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Priscilla Daystar's page

210 posts. Pathfinder Society character for Wix Leborgne.

Full Name

Priscilla Daystar




Cleric 2/Rogue 1 HP 18/18 | AC: 20 /T: 14 /FF: 17 | Perc. +10 | F: +4 / R: +6 /W: +7 | CMB -1 | CMD +12 | Speed 40(50) | Init. +3




2 ft. 10 in.










Common, Halfling



Strength 8
Dexterity 16
Constitution 10
Intelligence 13
Wisdom 16
Charisma 14

About Priscilla Daystar

Priscilla is everything Halfling, she is optimistic and cheerful by nature and most of all struck by a powerful wanderlust, so much in fact some would call it god driven.


Priscilla likes pretty things. She clothes herself in an eclectic mix of things she finds in her travels. And she keeps her brand new breastplate shiny.


Drawn to Absalom’s reputation of being a city of good fortune, opportunity, and wealth, the Daystar family established itself among the many Halflings of Eastgate working as artisans, laborers, and merchants in the commercial districts. Young Pricilla was a wild runner dashing through the streets of Absolom to watch the latest ship arrival, dress store opening, or travelling jugglers. Despite the excitement of Absalom, young Pricilla could barely wait for her coming of age, to explore the world. On her coming of age, she joined the Lodge.


Level 3
Cleric 2/Rogue (Swashbuckler) 1
Favored Class: Cleric
Initiative +3
Perception +10
Speed 40 ft. (50 ft. with Longstrider 3 hours/day)
HP: 18
Experience: 8 XP
Prestige: 16


AC 20
Touch 17, Flat-footed 14
(+6 Armour, +0 Shield, +3 Dex, +1 Size)
Armour: Mithril Breastplate (Agile) AC: 6 Dex Max: 5 ASF: 15% ACP: -1 S Type: Mithril
hp 18 (3d8)

Fortitude: +4 (3+0+0+1 rac)
Reflex: +6 (0+2+3+1 rac)
Will: +7 (3+0+3+1 rac)
+2 racial bonus on all saving throws against fear

Combat Maneuver Defense (CMD): 12 (10+1-1+3-1)


Scimitar +6 (1d4+3) 18–20/×2
Sling +6 (1d3-1) x2 50 ft. B
Starknife: +4 (1d3-1) x3 20 ft. P
BAB: +1
CMB: -1 (+1-1-1)

Class Features:

Weapon and Armor Proficiency: all simple weapons, light armor, medium armor, and shields (except tower shields).
Race: sling, Deity: star knife
Aura (Ex): good
Martial Training (Ex): Scimitar
Sneak Attack: 1d6


X Create Water: Creates 2 gallons/level of pure water.
Detect Magic
X Guidance: +1 on one attack roll, saving throw, or skill check.
X Mending: Makes minor repairs on an object.
Read Magic
X Stabilize: Cause a dying creature to stabilize.

1st Level Spells (3+1)
D-True Strike: +20 on your next attack roll.
x D-Longstrider: Your base speed increases by 10 ft.
Command: One subject obeys a command for 1 round.
x Comprehend Languages: You understand all spoken and written languages.
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Endure Elements: Exist comfortably in hot or cold regions.
x Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
Obscuring Mist: Fog surrounds you.
*Protection from Evil:+2 to AC and saves, plus additional protection against selected alignment.
x Sanctuary: Opponents can't attack you, and you can't attack.
Shield of Faith
*Summon Monster 1
Ant Haul
*Murderous Command: Target is compelled to kill its ally.
Moment of Greatness: Doubles a morale bonus. (if bard, cavalier or barbarian)

Spell-Like Abilities:
Bit of Luck (Sp): (6/day)

Supernatural Abilities:
Channel Energy (6/day)(1d6)
Agile Feet: (6/day)

Spontaneous Casting: good

Future Spells:

Traits and Feats:

[url=]Weapon Finesse (Level 1)

Dervish Dance (Level 3)

Magical Knack: You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t increase your caster level higher than your current Hit Dice.

