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Priscilla Daystar's page

210 posts. Pathfinder Society character for Wix Leborgne.

Full Name

Priscilla Daystar




Cleric 4/Rogue 1/Evangelist 2 HP 38/38 | AC: 27 /T: 18 /FF: 20 | Perc. +14 | F: +7 / R: +10 /W: +10 | CMB +2 | CMD +19 | Speed 40(50) | Init. +4




2 ft. 10 in.










Common, Halfling, Goblin, Celestial



Strength 8
Dexterity 18
Constitution 10
Intelligence 13
Wisdom 17
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.


AC 27, Touch 17, Flat-footed 14
(+7 Armour, +2 Shield, +3 Dex, +1 Size, +3 Dodge)
Armour: Mithril Breastplate (Agile) AC: 6 Dex Max: 5 ASF: 15% ACP: -1 S Type: Mithril
hp 23 (4d8)

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

Combat Maneuver Defense (CMD): 13 (10+2-1+3-1)


Scimitar +7 (1d4+5) 15–20/×2 S (BAB: 4, Dex +3, Small: +1, Mg: +1)
Sling +7 (1d3-1) x2 50 ft. B (BAB: 2, Dex +3, Small: +1, MW: +1)
Starknife: +7 (1d3-1) x3 20 ft. P
BAB: +4
CMB: +0 (+2-1-1)

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

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

Supernatural Abilities:
Channel Energy (5/day): 3d6
Agile Feet: (6/day)

Spontaneous Casting: good


Cleric Spells Prepared (CL 7th; concentration +10)
. . 3rd—channel the gift, channel vigor, fly[D]
. . 2nd—aid[D], find traps, grace[APG], lesser restoration
. . 1st—comprehend languages, haze of dreams (DC 14), longstrider[D], magic stone, protection from evil
. . 0 (at will)—create water, guidance, mending, stabilize
. . D Domain spell; Domains Luck, Travel

Orisons (4)
x Create Water: Creates 2 gallons/level of pure water.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
x Guidance: +1 on one attack roll, saving throw, or skill check.
Light: Object shines like a torch.
x Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Spark: Ignites flammable objects.
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.

Ant Haul: Triples carrying capacity of a creature.
Command: One subject obeys a command for 1 round.
x Comprehend Languages: You understand all spoken and written languages.
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
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.
Murderous Command: Target is compelled to kill its ally.
Moment of Greatness
: Doubles a morale bonus. (if bard, cavalier or barbarian)
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: Aura grants +2 or higher deflection bonus.
Summon Monster 1

2nd Level Spells (2+1)
x D-Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
D-Locate Object: You sense the direction of a well-known or clearly visualized object.

Blinding Ray: You blast your enemies with blinding rays of sunlight.
Cure Moderate Wounds: Cures 2d8 damage + 1/level (max +10).
Endure Elements, Communal: As endure elements, but you may divide the duration among creatures touched.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Find Traps: Notice traps as a rogue does.
x Grace: Movement doesn't provoke attacks of opportunity.
Hold Person: Paralyzes one humanoid for 1 round/level.
x Pilfering Hand: You may seize an object or manipulate it from afar.
Protection from Evil, Communal: As protection from evil, but you may divide the duration among creatures touched.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
x Summon Monster II: Summons extraplanar creature to fight for you.
Monster Choices: Giant Spider, Wolf

Non-Typical Spells or Future Spells:

