Girl

2E - Annilda Soncir's page

60 posts. Organized Play character for chadius.


Classes/Levels

[2E] Human Female Cleric 5 | HP 53/53 | AC 18 (TAC 17) | Perception +8 | Saves 6/6/8 | Hero Points 1/3

Gender

Spells -/3/3/1 | Spell Points 3/3 | Resonance 5/7 | Channel Energy 3/5 | Heroism on Karvek |

Alignment

CN

Deity

Calistria

Strength 18
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 18
Charisma 14

About 2E - Annilda Soncir

Story:
Calistria, a goddess who combines physical attraction with intertwined insults. This inner strength attracted a young Annilda to a temple long ago, and her parents were glad for the assistance, as they were too young to truly deal with a new child.

Annilda focused on making sure no one could catch her off guard. She trained her body so she could use it as a weapon stronger than any blade, and honed her threats to insult anyone who dared to boss her.

She left the church as a fortune teller, taking her time to meet new people and offer then spiritual and physical healing as needed. She wasn't much for material goods- most of it went to the church and some went for her parents. The Pathfinder Society tried to entice her with tales of fame and fortune, but she found something more valuable- the members who had their own experiences and stories that she had simply heard of.

She agrees with many monasteries that perfection requires the union of body, mind and soul. But without a divine hand to reveal the way, you are doomed to fail. Annilda believes societal stress is paramount to forcing this balance, and finds Idori isolationism laughable.

Bot Me!:

Get into flanking with the frontliner, then use my unarmed strike. (Open the Offense section and copy the dice rolls down there.)

PFS ID: 133608-1503

Saving Throws:

Fort 1 Expert + 1 Con + 4 Level = 6
Reflex 0 Trained + 2 Dex + 4 Level = 6
Will 1 Expert + 3 Wis + 4 Level = 8

Cat Fall Your catlike aerial acrobatics allow you to cushion your fall. Treat all falls as if you fell 10 fewer feet. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.

Haughty Obstinacy Your powerful ego makes it harder for others to order you around. If you succeed at a saving throw against a mental effect that attempts to directly control your actions, you critically succeed instead.
Haughty Obstinacy If a creature fails to Coerce you using the Intimidation skill (see page 150), it treats the result as a critical failure instead (so it can’t try to Coerce you again for 1 week).

Defenses and Movement:

HP 8 Human + (8 * 5 Cleric) + (1 * 5 Con) = 53
AC 10 + 2 Dex + 4 Level + 1 Bracers = 17
T 10 + 2 Dex + 4 Level = 16

Tiger Stance: While in Tiger Stance, you can Step 10 feet as long as your Speed is at least 10 feet.

Offense:

Melee
Unarmed Strike
Attack: +4 Str +4 Level +1 Item = +9
Damage: 2d6 + 4 Str
Traits: Agile, finesse, nonlethal, unarmed

[dice=Unarmed Strike]1d20 + 9[/dice]
[dice=Damage]2d4 + 4[/dice]

Agile: The multiple attack penalty you take on the second attack each turn with this weapon is –4 instead of –5, and –8 instead of –10 on the third and subsequent attacks in the turn.
Finesse: You can use your Dexterity modifier instead of your Strength modifier when making attack rolls with this melee weapon. You still use Strength when calculating damage.
Nonlethal: All attacks with this weapon are nonlethal (see page 294), and are used to knock creatures unconscious instead of kill them.
Unarmed: An unarmed attack uses your body rather than a manufactured weapon. An unarmed attack isn’t a weapon, though it’s categorized with weapons for weapon tables and weapon groups, and it might have weapon traits. Because it’s a part of your body, an unarmed attack can’t be Disarmed. It also doesn’t take up a hand, though a fist or other grasping appendage follows the same rules as a free-hand weapon.

Powerful Fist: When striking with your fist, you deal 1d6 damage instead of 1d4. You use your normal proficiency when making a lethal attack with a nonlethal unarmed attack.

