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Priscilla Daystar's page

208 posts. Pathfinder Society character for Wix Leborgne.


Full Name

Priscilla Daystar

Race

(HP [8/8] AC 16 Touch 13 Flat 13 F +3 R +4 W +6 INIT+3 Perc +5) Halfling

Classes/Levels

Cleric 1

Gender

Female

Size

3 ft.

Age

29

Alignment

NG

Deity

Desna

Location

Absalom

Languages

Common, Halfling

Occupation

Merchant

Strength 10
Dexterity 16
Constitution 10
Intelligence 10
Wisdom 16
Charisma 15

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.

Appearance:

Priscilla likes pretty things. She clothes herself in an eclectic mix of things she finds in her travels; she may want an extra bag of holding for clothes one day.

Background:

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 who trained her to heal and read maps.

Basics:

Cleric 1
Favored Class: Cleric
Initiative +3
Perception +5
Speed 30 ft.
HP: 8

Defence:

AC 16
Touch 13, Flat-footed 13
(+3 Armor, +0 Shield, +3 Dex)

hp 8 (1d8)

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

Offense:

Sling +4 (1d3) x2 50 ft. B
Starknife: +4 (1d3) x3 20 ft. P
Light Mace +4 (1d4) x2 B
BAB: +0
CMB: -1 (+0-1)
CMD: +2 (+0+3-1)

Class Features:

Weapon and Armor Proficiency: all simple weapons, light armor, medium armor, and shields (except tower shields).
Race: sling, Deity: starknife
Aura (Ex): good

Spells:

Prepared Orisons
Detect Magic: Detects spells and magic items within 60 ft.
Mending: Makes minor repairs on an object.
Stabilize: Cause a dying creature to stabilize.

Prepared Level1
Domain: Expeditious Retreat
Cleric: Magic Stone, Comprehend Languages,

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

Supernatural Abilities:
Channel Energy (6)
Door Sight: (6/day)

Spontaneous Casting: good

Traits and Feats:

Feats
Weapon Finesse (Level 1)

Traits
Good Dreams (Desna): Your dreams often give you a hint of possible dangers you might face during your day—such as a fall, a blast of fire, or a poisonous snake— and this hint sometimes makes all the difference. Each time you sleep, the GM tells you of a dangerous dream you had. Once per day, if you have to make a saving throw against a threat related or similar to that dream, you can roll twice and take the more favorable result. If you do not encounter circumstances similar to the threat or situation you dreamed, this trait has no effect that day. If you have the Halfling Jinx trait, you cannot select this trait, and vice versa.

Proper Training: Your time at the Grand Lodge of Absalom has served you well. Choose either Knowledge (geography) or Knowledge (history). You gain a +1 trait bonus on all checks for the chosen skill, and the chosen skill becomes a class skill for you.

Skills:

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

Equipment:

Total Equipment Value: 127.4
Coin: 22.6 (Base:22.6+)
Cleric Vestment (free)
Studded leather (25 gp) (3 Ar, +4Dex Max, Pen-1) 10 lbs.
Sling
20 bullets (.2)
Starknife (24 gp)
Light Mace (5 gp)
Backpack (2)
Bedroll (0.1)
Waterskin (1)
10 Rations (5)
Flint and Steel (1)
2 Parchment Sheets (0.4)
Ink (8)
Inkpen (0.1)
10 Pieces of Chalk (.1)
Courtier’s Outfit (30)
Silver Holy Symbol (25)
Common lamp (0.1)
Oil (2-pints) (0.2)
2 Empty Sacks (0.2)

Domains:

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 with Exploration Subdomain

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.

Door Sight (Su): You can lay your hand upon any surface and see what is on the other side, as if using clairvoyance. Using this power takes 1 minute, during which time you must be touching the surface you want to see through. You can keep looking for as long as 10 minutes with each use of this power, but must touch the surface and take no other action the entire time. The surface cannot be thicker than 6 inches plus 1 inch per cleric level you possess. You can use this power 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— expeditious retreat, 2nd—locate object, 3rd— fly, 4th— locate creature, 5th—teleport, 6th—find the path, 7th—greater teleport, 8th—phase door, 9th—world wave



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