Level 1 Spells

Abundant Ammunition: Replaces nonmagical ammunition every round.
Air Bubble: Creates a small pocket of air around your head or an object.
Bane: Enemies take -1 on attack rolls and saves against fear.
Bless: Allies gain +1 on attack rolls and saves against fear.
Bless Water: Makes holy water.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Compel Hostility: Compels opponents to attack you instead of your allies.
Curse Water: Makes unholy water.
Dancing Lantern: Animates a lantern that follows you.
Deadeye's Lore: Gain a +4 bonus on Survival and move full speed while tracking.
Deathwatch: Reveals how near death subjects within 30 ft. are.
Decompose Corpse: Turn corpse into clean skeleton.
Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
Detect Undead: Reveals undead within 60 ft.
Diagnose Disease: Detect and identify diseases.
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks.
Endure Elements: Exist comfortably in hot or cold regions.
Entropic Shield: Ranged attacks against you have 20% miss chance.
Forbid Action: Target obeys your command to not do something.
Hide from Undead: Undead can't perceive one subject/level.
Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
Ironbeard: Causes a brushy beard of stiff iron to erupt from the face of a willing target.
Karmic Blessing: The target treats one skill of your choice as a class skill.
Know the Enemy: Gain +10 on a monster Knowledge check.
Liberating Command: Target makes an <a [url=" >Escape Artist</a> check as an immediate action and gains a bonus on it.
Magic Weapon: Weapon gains +1 bonus.
Marid's Mastery: Target gains a +1 bonus on attack and damage rolls if it and its opponent are touching water.
Mighty Fist of the Earth: You create a fist-sized rock that flies toward one enemy.
Obscuring Mist: Fog surrounds you.
Protection from Chaos: +2 to AC and saves, plus additional protection against selected alignment.
Protection from Good: +2 to AC and saves, plus additional protection against selected alignment.
Protection from Law: +2 to AC and saves, plus additional protection against selected alignment.
Ray of Sickening: Ray makes the subject sickened.
Reinforce Armaments: Temporarily mitigates the fragile quality in targeted weapon or armor.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Remove Sickness: Suppress disease, nausea, and the sickened condition.
Restore Corpse: Skeletal corpse grows flesh.
Sanctify Corpse: Prevent a corpse from becoming an undead creature.
Stone Shield: 1-inch-thick slab of stone springs up from the ground, shielding you.
Summon Minor Monster: Summon 1d3 Tiny animals.
Summon Monster I: Summons extraplanar creature to fight for you.
Sun Metal: Weapon touched bursts into flames.
Theft Ward: You ward a single object in your possession against theft.