Tiger Claw
Damage: 2d8 S + 4 Str
Group: Brawling
Traits: Agile, finesse, nonlethal, unarmed
Enhancement: On a critical success, the target takes 1d4 persistent bleed damage.

[dice=Tiger Claw]1d20 + 9[/dice]
[dice=Damage]2d8 + 4[/dice]

Silver Dagger
Attack: +4 Str +4 Level = +8
Damage: 1d4 P + 4 Str
Traits: Agile, finesse, thrown 10ft, versatile S

[dice=Silver Dagger]1d20+8[/dice]
[dice=Damage]1d4+4[/dice]

Agile: The multiple attack penalty you take on the second attack each turn with this weapon is –4 instead of –5, and –8 instead of –10 on the third and subsequent attacks in the turn.
Finesse: You can use your Dexterity modifier instead of your Strength modifier when making attack rolls with this melee weapon. You still use Strength when calculating damage.
Thrown: You can throw this weapon as a ranged attack. A thrown weapon adds your Strength modifier to damage just like a melee weapon does. When this trait appears on a melee weapon, it also includes the range increment in feet. Ranged weapons with this trait use the range increment specified in the weapon’s range entry.
Versatile: A versatile weapon can be used to deal a different type of damage than the type listed in the damage entry. This trait indicates the alternate damage type. For instance, a piercing weapon that has versatile S can be used to deal piercing or slashing damage. You choose the damage type each time you make an attack.

Whip
Attack: 4 Str + 4 Level = 8
Damage: 1d4 S + 4 Str
Traits: Disarm, finesse, nonlethal, reach, trip

[dice=Whip]1d20+8[/dice]
[dice=Nonlethal Damage]1d4+4[/dice]

Disarm: You can use this weapon to Disarm with the Athletics skill even if you don’t have a free hand. This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls (if any) as a bonus to the Athletics check. If you critically fail a check to Disarm using the weapon, you can drop the weapon to treat it as a normal failure. On a critical success, you still need a free hand if you want to take the item.
Finesse: You can use your Dexterity modifier instead of your Strength modifier when making attack rolls with this melee weapon. You still use Strength when calculating damage.
Nonlethal: All attacks with this weapon are nonlethal (see page 294), and are used to knock creatures unconscious instead of kill them.
Reach: This weapon is long and can be used to attack creatures up to 10 feet away instead of only adjacent creatures. For creatures that already have reach with the limb or limbs that wield the weapon, the weapon increases their reach by 5 feet.
Trip: You can use this weapon to Trip with the Athletics skill even if you don’t have a free hand. This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls (if any) as a bonus to the Athletics check. If you critically fail a check to Trip using the weapon, you can drop the weapon to treat the outcome as a normal failure.

Ranged
Sling
Attack: 2 Dex + 4 Level = 6
Damage: 1d6 P + 4 Str
Range: 60 ft
Hands: 1+
Group: Sling
Traits: Propulsive

[dice=Sling]1d20 + 6[/dice]
[dice=Damage]1d6 + 4[/dice]

Propulsive: You add half your Strength modifier to damage rolls with a propulsive ranged weapon so long as your Strength modifier is not negative. If you have a negative Strength modifier, you add your full Strength modifier instead.

Silver Dagger
Attack: +2 Dex +4 Level = +6
Damage: 1d4 P + 4 Str
Traits: Agile, finesse, thrown 10ft, versatile S

[dice=Silver Dagger]1d20+6[/dice]
[dice=Damage]1d4+4[/dice]

Agile: The multiple attack penalty you take on the second attack each turn with this weapon is –4 instead of –5, and –8 instead of –10 on the third and subsequent attacks in the turn.
Finesse: You can use your Dexterity modifier instead of your Strength modifier when making attack rolls with this melee weapon. You still use Strength when calculating damage.
Thrown: You can throw this weapon as a ranged attack. A thrown weapon adds your Strength modifier to damage just like a melee weapon does. When this trait appears on a melee weapon, it also includes the range increment in feet. Ranged weapons with this trait use the range increment specified in the weapon’s range entry.
Versatile: A versatile weapon can be used to deal a different type of damage than the type listed in the damage entry. This trait indicates the alternate damage type. For instance, a piercing weapon that has versatile S can be used to deal piercing or slashing damage. You choose the damage type each time you make an attack.

