Female Elf

Velia Scambiare's page

32 posts. Alias of Treppa.


Race

Init +1; Perception +8 (darkvision 60); HP 10/10; RC 3

About Velia Scambiare

Velia Scambiare
F N Humanoid(changeling) Cleric 1, Level 1, Init +1, HP 10 (1d8+1+FC)
Speed 40 Perception +8; darkvision 60'

DEFENSE:

AC 16, Touch 11, Flat-footed 15
Chain Shirt (+4 Armor, +1 Dex, +1 Natural/+4 max dex, -2 ACP)
Fort +3, Ref +2, Will +6, Base Attack Bonus 0 CMB +0, CMD 11

OFFENSE:

Melee
Sickle +0 (1d6, x2) S, trip
Battle aspergillum +0 (1d6, x2) B (holy water)
2 Claws +0 (1d4, x2)
Ranged
Light crossbow +1, 1d8, 19-20/x2, P
30 bolts

MAGIC:

Special Attacks channel (positive energy) 7/day (DC 14, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration +4)
7/day—agile feet (1 round) ignore difficult terrain
7/day-storm burst (1 round) 1d6 nonlethal and -2 penalty on attack
Cleric Spells Prepared (CL 1st; concentration +4)
1st— air bubble, obscuring mistD, magic weapon
0 (at will)— create water, mending, purify food and drink
D Domain spell; Domains Travel, Weather

STATS:

Abilities Str 10, Dex 13, Con 12, Int 12, Wis 18, Cha 16
Condition None
Feats Selective Channeling (exclude up to 3 targets from channel)
Traits Boarded in Cheliax, Deft Dodger (+1 Reflex)
Skills (3/lvl) Heal +8, Knowledge(geography) +4, Craft(weapons) +5.

EQUIPMENT on person:

Explorer's outfit, case (map), map of Mwangi (in case), belt pouch, holy water (in pouch), holy symbol, spell component pouch
Battle aspergillum: 5 gp 1d6 x2 bludg + holy water

In Duty Locker:

Sickle: 6 gp, 1d6 x2 S, trip
Dagger: 2 gp, 1d4, 19-20 x2, 10', P or S
Crossbow, lt: 35 gp, 3 gp for 30 bolts.

In Cabin Footlocker:

Chain shirt: 100 gp
backpack, bedroll, flint and steel, oil (1 pt), rope, 50' silk, sack (empty), signal whistle, soap (1 lb), whetstone, waterskin, artisan's tools (common), healer's kit, leeching kit, midwife's kit, spell component pouch.

In Captain's Safe:

Antidote kit.

Traits:

Traits: Campaign: Boarded in Cheliax: While you aren’t necessarily a native of Cheliax, you boarded the Jenivere at one of that country’s port cities. As the people of Cheliax generally know the Mwangi Expanse as a near legendary land home to strange beasts and exotic treasures, your views of the region have a distinctly romantic tinge, and the desire for fame, wealth, and adventure likely motivate your travels. You begin the campaign with a detailed map of the Mwangi Expanse (this
grants +2 competence bonus on all Knowledge [geography] checks made regarding this region) and 200 gp worth of mundane equipment to aid your exploration of the jungle.

Racial:

Natural Armor: Changelings have a +1 natural armor bonus.
Claws: Changelings' fingernails are hard and sharp, granting them two claw attacks (1d4 points of damage each).
Darkvision: Changelings see perfectly in the dark up to 60 feet.
Green Widow (Green Hag): The changeling gains a +2 racial bonus on Bluff checks against creatures that are sexually attracted to her.

Domains:

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.
Weather Domain
Granted Powers: With power over storm and sky, you can call down the wrath of the gods upon the world below.

Storm Burst (Sp): As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Lightning Lord (Sp): At 8th level, you can call down a number of bolts of lightning per day equal to your cleric level. You can call down as many bolts as you want with a single standard action, but no creature can be the target of more than one bolt and no two targets can be more than 30 feet apart. This ability otherwise functions as call lightning.

Domain Spells: 1st—obscuring mist, 2nd—fog cloud, 3rd—call lightning, 4th—sleet storm, 5th—ice storm, 6th—control winds, 7th—control weather, 8th—whirlwind, 9th—storm of vengeance.

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.