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.
Cleric 2/Rogue (Swashbuckler) 1
Favored Class: Cleric
Speed 40 ft. (50 ft. with Longstrider 3 hours/day)
Experience: 8 XP
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
CMB: -1 (+1-1-1)
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
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.
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
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.
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.