Skills:

Acrobatics 1 Expert + 4 Level + 2 Dex = 7
Athletics 0 Trained + 4 Level + 4 Str = 6
Deception 1 Expert + 4 Level + 2 Cha = 7
Intimidation 1 Expert + 4 Level + 2 Cha = 7
Lore: Calistria 0 Trained + 4 Level + 0 Int = 4
Perception 0 Trained + 4 Level + 4 Wis = 8
Religion 0 Trained + 4 Level + 4 Wis = 8
Society 0 Trained + 4 Level + 0 Int = 4

Clever Improviser: You gain a +1 circumstance bonus to skill checks in which you’re untrained.

(Acrobatics) Cat Fall: Your catlike aerial acrobatics allow you to cushion your fall. Treat all falls as if you fell 10 fewer feet. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.
(Intimidate) Quick Intimidation: You can Coerce others with little more than a few choice implications, allowing you to Coerce a creature after 1 round of conversation instead of 1 minute.
(Society) Streetwise: You know about life on the streets and feel the pulse of your local settlement. You can use your Society bonus instead of your Diplomacy bonus to Gather Information. In any settlement you frequent regularly, you can use the Recall Knowledge action with Society to know the same sorts of information that you could discover with Diplomacy to Gather Information. The DC is usually significantly higher, but you know the information without spending time gathering it. If you fail to recall the information, you can still subsequently attempt to Gather Information normally.

Cleric Features:

Worshiper of Calistria
Anathema
Can't cast Lawful spells
Become too consumed by love or a need for revenge, let a slight go unanswered

Domains
Pain, passion, secrecy, trickery

Pain: You punish those who displease you with the sharp sting of pain.
Passion: You can evoke passion, whether as love or lust.

Pain Domain Power: Savor the Sting (See Spells)

Extra Spells
1st: charm, 3rd: enthrall, 6th: mislead

Chosen Weapon
Whip

Skill
Deception

Channel Energy
Positive
3 + Cha times a day
See heal spell for details

Monk Abilities:

Monk Dedication
Page 4 of Multiclass Archetype Updates
Archetype, Dedicaion, Multiclass

You become trained in all unarmed attacks and gain the powerful fist class feature (see page 97 of the Pathfinder Playtest Rulebook).
You become trained in your choice of Acrobatics or Athletics; if you were already trained in both of these skills, you instead become trained in a skill of your choice.

Special You cannot select another dedication feat until you have gained two other feats from the monk archetype.

Tiger Stance (via Monk Dedication: Basic Kata class feat)
Page 99
Monk, Open, Stance
Rquirement: You are unarmored.

You enter the stance of a tiger, using your hands like claws. You can make tiger claw attacks. These deal 1d8 slashing damage; are in the brawling group; and have the agile, finesse, nonlethal, and unarmed traits. They gain the following enhancement:

Enhancement On a critical success, the target takes 1d4 persistent bleed damage.

While in Tiger Stance, you can Step 10 feet as long as your Speed is at least 10 feet.

Other Feats:

Student of the Canon (Background feat)
Page 173
General, Skill

You’ve researched the fundamental tenets of many faiths enough to recognize notions about them that are unlikely to be true. When attempting a Religion check to Read Scripture or to Recall Knowledge about the tenets of faiths, you treat a critical failure as a failure instead.

Clever Improviser (Ancestry feat)
Page 36
Human

You’ve learned how to handle situations when you’re out of your depth. You gain a +1 circumstance bonus to skill checks in which you’re untrained.

Haughty Obstinacy (Ancestry Feat)
Page 37
Human

Your powerful ego makes it harder for others to order you around. If you succeed at a saving throw against a mental effect that attempts to directly control your actions, you critically succeed instead.
If a creature fails to Coerce you using the Intimidation skill (see page 150), it treats the result as a critical failure instead (so it can’t try to Coerce you again for 1 week).

