Juliver

Qurresia's page

11 posts. Alias of Bryan.


Full Name

Disciple Qurresia

Race

Half-Elf

Classes/Levels

Cleric 2

Gender

Female

Age

24

Alignment

Chaotic Neutral

Deity

Sacred Flame

Strength 13
Dexterity 8
Constitution 12
Intelligence 10
Wisdom 17
Charisma 14

About Qurresia

QURRESIA
Female Half-Elf Cleric 2
CN Medium Humanoid (Elf, Human)
Deity Sacred Flame
Initiative +2 Senses perception +5, low-light vision
concentration +5

==DEFENSE==
AC 15 Touch AC 9 Flat-Footed AC 15
hp 16
Current hp
Fort +4 Ref -1 Will +6

==OFFENSE==
Spd 20’
Melee trikal +2 (1d10+1, x3)
Melee dagger +2 (1d4+1, 19-20)
Ranged dagger +0 (1d4+1, 19-20)
Ranged

==STATISTICS==
Str 13 Dex 8 Con 12 Int 10 Wis 17 Cha 14
Current Statistics
Base Atk +1 CMB +2 CMD 11

==FEATS==

Spoiler:

Feats
• Selective Channeling - You can choose whom to affect when you channel energy. Prerequisite: Cha 13, channel energy class feature. Benefit: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy. Normal: All targets in a 30-foot burst are affected when you channel energy. You can only choose whether or not you are affected.
• Skill Focus (Diplomacy) - Choose a skill. You are particularly adept at that skill. Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

==SKILLS & LANGUAGES==

Spoiler:

Ranks: 4
• Acrobatics -1
• Appraise*
• Bluff +2
• Climb +1
• Craft*
• Diplomacy* +9 (1 rank)
• Disable Device
• Disguise +2
• Escape Artist -1
• Fly
• Handle Animal
• Heal* +8 (2 ranks)
• Intimidate +2
• Knowledge (arcana)*
• Knowledge (dungeoneering)
• Knowledge (engineering)
• Knowledge (geography)
• Knowledge (history)*
• Knowledge (local)
• Knowledge (nature)
• Knowledge (nobility)*
• Knowledge (planes)*
• Knowledge (religion)* +4 (1 rank)
• Linguistics*
• Perception +5
• Perform
• Profession*
• Ride -1
• Sense Motive* +3
• Sleight of Hand
• Spellcraft*
• Stealth -1
• Survival +3
• Swim +1
• Use Magic Device
*Class Skill

Languages Common*, Elf*
*Starting languages

==CLASS & RACIAL ABILITIES==

Spoiler:

Racial Abilities
• +2 to One Ability Score: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
• Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
• Normal Speed: Half-elves have a base speed of 30 feet.
• Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
• Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
• Elf Blood: Half-elves count as both elves and humans for any effect related to race.
• Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
• Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
• Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
• Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Class Abilities
• Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details).
• Channel Energy: 1d6, DC 13, 5/day, Used:
• Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier (1d6+1, 6/day, Used: ).
• Restorative Touch (Su): You can touch a creature, letting the healing power of your deity f low through you to relieve the creature of a minor condition. Your touch can remove the dazed, fatigued, shaken, sickened, or staggered condition. You choose which condition is removed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. (6/day, Used:)

==SPELLS==

Spoiler:

Domains: Fire, Healing (Restoration)
Caster Level: 2nd
Spell DCs: 13 + level
Spells per Day: 0 – 4, 1st: 3+1

Spells Known/Prepared
0 – detect poison, light, resistance, stabilize
1st – bless*, command*, sanctuary*
1st level domain: cure light wounds

==EQUIPMENT==[spoiler]
Combat Gear: trikal, dagger, breastplate
Other Gear:

Money/Wealth:
pp; gp; sp; cp
Gems:
Jewelry:
Misc:

Carries –lbs
Light load: < lbs
Medium load: lbs
Heavy load: lbs

==DESCRIPTION/BACKGROUND==
Description
Age: 34
Height: 5’ 10” Weight: 142 lbs
Eyes: green Hair: light brown

Background

Spoiler: