Shelyn

Serendipity Willowweep's page

42 posts. Alias of fnord72.


Full Name

Serendipity Willowweep

Race

Aasimar

Classes/Levels

Cleric 2 {Initiative +1, Perc +5; F/R/W 4/1/8; AC/T/FF 14/11/13; HP 16/16}

About Serendipity Willowweep

Serendipity Willowweep
Aasimar Cleric 2
NG Medium Outsider (native)
Deity:

Initiative: +1; Perception +5; Darkvision 60'
Languages: Common, Celestial

Combat Statistics:

DEFENSE
AC 14, Touch 11, Flat Footed 13 (Dex +1, Armor +3)
HP 16 (2d8+1)
CMD 11
DR
Immune
Resist
Vulnerable
Fort +4, Ref +1, Will +8 (+2 charm/compulsion)

OFFENSE
Speed 30'
Melee -1
Ranged +3
CMB -1
Base Attack +1
Special Abilities:

SPELLS
Spells per Day: 4/4+1/0/0/0/0/0/0/0/0
1st Lvl: Murderous Command, Obscuring Mist*, Protection from Evil, Sanctuary, Shield of Faith
Orison: Create Water, Detect Magic, Guidance, Read Magic

ABILITIES
STR 8, DEX 12, CON 12, INT 10, WIS 20, CHA 13

FEATS
Blind-Fighting
Selective Channeling

TRAITS
Faith Trait: Birthmark
Combat Trait: Armor Expert
Fraud: You tried to bilk someone out of their cash. To end up in Brandescar Prison, this was no petty con job or penny ante racket. Instead, you brazenly tried to defraud someone important of a huge sum of money. And it almost worked too!
Punishment: Life at hard labor in the salt mines
Benefit: You receive a +2 trait bonus to Bluff checks and Bluff is always a class kill for you.

SKILLS
Favored Class Cleric: HP: Skills:
Skills (2 class +0 Int +1 FC): 3
Total, Ranks, Attribute, Class, Other
Acrobatics (Dex) +0, 0+1+0+0 -1 ACP
Appraise (Int)* +0, 0+0+3+0
Bluff (Cha) +3, 0+1+3+2 +2 trait, class
Climb (Str) -2, 0-1+0+0 -1 ACP
Craft (Alchemy) (Int)* +0, 0+0+3+0
Diplomacy (Cha)* +5, 1+1+3+0
Disable Device (Dex)t +0, 0+1+0+0 -1 ACP
Disguise (Cha) +1, 0+1+0+0
Escape Artist (Dex) +0, 0+1+0+0 -1 ACP
Fly (Dex) +1, 0+1+0+0
Handle Animal (Cha) t +1, 0+1+0+0
Heal (Wis)* +8, 1+5+3+0
Intimidate (Cha) +1, 0+1+0+0
Knowledge (arcana)*t +0, 0+0+3+0
Knowledge (dung) t +0, 0+0+0+0
Knowledge (eng) t +0, 0+0+0+0
Knowledge (geog) t +0, 0+0+0+0
Knowledge (hist)*t +0, 0+0+3+0
Knowledge (local) t +0, 0+0+0+0
Knowledge (nature) t +0, 0+0+0+0
Knowledge (nobility)*t +0, 0+0+3+0
Knowledge (planes)*t +4, 1+0+3+0
Knowledge (religion)*t +4, 1+0+3+0
Linguistics (Int)*t +0, 0+0+3+0
Perception (Wis) +5, 0+5+0+0
Perform (Oratory) (Cha) +1, 0+1+0+0
Profession (Wis)*t +5, 0+5+3+0
Ride (Dex)* +0, 0+1+0+0 -1 ACP
Sense Motive*(Wis) +9, 1+5+3+0
Sleight of Hand (Dex)t +0, 0+1+0+0 -1 ACP
Spellcraft (Int)*t +4, 1+0+3+0
Stealth (Dex) +0, 0+1+0+0 -1 ACP
Survival (Wis) +5, 0+5+0+0
Swim (Str) -2, 0-1+0+0 -1 ACP
Use Magic Device (Cha)t +1, 0+1+0+0

Equipment:

Average start=140g
Backpack 2g 2lb, Explorer's Outfit 8 lbs, Studded Leather 25g 20 lbs, Waterskin 1g 4 lb
Total 28g 34 lbs

Cash on Hand:
Gold 112

Cleric 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 detect evil for details).

Channel Energy: Positive energy, 30'radius burst, 1d6 healing or damage, Will DC 10 + 1/2 cleric lvl + cha mod; usable 3 + cha mod/day

Domains: Darkness, Liberation
Granted Power: You manipulate shadows and darkness. In addition, you receive Blind-Fight as a bonus feat.
Darkness:
Touch of Darkness (Sp): As a melee touch attack, you can cause a creature's vision to be fraught with shadows and darkness. The creature touched treats all other creatures as if they had concealment, suffering a 20% miss chance on all attack rolls. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Eyes of Darkness (Su): At 8th level, your vision is not impaired by lighting conditions, even in absolute darkness and magic darkness. You can use this ability for a number of rounds per day equal to 1/2 your cleric level. These rounds do not need to be consecutive.

Domain Spells: 1st—obscuring mist, 2nd—blindness/deafness (only to cause blindness), 3rd—deeper darkness, 4th—shadow conjuration, 5th—summon monster V (summons 1d3 shadows), 6th—shadow walk, 7th—power word blind, 8th—greater shadow evocation, 9th—shades.

Liberation
Granted Powers: You are a spirit of freedom and a staunch foe against all who would enslave and oppress.

Liberation (Su): You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.

Freedom's Call (Su): At 8th level, you can emit a 30-foot aura of freedom for a number of rounds per day equal to your cleric level. Allies within this aura are not affected by the confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions. This aura only suppresses these effects, and they return once a creature leaves the aura or when the aura ends, if applicable. These rounds do not need to be consecutive.

Domain Spells: 1st—remove fear, 2nd—remove paralysis, 3rd—remove curse, 4th—freedom of movement, 5th—break enchantment, 6th—greater dispel magic, 7th—refuge, 8th—mind blank, 9th—freedom.

Aasimar:

Aasimars have the following racial traits:

Ability Adjustments: +2 Charisma, +2 Wisdom. Aasimars are insightful, confident, and personable.
Senses: darkvision (60 feet.)
Racial Skill Bonuses: +2 racial bonus on Diplomacy and Perception checks.
Spell-Like Abilities: daylight 1/day (caster level equals the aasimar's class level).
Resistance(s): acid, cold, electricity resistance 5.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose any of the following bonus languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.

Fluff:

Background Serendipity was blessed from birth. Unfortunately, her community was constantly seeking her out for blessings that she knew not what was going on at such a young age. As she grew into a young woman, she found that only the solitude of the temple gave her the peace she needed to continue her education.
Now that she is older, and somewhat wiser, she has returned to society.

One of those neighbors, the son of a baker, Isoeph Yngvar, has had a growing crush on her for the last few months. Last week Isoeph threatened to publicly accuse her of witchcraft if she did not agree to wed him. As she has no interest in being tied down at this point in her life, she has grasped at this opportunity to go out into the world.

Description:
Serendipity is a tall slender woman in her early 20's. Her hair betrays her aasimar heritage with it's coppery sheen. She prefers to stay out of the limelight as much as she can and frequently keeps her hair and features covered with a cloak.
A port-wine birthmark of a loop twisted upon itself located on the back of her right hand.