Streetwise (Skill Feat)
Page 172
General, Skill

You know about life on the streets and feel the pulse of your local settlement. You can use your Society bonus instead of your Diplomacy bonus to Gather Information. In any settlement you frequent regularly, you can use the Recall Knowledge action with Society to know the same sorts of information that you could discover with Diplomacy to Gather Information. The DC is usually significantly higher, but you know the information without spending time gathering it. If you fail to recall the information, you can still subsequently attempt to Gather Information normally.

Cat Fall (Skill Feat)
Page 164
General, Skill

Your catlike aerial acrobatics allow you to cushion your fall. Treat all falls as if you fell 10 fewer feet. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.

Quick Intimidation (General Feat)
Page 169
General, Skill

You can Coerce others with little more than a few choice implications, allowing you to Coerce a creature after 1 round of conversation instead of 1 minute.

Cleric Magic:

Spell DC is based on Wisdom
+4 Wis +4 Level = 8

Spell Points: 4 Wis, Savor the Sting

Clerics cast from the Divine spell list. DC 18.
Spells added by deity: 1st: charm, 3rd: enthrall, 6th: mislead

Level 0, at will
Light
Message
Prestidigitation
Stabilize

Level 1, 3/day
Charm (Deity spell)
Bless
Heal (Level 1)

Level 2, 3/day
Augury
Heal (Level 2)
Restoration

Level 3, 2/day
Enthrall (Deity spell)
Searing Light

Spell Descriptions:

Augury
Level 2 Spell
Page 206
Divination, Prediction
Casting 10 minutes (Material, Somatic, Verbal)
You ask about the results of a particular course of action. The spell can predict results up to 30 minutes into the future, and reveals the GM’s best guess among the following outcomes.
• Weal: The results will be good.
• Woe: The results will be bad.
• Weal and Woe: The results will be a mix of good and bad.
• Nothing: There won’t be particularly good or bad results.
The GM rolls a secret DC 6 flat check. On a failure, the result is always “nothing.” This makes it impossible to tell whether a “nothing” result is accurate. If anyone casts augury on the same topic, use the secret roll result from the first casting. It’s possible to get a different result if circumstances change.

Bless
Level 1 Spell
Page 208
Enchantment, Mental
Casting Somatic, Verbal
Area 30-foot aura
Targets you and allies in the area
Duration concentration, up to 1 minute

Blessings from beyond make your companions potent. They gain a +1 conditional bonus to attack rolls. Bless can dispel bane.

Charm
Level 1 Spell (Domain spell)
Page 209
Emotion, Enchantment, Mental
Casting Somatic, Verbal
Range 30 feet
Targets one humanoid creature
Duration 1 hour or until dismissed

To the target, your words are honey and your visage bathed in dreamy haze. It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or acted hostile.
You can dismiss charm with a Verbal Casting action. If you act hostile to the target, the spell ends. When the spell ends, the target doesn’t necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, which could potentially allow you to convince the target to continue being your friend via mundane means.

Success The target is unaffected, but thinks your spell was something harmless instead of charm, unless it identifies the spell (usually with Identify Magic).

Critical Success The target is unaffected and aware you tried to charm it.

Failure The target’s attitude becomes friendly toward you. If it was friendly, it becomes helpful. It can’t act hostile toward you. Critical Failure Target is helpful and can’t act hostile toward you. Heightened (4th) You can target any creature, not just humanoids.

Heightened (8th) You can target up to 10 creatures of any kind.

Darkvision
Level 2 Spell
Page 213
Divination
Casting Somatic, Verbal
Duration 1 hour

You gain darkvision.
Heightened (3rd) The spell’s range is touch and it targets 1 creature

Enthrall
Level 3 spell (Domain)
Page 222
Auditory, Enchantment, Emotion

Casting Somatic, Verbal
Range 120 feet; Targets creatures in range
Duration concentration, up to 10 minutes

You speak or sing without interruption throughout the casting and duration. Targets that notice your speech or song might give their undivided attention, depending on their Will saves. The GM may grant a circumstance bonus (to a maximum of +4) if the target is of an opposing religion, ancestry, or political leaning, or is otherwise unlikely to agree with what you’re saying.