Helpful (Halfling)
Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2.


total ranks 17, *-1
Acrobatics (r) (Dex*): +7 (+0 rac) x
Appraise (c,r) (Int): +1
Bluff (r) (Cha): +2
Climb (r) (Str*): +3 (+0 rac) x
Craft (c,r) (Int): +0
Diplomacy (c,r) (Cha): +6 x
Disable Device (r) (Dex*): + 7 x
Disguise (r) (Cha): +2
Escape Artist (r) (Dex*): +7 x
Fly (Dex*): +3
Handle Animal (Cha): NA
Heal (c) (Wis): +7 x
Intimidate (r) (Cha): +2
Knowledge (arcana) (c) (Int): NA
Knowledge (dungeoneering) (r) (Int): NA
Knowledge (engineering) (Int): NA
Knowledge (geography) (Int): NA
Knowledge (history) (c) (Int): NA
Knowledge (local) (r) (Int): NA
Knowledge (nature) (Int): NA
Knowledge (nobility) (c) (Int): NA
Knowledge (planes) (c) (Int): +5 x
Knowledge (religion) (c) (Int): NA
Linguistics (c) (Int): NA
Perception (r) (Wis): +10 (+2 rac) xx
Perform (Cha)(Dance): +4 xx
Profession (merchant) (c,r) (Wis): +7 x
Ride (Dex*): +3
Sense Motive (c,r) (Wis): +7 x
Sleight of Hand (r)(Dex): +7 x
Spellcraft (c) (Int): NA
Stealth (r) (Dex): +11 (+4 size) x
Survival (Wis): +3
Swim (r) (Str*): +3 x
Use Magic Device (r) (Cha): + 6 x


Adventurer Vestment
Mitral Agile Breastplate |10|4400
Sling |0|0
Masterwork Scimitar |2|315
10 bullets |2.5|0.1
Starknife |1.5|24
Silver Holy Symbol |0.5|25
Spell Component Pouch |1|5
Sleeves of Many Garments|0.5|200
Total: 18 lbs.

Backpack |1|2
Bedroll |2.5|0.1
10 Rations |5|5
Flint and Steel |0|1
10 Pieces of Chalk |0|0.1
Common lamp |1|0.1
Oil (1-pint) |1|0.1
A Mess kit |0.5|0.2
Tea Pot |0.5|0.1
10 bullets |2.5|0.1
Total: 14 lbs.

Total Load with Pack 32 lbs.
Total Equipment Value: 753 GP
Light Load 33 lbs.
Medium 66 lbs.
Heavy 100 lbs.

Wealth Calculation:

Start 150
#15328-1 +552
#15328-2 +524
#19525-1 +544
#34093-2 +573
#34094 +1,302
#35891 +553
Lost from sales: 5 (Leather Armor, Masterwork Studded Leather)
Total: +4,193
Spent: +753
Balance: 3440


Luck Domain

Granted Powers:

Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Good Fortune (Ex): At 6th level, you can reroll any one roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it’s worse than the original roll. You can use this ability once per day at 6th level, and one additional time per day for every six cleric levels beyond 6th.

Domain Spells: 1st—true strike, 2nd—aid, 3rd— protection from energy, 4th—freedom of movement, 5th—break enchantment, 6th—mislead, 7th—spell turning, 8th—moment of prescience, 9th—miracle.

Travel Domain

Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.

Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.

Domain Spells: 1st—longstrider, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th—teleport, 6th—find the path, 7th—greater teleport, 8th—phase door, 9th—astral projection.

Halfling Racial Traits:

+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.

Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.

Fleet of Foot: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet.

Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.

Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.

Keen Senses: Halflings receive a +2 racial bonus on Perception checks.

Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.

Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.

Progression Plan:


Mithral Agile Breast Plate +1(4400,1000)
Keen +1 Scimitar: 8315 (2000,6000)
Expected GP
Level 04: 7000 gp
Level 05: 11650 gp
Level 06: 18400 gp
Level 07: 27300 gp
Level 08: 39450 gp
Level 09: 54444 gp

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