2nd Level Spells

Aboleth's Lung: Targets are able to breathe water, freely.
Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Alchemical Tinkering: Transform one alchemical item or firearm into another alchemical item or firearm of the same or lesser cost.
Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
Animate Dead, Lesser: Create one skeleton or zombie.
Ant Haul, Communal: As ant haul, but you may divide the duration among creatures touched.
Arrow of Law: Harm and possibly daze chaotic creatures.
Augury: Learns whether an action will be good or bad.
Bear's Endurance: Subject gains +4 to Con for 1 min./level.
Bestow Weapon Proficiency: Grant a creature proficiency in a single weapon for short period of time.
Blessing of Courage and Life: +2 on saves vs. fear and death.
Blessing of Luck and Resolve: Grants target a +2 morale bonus on saving throws against fear effects.
Blood Blaze: 5-foot-radius aura that causes the blood of creatures in that area to ignite upon contact with air.
Boiling Blood: Targets take fire damage; orcs get +2 Strength.
Bull's Strength: Subject gains +4 to Str for 1 min./level.
Calm Emotions: Calms creatures, negating emotion effects.
Compassionate Ally: Target is compelled to help injured ally.
Consecrate: Fills area with positive energy, weakening undead.
Darkness: 20-ft. radius of supernatural shadow.
Death Candle: Functions like death knell, except you summon a Small fire elemental resembling the slain creature.
Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 caster level.
Delay Disease: The target becomes temporarily immune to disease.
Delay Pain: Ignore pain for 1 hour/level.
Delay Poison: Stops poison from harming target for 1 hour/level.
Desecrate<sup>M</sup>: Fills area with negative energy, making undead stronger.
Disfiguring Touch: Target becomes disfigured.
Dread Bolt: Harm and possibly sicken good creatures.
Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
Effortless Armor: Armor you wear no longer slows your speed.
Enemy's Heart: Cut out an enemy's heart and consume it, absorbing that enemy's power as your own.
Gentle Repose: Preserves one corpse.
Ghostbane Dirge: Incorporeal creature takes half damage from nonmagical weapons.
Groundswell: Allows the target to cause the ground to rise up beneath him.
Imbue with Aura: Target emulates your cleric aura.
Imbue with Elemental Might:Functions like imbue with spell ability, except you transfer the use of your elemental assault ability to the target.
Inflict Moderate Wounds: Touch attack, 2d8 damage + 1/level (max +10).
Instant Armor: Summon armor temporarily replacing your current attire.
Instrument of Agony: Weapon exudes divine fury, granting a bonus on Intimidate checks.
Life Channel: When cast on a creature with negative energy affinity, the target is able to convert channeled positive energy into temporary hit points.
Magic Siege Engine: Siege engine gains +1 on targeting and damage rolls.
Make Whole: Repairs an object.
Masterwork Transformation: Make a normal item into a masterwork one.
Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
Protection from Chaos, Communal: As protection from chaos, but you may divide the duration among creatures touched.
Protection from Good, Communal: As protection from good, but you may divide the duration among creatures touched.
Protection from Law, Communal: As protection from law, but you may divide the duration among creatures touched.
Protective Penumbra: Shadow protects the target from light.
Reinforce Armaments, Communal: As reinforce armaments, but you may divide the duration among objects touched.
Remove Paralysis: Frees creatures from paralysis or slow effect.
Returning Weapon: Grants a weapon the [url=" >returning</a></i> special weapon quality.
Sacred Space: Sanctifies an area with heavenly power.
Savage Maw: Your teeth extend and sharpen, transforming your mouth into a maw of razor-sharp fangs.
Sentry Skull: Restore the senses to the severed head of a humanoid or monstrous humanoid killed within the past 24 hours, creating a grisly sentinel.
Shard of Chaos: Harm and possibly slow lawful creatures.
Share Language: Subject understands chosen language.
Shatter: Sonic vibration damages objects or crystalline creatures.
Shield Other: You take half of subject's damage.
Silence: Negates sound in 20-ft. radius.
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Spear of Purity: Harm and possibly blind evil creatures.
Spiritual Weapon: Magic weapon attacks on its own.
Status: Monitors condition, position of allies.
Surmount Affliction: Temporarily suppress one condition.
Undetectable Alignment: Conceals alignment for 24 hours.
Weapon of Awe: Weapon gets +2 on damage rolls.
Web Shelter: Create a comfortable shelter made of webbing.
Whispering Lore/url]: You are able to gain knowledge from the land itself.
[url=]Zone of Truth
: Subjects within range cannot lie.

Level 3 Spells

Cure Serious Wounds: Cures 3d8 damage + 1/level (max +15).