Each creature that enters range has to attempt a save when you Concentrate on the Spell. If you’re speaking, enthrall is lingual. Success The target needn’t pay attention but doesn’t notice you tried to use magic (it might notice others are enthralled).

Critical Success: The target is unaffected.
Failure: The target is fascinated with you. It can attempt a Will save if it witnesses actions or speech with which it disagrees. If it succeeds, it’s no longer fascinated and bolstered to this casting of enthrall. The fascination ends instantly if the creature is subject to a hostile act or a successful Diplomacy or Intimidation check against the spell’s DC.
Critical Failure: As failure, but the target can’t attempt a save to end the fascination if it disagrees with you.

Heal
Level 1 Spell
Page 229
Healing, Necromancy, Positive
Casting: Somatic Casting or more
Range touch, Range 30 feet, or Area 30-foot aura (see text);
Targets one willing living creature or one undead creature

You channel positive energy to heal the living or damage the undead. You restore Hit Points equal to 1d8 plus your spellcasting ability modifier to a willing living target, or deal that amount of positive damage to an undead target. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.

Somatic Casting: The spell has a range of touch. You must succeed at a melee touch attack to damage an undead target.
Somatic Casting, Verbal Casting: The spell has a range of 30 feet and doesn’t require a touch attack when targeting an undead creature. An undead target must attempt a Fortitude save, taking half damage on a success, no damage on a critical success, or double damage on a critical failure.
Material Casting, Somatic Casting, Verbal Casting: You disperse positive energy in a 30-foot aura. This has the same effect as the two-action version, but it targets all living and undead creatures in the burst and reduces the amount of healing or damage to your spellcasting ability modifier.
Heightened (+1) The amount of healing or damage increases by 1d8, or by 2d8 if you’re using the 1- or 2-action version to heal the living.

Heroism
You tap the target’s inner heroism, granting it a +1 conditional bonus to attack rolls, Perception checks, saving throws, and skill checks.

Light
Cantrip
Page 234
Cantrip, Evocation, Light
Casting Somatic, Verbal
Range touch
Targets one unattended, nonmagical object of 1 Bulk or less
Duration 1 day or until dismissed

The object begins to glow with pure light, casting bright light in a 20-foot radius like a torch. If you cast this spell again on another object, the light on the last object you cast it on is dismissed. Heightened (4th) The object instead sheds bright light in a 60- foot radius.

Message
Cantrip
Page
Auditory, Cantrip, Illusion, Lingual, Mental
Casting Verbal
Range 120
Targets one creature
Duration see below

You mouth words, but instead of coming out of your mouth, they’re transferred to the ears of the target. Though others cannot hear your words, the target can as if she were standing next to you. She can give a brief response as a reaction, or as a free action on her next turn if she wishes, but she must be able to see you and be within range to do so. If she responds, per the original missive only you can hear her response.
Heightened (3rd) The spell’s range increases to 500 feet.

Prestidigitation
Cantrip
Page 246
Cantrip, Evocation, Light
Casting Somatic, Verbal
Range 10 feet
Targets one object (cook, lift, or tidy only)
Duration concentration

You can perform simple magical effects for as long as you Concentrate on the Spell. The effects are minor and have severe limitations. Each time you Concentrate on the Spell, you can choose one of four options, based on your type of magic.

• Lift (arcane, divine, occult) Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
• Make (arcane, divine, occult) Create an object of negligible Bulk, made of congealed magical substance and temporary in nature. The object looks crude and artificial and is extremely fragile—it crumbles if put under too much strain and can’t be used as a tool, weapon, or spell component.

