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Talia Grace's page

49 posts. Alias of Rojosama.

Full Name

Talia Grace




Cleric 2 / Wizard 1









Strength 10
Dexterity 12
Constitution 10
Intelligence 16
Wisdom 16
Charisma 13

About Talia Grace


Female Elf Cleric 2 | Wizard 1 | [Lawful Neutral]

HP 18

10 (+0)
12 (+1)
10 (+0)
16 (+3)
16 (+3)
13 (+1)

Initiative +4 = 2 [Dex] + 2 [Trait]

SKILL Total + Ability Mod. + Ranks + Misc.
Craft +7 = INT 3+1+3
Heal +7 = WIS 3+1+3
K (Arcana)† +7 = INT 3+1+3
K (Dungeoneering)† +7 = INT 3+1+3
K (Engineering)† +7 = INT 3+1+3
K (Geography)† +7 = INT 3+1+3
K (History)† +7 = INT 3+1+3
K (Local)† +7 = INT 3+1+3
K (Nature)† +7 = INT 3+1+3
K (Nobility)† +7 = INT 3+1+3
K (Planes)† +7 = INT 3+1+3
K (Religion)† +7 = INT 3+1+3
Linguistics† +7 = INT 3+1+3
Perception +7 = WIS 3+2+0+2 [elf]
Spellcraft† +8 = INT 3+2+3

* Armor Check Penalty 0
† Trained Only

Bracers of Armor + 1 (1000g)
Pearl of Power (1st) (1000g)
Wand of Mage Armor (19) Charges) (250g)
Wand of Magic Missle (20 Charges) (250g)

Backpack, Bedroll, Belt pouch, Clay mug, Dagger, 2 Fish hooks, Flint/Steel, Sewing Needle, Signal Whistle, 50ft String, 50ft Thread, Waterskin, 1 Week of rations, 2 candles, chalk, hammer, 4 pitons, 50 feet silk rope, 2 sacks, Everburning Torch


Base Speed [ 30 (6 sq.) ]

AC [12] = 10 +1 [Dex] + 1 [Bracer of Armor]
Touch AC [12] Flat-Footed [11]

Base Attack Bonus +1
Basic Melee Attack +1
Basic Ranged Attack +2

Fortitude Save +3 = 3 [base] +0 [Con]
Reflex Save +1 = 0 [base] +1 [Dex]
Will Save +8 = 5 [base] +3 [Wis]

CMB +1 = 1 [BAB] +0 [Str] +0 [size]
CMD +12 = 1 [BAB] +0 [Str] +1 [Dex] +0 [size] + 10

Selective Channeling
Weapon Finesse

Magical Knack - =2 Caster Level - Wizard

Warrior of Old (Elf) - +2 Init.

Exalted of the Society (Cleric, Pathfinder Society)
The vaults of the Grand Lodge in Absalom contain many secrets of the divine powers of the gods, and you have studied your god extensively.
Benefit: You may channel energy 1 additional time per day.

Shin'Rakorath Recruit: As a new member of this secret organization, you have gained an inside perspective into their purpose. When attacking a renegade Elf for the cause of the Shin'Rakorath (Elves, Half-Elves, Drow), you gain a +1 bonus to attack rolls, and a +1 bonus to confirm critical attacks.

Carrying Capacity
Light Load: 33lbs.
Medium Load: 66lbs.
Heavy Load: 100lbs.
Lift Over Head: 100lbs.
Lift Off Ground: 200lbs.
Push or Drag: 500lbs.
Languages - Common, Elven, Celestial, Demonic, Infernal

Cleric Spells Per Day
Level 1 2 + 1 [Wis] + 1 [Domain]

Wizard Spells Per Day
Level 1 1 + 1 [Int] + 1

Special Abilities
Low-Light Vision

Elven Immunities: Immune to magic sleep effects. +2 to saves vs. enchantment

Elven Magic: +2 to caster level checks vs. spell resistance. +2 to Spellcraft (magic item properties)

Keen Senses: +2 Perception

Weapon Familiarity: longbows, composite longbows, longswords, rapiers, shortbows, composite shortbows. Any weapon with 'elven' in its name is treated as a martial weapon.

Bonus Languages: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan

Domains - Knowledge, Protection(Defense)
Channel Energy 1d6

Spells -
0 - Light, Stabilize, Detect Magic
1 - Bless x2, Protection from Evil, Comp Lang(D)

Arcane Bond [Ring]
Arcane School [Universal]
Scribe Scroll

Spells -
0 (DC = 13) - Daze, Mage Hand, Acid Splash
1 (DC = 14) - Color Spray, Enlarge Person

Experience Points 0

Misc Notes:

You have done extensive research on the region, and are intimately aware of a local tribe called the The horse lords of the Velashu Uplands, who are known for breeding the finest horses in Varisia. You are able to mark it on the map if you so choose. The “Horse Lords” are
rugged barbarians and rangers who travel through the
Velashu Uplands in nomadic groups, following the region’s
vast herds of wild horses and incidentally guarding Varisia
from incursions of the more violent tribes of barbarians
from the Nolands. The Horse Lords are primarily composed
of Ulfen explorers and travelers who abandoned the Lands
of the Linnorm Kings for a less violent life here on the
outskirts of Varisia. Over the generations, their blood has
mixed with both Varisians and the odd Shoanti—although
the Horse Lords aren’t officially part of the Shoanti tribes,
some scholars still refer to them as the “Eighth Quah.”
Never in front of a full-blood Shoanti, though.

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