Agonize: Pain encourages an outsider to obey you.
Agonizing Rebuke: You instill such apprehension about attacking you in your target that doing so causes it mental distress and pain.
Animate Dead: Creates undead skeletons and zombies.
Archon's Aura: Aura penalizes enemy attacks and AC.
Badger's Ferocity: Weapons are keen< while you concentrate.
Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Bestow Insight: Target gains a +2 insight bonus and is considered trained in one single ranked skill.
Blessing of the Mole: 1 ally/level gains darkvision and a +2 Stealth bonus.
Blindness/Deafness: Makes subject <a [url=" >blinded</a> or deafened.
Blood Biography: Learn about a creature with its blood.
Blood Scent: You greatly magnify the target's ability to smell the presence of blood.
Chain of Perdition: Creates a floating chain of force.
Contagion: Infects subject with chosen disease.
Continual Flame: Makes a permanent, heatless light.
Create Food and Water: Feeds three humans (or one horse)/level.
Daybreak Arrow: Targeted ammunition exudes radiant energy.
Daylight: 60-ft. radius of bright light.
Deadly Juggernaut: Your might increases with every kill you make.
Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
Delay Poison, Communal: As <i><a [url=" >delay poison</a></i>, but you may divide the duration among creatures touched.
Discovery Torch: Touched object emanates bright light, granting <a Perception and <a Sense Motive bonuses.
Dispel Magic: Cancels one magical spell or effect.
Elemental Speech: You can speak with elementals and some creatures.
Enter Image: Transfers your consciousness to an object bearing your likeness.
Glyph of Warding<sup>M</sup>: Inscription harms those who pass it.
Guiding Star: Know approximate distance from where you cast this spell.
Helping Hand: Ghostly hand leads subject to you.
Inflict Serious Wounds: Touch attack, 3d8 damage + 1/level (max +15).
Invisibility Purge: Dispels invisibility within 5 ft./level.
Ki Leech: Add to your <i>ki</i> pool when you critically hit.
Locate Object: Senses direction toward object (specific or type).
Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
Magic Vestment: Armor or shield gains +1 enhancement per four levels.
Meld into Stone: You and your gear merge with stone.
Nap Stack<sup>M</sup>: Subjects only need 2 hours for a night's sleep, and can sleep even longer for more benefits.
Obscure Object: Masks object against <a [url=" >scrying</a>.
Paragon Surge</b></a>: <span class="spelltext">+2 enhancement bonus to Dex and Int, and are treated as if you possess any one feat for which you meet the prerequisites.
: Allies get +1 bonus on most rolls, enemies &ndash;1 penalty.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Raging Rubble</b></a>: <span class="spelltext">You animate an area of rubble, creating a dangerous, rolling area of debris.
[url=]Remove Blindness/Deafness
: Cures normal or magical blindness or deafness.
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.
Resist Energy, Communal: As <i><a [url=" >resist energy</a></i>, but you may divide the duration among creatures touched.
Returning Weapon, Communal: As <i><a [url=" >returning weapon</a></i>, but you may divide the duration among weapons touched.
Sacred Bond<sup>F</sup>: Cast touch healing spells from a distance.
Sands of Time: Target temporarily ages.
Searing Light: Ray deals 1d8/two levels damage (more against undead).
Share Language, Communal: As share language, but you may divide the duration among creatures touched.
Speak with Dead: Corpse answers one question/two levels.
Stone Shape: Sculpts stone into any shape.
Summon Monster III: Summons extraplanar creature to fight for you.
Symbol of Healing: Triggered rune heals living creatures.
Vision of Hell: Illusory hellscape makes creatures shaken.
Water Breathing: Subjects can breathe underwater.
Water Walk: Subject treads on water as if solid.
Wind Wall: Deflects arrows, smaller creatures, and gases.
Wrathful Mantle: Subject gets +1/four levels on all saves.

Level 4 Spells

Air Walk: Subject treads on air as if solid (climb or descend at 45-degree angle).
Cure Critical Wounds: Cures 4d8 damage + 1/level (max +20).