Prestidigitation can’t deal damage or cause adverse conditions. Any actual change to an object (beyond just moving, cleaning, coloring, or soiling it) persists only as long as you Concentrate on the Spell.

Protection
Level 1 Spell
Page 247
Abjuration
Casting Somatic, Verbal
Range Touch
Targets One creature
Duration 1 minute

Choose chaotic, evil, good, or lawful when you cast this spell. If you choose chaos, this spell gains the lawful trait and vice versa. If you choose evil, this spell gains the good trait and vice versa.
The target gains a +1 conditional bonus to their Armor Class against attacks by creatures of the chosen alignment and on saving throws against effects created by such creatures. This bonus increases to +3 against effects from such creatures that would directly control the target and against attacks made by summoned creatures of the chosen alignment.

Remove Disease
Level 3 Spell
Page 250
Healing, Necromancy
Casting 10 minutes (Material, Somatic, Verbal)
Range touch
Targets one creature

You attempt to completely remove one disease afflicting the target. Treat this as counteracting the disease (see page 319).

Restoration
Level 2 Spell
Page 251
Healing, Necromancy
Casting 10 minutes (Material, Somatic, Verbal)
Range touch
Targets one creature

When you cast restoration, choose to either reduce a condition or lessen the effect of a toxin. A creature can benefit from only one restoration spell each day, and it can’t benefit from restoration more than once to reduce the stage of the same exposure to a given toxin.

• Reduce a Condition: Reduce the value of the target’s enfeebled, sluggish, or stupefied condition by 2. You can instead reduce two of the listed conditions by 1 each.
• Lessen a Toxin: Reduce the stage of one toxin the target suffers from by one stage. This can’t reduce the stage below stage 1 or cure the affliction.

Heightened (4th) Add drained to the list of conditions you can reduce. When you lessen a toxin, reduce the stage by two. You also gain a third option that allows you to reduce the target’s enervated value by 1. You can’t use this to reduce a permanent enervated condition.

Heightened (6th) Per the 4th-level restoration, but you can reduce a permanent enervated condition if you add a Material Casting action while casting the spell, during which you provide 100 gp worth of diamond dust as a cost.

Savor the Sting
Level 1 Power
1 Spell Point
Page 253
Attack, Enchantment, Mental, Nonlethal
Casting Somatic, Verbal
Range Touch
Target one creature

You revel in your target’s pain. If you succeed at a touch attack, your target takes 1d6 mental damage (double damage on a critical hit) and becomes sick with pain depending on its Will save. As long as the target is sick, you gain a +1 conditional bonus to attack rolls and skill checks against the target.

Success The target does not become sick.
Failure The target is sick 1 and takes 1 persistent mental
damage as long as it’s sick.
Critical Failure Per failure, but the target is sick 2.
Heightened (+1) The initial damage increases by 1d6 and the persistent damage increases by 1.

Searing Light
Level 3 Spell
Page 254
Attack, Evocation, Fire, Good, Light
Casting Somatic, Verbal
Range 120
Targets one creature

You shoot a blazing-hot ray of light tinged with holy energy. Make a ranged touch attack against the target. If you hit, you deal 4d6 fire damage. If the target is a fiend or undead, you deal 4d6 additional good damage to it. On a critical hit, double all the damage.

If the light passes through an area of magical darkness or targets a creature affected by magical darkness, searing light attempts to dispel the darkness. If you need to determine whether the light passes through an area of darkness, draw a line between you and the spell’s target.

Heightened (+2) The fire damage by 3d6 and the good damage against fiends and undead increases by 3d6.

Stabilize
Cantrip
Page 259
Cantrip, Healing, Necromancy, Positive
Casting Somatic, Verbal
Range 30 feet
Targets one dying creature

A single touch shuts death’s door. The target goes from 0 Hit Points to 1 Hit Point.

Heightened (4th) You also reduce the target’s dying value by 1.

