Aquatic Elf

Rafflesia Iff's page

23 posts. Alias of Morbus Iff.


Full Name

Rafflesia Iff

Race

Elf

Classes/Levels

Cleric of Gozreh 1

Gender

Female

Size

Medium

Age

137

Alignment

True Neutral

Deity

Gozreh

Languages

Celestial, Common, Draconic, Elven, Sylvan

Strength 10
Dexterity 14
Constitution 11
Intelligence 17
Wisdom 15
Charisma 11

About Rafflesia Iff

It's time to move on. I've wandered from settlement to settlement for years now, this tattered map guiding my way, with the goal of establishing new temples and shrines to Gozreh wherever I can. I'm one of his more outspoken servants, yet I've met nothing but indifference and scorn -- even the most meagre of hovels strives for an ever greater and more intrusive "civilized" niche in these wilds.

I've heard tales of the "unexplored" lands of Sargava and the Mwangi Expanse, alongside murmurs that they worship some pagan version of Gozreh named Shimye-Magalla. What better way to escape from these misguided "civilizations" of Varisia, return to my cherished ceilings of leaf, and bring the true Gozreh and his temples to these tribal savages? [TRAIT: Boarded in Varisia.]

For nearly four months I've been traveling on this ship, the Jenivere, and I've seen boarders come and go. I can't say I've made converts of any of them, but even the smallest seed can grow into an all-consuming kudzu. I think I'll speak to the Captain again tonight - he seems the most receptive to Gozreh's teachings [he's just being polite to a paying passenger]. If he's unavailable, I'll try Mr. Aberwhinge again... I think he's coming around to my plans about an annotated version of the Hymns [to the Wind and the Waves].

Rafflesia prefers to use "all natural" equipment (hide not chain), but her beliefs are ultimately steered by her deity Gozreh, justifying her use of the metal-tipped trident. She's been known to get a little ... "fervent" in her missionary status, and her level 0 Entangle and Command spells have been used more than once to restrain a fleeing non-believer.

Still, she's not willing to deceive for her cause, though she so deeply believes in her faith that those who don't know her might be swayed solely from her exuberance [TRAIT: Boarded In Varisia - Mind-Affecting Spells]. Those who have encountered her in the past (a relatively common occurrence given her repeat visits to settlements) have often treated her in kind: barring her from local inns in a not-so-subtle attempt to get her to move on a little more quickly [FEAT: Toughness; SKILL: Survival].

RAFFLESIA IFF CR 1/2
Female Elf Cleric 1
NN Medium Humanoid (Elf)
Init +2; Senses Low-Light Vision; Perception +4
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DEFENSE
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AC 12, touch 12, flat-footed 10. . (+2 Dex)
hp 12 (1d8+3)
Fort +2, Ref +2, Will +4
Immune sleep; Resist Elven Immunities
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OFFENSE
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Spd 30 ft.
Melee Trident +0 (1d8/20/x2) and
. . Unarmed Strike +0 (1d3/20/x2)
Special Attacks Wooden Fists (5 rounds/day)
Spell-Like Abilities Icicle (5/day)
Cleric Spells Known (CL 1, 0 melee touch, 2 ranged touch):
1 (2/day) Command (DC 13), Bless, Entangle (DC 13)
0 (at will) Detect Magic, Create Water, Virtue
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STATISTICS
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Str 10, Dex 14, Con 11, Int 17, Wis 15, Cha 11
Base Atk +0; CMB +0; CMD 12
Feats Elven Weapon Proficiencies, Toughness +3
Traits Boarded In Varisia - Mind-Affecting Spells, Devotee of the Green: Knowledge (Nature)
Skills Climb +1, Knowledge (Nature) +8, Perception +4, Spellcraft +7, Survival +3, Swim +1
Languages Celestial, Common, Draconic, Elven, Sylvan
SQ Aura (Ex), Channel Positive Energy 1d6 (3/day) (DC 10) (Su), Cleric Domain: Plant, Cleric Domain: Water, Elven Magic, Spontaneous Casting
Combat Gear Hide Shirt, Trident; Other Gear Backpack (3 @ 3 lbs), Holy symbol, wooden: Plant, Rations, trail (per day) (3), Spell component pouch
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SPECIAL ABILITIES
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Boarded In Varisia - Mind-Affecting Spells +1 CL for [Mind-Affecting] spells vs. natives of the Mwangi jungle.
Channel Positive Energy 1d6 (3/day) (DC 10) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Plant Granted Powers: You find solace in the green, can grow defensive thorns, and can communicate with plants.
Cleric Domain: Water Granted Powers: You can manipulate water and mist and ice, conjure creatures of water, and resist cold.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Elven Magic +2 racial bonus on caster checks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item.
Icicle (1d6+0) (5/day) (Sp) 30' Ranged touch attack deals 1d6+0 Cold damage.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Wooden Fists +1 (5 rounds/day) (Su) Unarmed attacks are lethal, do not provoke AoO, and gain +1 damage.