Aura of Doom: Creatures in your aura become shaken.
Battle Trance: You are transformed into a single-minded force of destruction.
Blessing of Fervor: Gives allies a choice of benefits.
Blood Crow Strike: Unarmed strikes create crows that deal fire and negative energy damage.
Chaos Hammer: Harms and slows lawful creatures (1d8 damage/2 levels).
Control Summoned Creature: Direct a summoned monster as if you had summoned it.
Control Water: Raises or lowers bodies of water.
Death Ward: Grants bonuses against death spells and negative energy.
Debilitating Portent: Inflicts an ill fate on a creature, halving its damage when it attacks or casts a spell.
Dimensional Anchor: Bars extradimensional movement.
Discern Lies: Reveals deliberate falsehoods.
Dismissal: Forces a creature to return to native plane.
Divination<sup>M</sup>: Provides useful advice for specific proposed actions.
Divine Power: You gain attack bonuses and 1 hp/level.
Fleshworm Infestation: Worms deal hp and Dex damage.
Freedom of Movement: Subject moves normally despite impediments to movement.
Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
Healing Warmth</b></a>: <span class="spelltext">Temporary immunity to fire damage as protection from energ.
[url=]Holy Smite
: Harms and possibly blinds evil creatures (1d8 damage/2 levels).
Imbue with Spell Ability: Transfer spells to subject.
Inflict Critical Wounds: Touch attack, 4d8 damage + 1/level (max +20).
Magic Weapon, Greater: Weapon gains +1 bonus/four levels (max +5).
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Order's Wrath: Harms and dazes chaotic creatures (1d8 damage/2 levels).
Plague Carrier: Target's attacks carry filth fever.
Planar Adaptation: Resist harmful effects of other plane.
Planar Ally, Lesser<sup>M</sup>: Exchange services with a 6 HD extraplanar creature.
Poison: Touch deals 1d3 Con damage 1/round for 6 rounds.
Protection from Energy, Communal: As protection from energy<, but you may divide the duration among creatures touched.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Rest Eternal: Dead creature cannot be revived.
Restoration<sup>M</sup>: Restores level and ability score drains.
Ride the Waves: Target can breathe water and swim.
Sending: Delivers short message anywhere, instantly.
Soothe Construct: Reduce the berserk chance of a construct.
Spell Immunity: Subject is immune to one spell per 4 levels.
Spiritual Ally: Creates a divine ally to aid you.
Spit Venom: Spit blinding black adder venom.
Summon Monster IV: Summons extraplanar creature to fight for you.
Summoner Conduit: The target takes damage whenever its summoned creature does.
Symbol of Revelation: Triggered symbol reveals illusions.
Symbol of Slowing: Triggered rune slows creatures.
Terrible Remorse: Creature is compelled to harm itself.
Tongues: Speak and understand any language.
Unholy Blight: Harms and sickens good creatures (1d8 damage/2 levels).
Ward of the Season: Harnesses the power of the seasons to protect the target and grant a number of bonuses.
Water Walk, Communal: As water walk, but you may divide the duration among creatures touched.

Traits and Feats:

Weapon Finesse (Level 1)

Dervish Dance (Level 3)
Rogue Talent: Combat Trick: Combat Expertise
Level 5: Butterfly Sting

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 34, *-1, (C2x4+R2x8+4FC+Int6)
Acrobatics (r) (Dex*): +10 (+0 rac) xxxx
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): +9 xxx
Disable Device (r) (Dex*): + 13 xxxx (with +2 from Thieves' Tools, Masterwork)
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): NA
Knowledge (religion) (c) (Int): NA
Linguistics (c) (Int): +5 x
Perception (r) (Wis): +14 (+2 rac) xxxxxx
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): +5 x
Stealth (r) (Dex): +11 (+4 size) x
Survival (Wis): +3
Swim (r) (Str*): +3 x
Use Magic Device (r) (Cha): + 6 x


Gear ||
Adventurer Vestment ||
Mitral Agile Breastplate |6.25|4400
Sling |0|0
Scimitar +1|2|2315
Wand of Cure Light Wounds (7 Charges) |1|105
10 bullets |2.5|0.1
Silver Holy Symbol |0.5|25
Spell Component Pouch |0.5|5
Sleeves of Many Garments|0.5|200
Masterwork Thieves Tools|2|100
Total: |15.25|7150.1

Pack ||
Backpack |1|2
Starknife |1.5|24
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
Grand Total|30.75|7183

Total Load with Pack 30.75 lbs.
Total Equipment Value: 7,183 GP
Light Load 26 lbs.
Medium 53 lbs.
Heavy 80 lbs.