Resonance:

Maximum: Level 5 + 2 Cha = 7

Invested:
Handwraps of Mighty Fists
Bracers of Armor

Gear:

Combat Gear
Holy Water (Page 394)
Antidote (Page 360)
Greater Darkvision elixir (Page 364) (Bulk L)

Armor and Weapon Gear
+1 handwraps of mighty fists (Page 393) (+1 weapons, so you get +1 to attacks and 2 total hit dice)
Silver Dagger (Page 356) (Bulk L)
Bracers of Armor 1st (Page 383) (Mage Armor, level 1 Page 236) (Bulk L)
Sling and 100 sling bullets
Whip (1 sp) (Page 180)

Other Gear
Wayfinder (Page 413)
Thieves tools (Page 185)
50 ft Rope (Page 185)
Clothing (Page 185)
19 gp
06 sp

Character creation:

Human (+2 Str, +2 Wis)
Background: Acolyte (+2 Str, +2 Wis)
4 free boosts (+2 Str, +2 Dex, +2 Con, +2 Cha)
Cleric (+2 Wis)

Level 1 Stats
Str 16
Dex 12
Con 12
Int 10
Wis 16
Cha 12

Human
Heritage - Skilled Heritage (Intimidate)
Ancestry - Clever Improviser
HP: 8

Background
Acolyte

Trained in Lore: Calistria

Cleric of Calistria
Trained Perception

Expert Fortitude
Trained Reflex
Expert Will

HP: 8 plus Con

Skills Religion, One given by your diety and 3 more
T Acrobatics (Cleric Free)
T Athletics (Cleric Free)
T Deception (Cleric Diety)
T Perception (Cleric default)
T Religion (Cleric default)
T Society (Cleric Free)

Proficient in Simple Weapons and the Whip
Proficient in Light, Medium armor and shields

Domains: Pain and Passion
Minor Domain Power: (Pain) Savor the Sting (Spell Points = Wis modifier)
Spells added by deity: 1st: charm, 3rd: enthrall, 6th: mislead

Channel Energy - Positive. Gives access to the Heal spell 3 + Cha times per day.

Level 2:

HP: 8 Cleric + 1 Con

Skill Feat Streetwise (Page 172)
Cleric Feat Monk Dedication (Page 4 of Multiclass Archetype Updates)
Trained in Thievery
Powerful Fist class ability

Level 3:

HP: 8 Cleric + 1 Con

General Feat Quick Intimidation (Page 169)
Skill Increase Deception is now Expert

Level 4:

HP: 8 Cleric + 1 Con

Skill Feat Cat Fall (Page 164)
Cleric Feat Tiger Stance (Page 99)

Level 5:

HP: 8 Cleric + 1 Con

Ability Boosts Str, Dex, Wis, Cha
Str 18
Dex 14
Con 12
Int 10
Wis 18
Cha 14

Ancestry Feat Haughty Obstinacy (Page 37)
Skill Increase Acrobatics is now Expert
Spell Slots per level: 4/3/3/2

Level 5 Treasure:

1 Level 4 item
+1 handwraps of mighty fists Page 393 (+1 weapons, so you get +1 to attacks and 3 total hit dice) +

2 Level 3 item
Silver Dagger (Page 356)
Greater darkvision elixir (Page 364)

1 Level 2 item
Bracers of Armor 1st Page 383 (Mage Armor, level 1 Page 236)

2 Level 1 item
Holy Water (394)
Antidote (360)

And 50 gp to spend
Whip (1 sp)
Sling (0)
Sling Bullets x 100 (1 sp)
Thieves tools (30 sp)
Rope (1 sp)

Bulk check
Capacity: 5 + 4 Str = 9

- +1 handwraps of mighty fists (Page 393)
- Wayfinder (Page 413)
- Clothing

1 Whip (1 sp)

Lx10 100 sling bullets (Page 181)

L 50 ft Rope (Page 185)
L Antidote (Page 360)
L Bracers of Armor 1st (Page 383) (Mage Armor, level 1 Page 236)
L Greater Darkvision elixir (Page 364)
L Holy Water (Page 394)
L Silver Dagger (Page 356)
L Sling
L Thieves tools (Page 185)