disguise, and Stealth are class skills.
Cleric Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Luck Variant Channeling (±1 Sacred) Bonus to one roll/penalty on all rolls
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Sprinter (Ex) +10 ft to speed when charge, run, or withdraw.
Sudden Shift (6/day) (Su) As an immediate action after being missed by a melee attack, teleport up to 10' away, within the reach of the attacker.