Wealth Calculation:

Start 150
#15328-1 +552
#15328-2 +524
#19525-1 +544
#34093-2 +573
#34094-1 +1,302
#35891-1 +553
#36601-1 +1,291
#39274-1 +1,235
#43048-1 +1,464
Lost from sales: 93 (Leather Armor, Masterwork Studded Leather)

Total: +8,095
Value: +7,183
Balance: +912


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.
Priscilla Daystar #2
Female halfling cleric of Desna 4/evangelist 2/rogue 1 (Pathfinder Campaign Setting: Inner Sea Gods)
CG Small humanoid (halfling)
Init +5; Senses Perception +14
AC 27, touch 18, flat-footed 20 (+7 armor, +4 Dex, +3 dodge, +2 shield, +1 size)
hp 38 (7d8)
Fort +7, Ref +10, Will +10; +2 vs. fear
Speed 50 ft.
Melee +1 consecrated keen silversheen rapier +8 (1d4/15-20)
Ranged light crossbow +9 (1d6/19-20) or
. . mwk sling +10 (1d3-1)
Special Attacks channel positive energy 5/day (DC 14, 3d6), sneak attack +1d6
Domain Spell-Like Abilities (CL 7th; concentration +10)
. . 6/day—bit of luck


Feats Butterfly's Sting, Combat Expertise, Deific Obedience, Weapon Finesse
Traits helpful, magical knack
Skills Acrobatics +10 (+18 to jump), Climb +5, Diplomacy +9, Disable Device +13, Escape Artist +7, Fly +9, Heal +9, Knowledge (local) +5, Knowledge (religion) +7, Linguistics +5, Perception +14 (+18 to avoid surprise), Perform (dance) +6, Profession (merchant) +7, Sense Motive +7, Sleight of Hand +7, Spellcraft +5, Stealth +11, Survival +7 (+9 to avoid becoming lost), Swim +2, Use Magic Device +9; Racial Modifiers +2 Perception
Languages Celestial, Common, Goblin, Halfling
SQ +4 to perception to avoid surprise, agile feet (6/day), trapfinding +1
Combat Gear wand of bless weapon (49 charges), wand of cure light wounds (7 charges), antitoxin, caltrops (2), healer's kit, oil (3), smokestick; Other Gear +1 mithral agile breastplate, darkwood heavy wooden shield, +1 consecrated keen silversheen rapier, light crossbow, mwk sling, belt of incredible dexterity +2, cloak of resistance +1, handy haversack, wayfinder, bedroll, blanket, block and tackle, bullseye lantern, climber's kit, crowbar, flask, flint and steel, grappling bolt, hemp rope (50 ft.), ink, black, inkpen, masterwork thieves' tools, mwk manacles, paper (3), perfume, common (10), sack, silk rope (50 ft.), silver holy symbol of Desna, spell component pouch, tea ceremony set, tent, small, tindertwig (5), torch (2), waterskin
Special Abilities
+4 to Perception to avoid surprise +4 to Perception to determine if you are aware of foes just before a surprise round.
Agile Feet (6/day) (Su) For 1 rd, you ignore difficult terrBit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Butterfly's Sting You can forgo a critical hit in order to pass it on to an ally.

Prerequisites: Combat Expertise, worshiper of Desna.

Benefit: When you confirm a critical hit against a creature, you can choose to forgo the effect of the cr
Cleric Channel Positive Energy 3d6 (5/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Cleric Domain (Travel) 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.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Deific Obedience Purify yourself daily to prove devotion to a deity and gain benefits.
Fearless +2 racial bonus vs Fear saves.
Helpful Aid another grants allies a +4 bonus (instead of usual +2).
Magical Knack (Cleric) +2 CL for a specific class, to a max of your HD.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Wand of bless weapon (49 charges) Add this item to create a wand of a chosen spell.
Wand of cure light wounds (7 charges) Add this item to create a wand of a chosen spell.
Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Note: This item costs only 250 gp for members of the Pathfinder Society

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