Shelyn

Aleixica Tas'Vere's page

152 posts. Alias of motteditor (RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16).


Full Name

Aleixica Tas'Vere

Race

Human

Classes/Levels

Cleric 5 / Divine Scion /3

Gender

Female

Size

Medium

Alignment

Chaotic Good

Deity

Desna

Languages

Common, Infernal

Occupation

Gambler

Strength 10
Dexterity 16
Constitution 14
Intelligence 12
Wisdom 16
Charisma 13

About Aleixica Tas'Vere

[dice=Perception]1d20+10[/dice]

[ spoiler=Status]
AC 22, touch 13, flat-footed 19
Fort +8, Ref +8, Will +10
CMD: 19
HP: 59/59
Touch of Luck: 0/6
Channels used: 0/6
Spells used:
Effects:
[/spoiler]

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Favored Class: Cleric

Hit Points: 59 (8d8+16)
XP:
Initiative: [dice=Initiative]1d20+7[/dice]
Speed: 30 feet

Attacks:

BAB: +6/+1
Melee: +6/+1
Ranged: +9/+4
CMB: +6

Morningstar:
Attack: [dice=Attack 1]1d20+6[/dice]
Attack: [dice=Attack 2]1d20+1[/dice]
Damage: [dice=Damage 1]1d8[/dice]
Damage: [dice=Damage 2]1d8[/dice]
Critical: x2; Type: B/P

Starknife:
Attack: [dice=Attack]1d20+6[dice]
Attack 2: [dice=Attack 2]1d20+1[dice]
Damage: [dice=Damage]1d4+1[/dice]
Damage 2: [dice=Damage 2]1d4+1[/dice]
Critical: x3; Type: P

Defense:

AC: 22 (+8 armor, +1 shield, +3 Dex)
Touch: 13
Flat-footed: 19
CMD: 19
Armor: +2 agile breastplate (Armor Bonus: +8; Max Dex: +3; Check Penalty: -3 (no penalty to climb or jump); Type: Medium; Weight: 25 lbs.)
Shield: masterwork buckler (Armor Bonus: +1; Max Dex: --; Check Penalty: --; Type: shield; Weight: 5 lbs.)

Fortitude save: [dice=Fort save]1d20+8[/dice] (5 base, +2 Con, +1 luck)
Reflex save: [dice=Reflex save]1d20+8[/dice] (2 base, +3 Dex, +2 domain specialization, +1 luck)
Will save: [dice=Will save]1d20+10[/dice] (6 base, +3 Wis, +1 luck)

Class abilities:

Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity. A divine can select Greater Weapon Focus, Weapon Specialization, and Greater Weapon Specialization as feats once she qualifies for them normally (although she does not have to fulfill the prerequisite of having fighter levels in order to select these feats).

Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).

Channel Energy (Su): [dice=Channel Energy]3d6[/dice], 6/day

A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.

Opposition Alignment (Ex): Law
A divine scion gains a +1 bonus on caster level checks made to overcome spell resistance of creatures with that alignment subtype.

Domains:

Domains: Liberation, Luck

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.

Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Good Fortune (Ex): At 6th level, as an immediate action, you can reroll any one d20 roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it's worse than the original roll. You can use this ability once per day at 6th level, and one additional time per day for every six cleric levels beyond 6th.

Domain Specialization (Su): Luck
At 3rd level, a divine scion selects a domain granted by her deity—this domain becomes the divine scion’s chosen specialization in representing her deity. Every time a divine scion casts a domain spell from her specialized domain, she heals damage equal to twice the spell’s level.

In addition, each domain specialization grants a spell-like ability (which functions at a caster level equal to the divine scion’s total character level) and a permanent sacred bonus on a single type of d20 roll.

Luck: divine favor 3/day; +2 on Reflex saves

Spells:

Concentration check: [dice=Concentration check]1d20+11[/dice]

Caster level check to overcome SR (+1 vs. lawful): [dice=Caster check (+1 vs. lawful)]1d20+10[/dice]

Domain Spells (liberation): 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.

Domain Spells (luck): 1st—true strike, 2nd—aid, 3rd—protection from energy, 4th—freedom of movement, 5th—break enchantment, 6th—mislead, 7th—spell turning, 8th—moment of prescience, 9th—miracle.

Spells:
Orison: unlimited (detect magic, guidance, light, read magic)
1st level: 5+1 (bless, magic weapon, protection from evil, obscuring mist, xx, +remove fear)
2nd level: 4+1 (align weapon, align weapon, searing light, xx, +aid)
3rd level: 4+1 (dispel magic, magic vestment, xx, xx, +remove curse)
4th level: 2+1 (chaos hammer, xx, +freedom of movement)

Feats and Traits:

Bonus human: Iron Will: +2 to Will saves
1st: Improved Initiative: +4 Initiative
1st: Additional Traits: Slippery
3rd: Weapon Focus (star knife): +1 to attack rolls
5th: Extra Channel: Channel 2 more times/day
7th: Spell Penetration: +2 bonus on caster level checks made to overcome a creature's spell resistance.

Trait: Shadow Child: When attacking targets in areas of dim light, you do not suffer the standard 20% miss chance on attack rolls for being in the poorly lit area.
Trait: Slippery: +1 Stealth
Trait: Convincing Liar: +1 Bluff
Trait: Charming: You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.

Others to consider: Alignment Channel, Weapon Specialization (star knife), Spell Focus, Selective Channel, Scribe Scroll

Skills:

4 ranks/level (2 for cleric +1 for Int +1 for human)

Acrobatics**: +1 (1 ranks, +3 Dex, -3 armor)
[dice=Acrobatics]1d20+1[/dice]

Bluff*: +6 (1 rank, +1 trait, 3 class skill, +1 Cha)
[dice=Bluff]1d20+6[/dice]

Climb: [dice]1d20[/dice] (0 ranks, +0 Str)
Diplomacy*: [dice]1d20+8[/dice] (3 ranks, +1 trait, 3 class skill, +1 Cha)
Heal: [dice]1d20+7[/dice] (1 rank, 3 class skill, +3 Wis)
Knowledge (arcana): [dice]1d20+5[/dice] (1 rank, 3 class skill, +1 Int)
Knowledge (history): [dice]1d20+5[/dice] (1 rank, 3 class skill, +1 Int)
Knowledge (local): [dice]1d20+2[/dice] (1 rank, +1 Int)
Knowledge (nobility): [dice]1d20+5[/dice] (1 rank, 3 class skill, +1 Int)
Knowledge (planes): [dice]1d20+9[/dice] (5 ranks, 3 class skill, +1 Int)
Knowledge (religion): [dice]1d20+9[/dice] (5 rank, 3 class skill, +1 Int)
Linguistics: [dice]1d20+5[/dice] (1 rank, 3 class skill, +1 Int)
Perception: [dice]1d20+10[/dice] (4 ranks, 3 class skill, +3 Wis)
Profession (gambler): [dice]1d20+7[/dice] (1 rank, 3 class skill, +3 Wis)
Sense Motive: [dice]1d20+10[/dice] (4 ranks, 3 class skill, +3 Wis)
Spellcraft: [dice]1d20+10[/dice] (6 ranks, 3 class skill, +1 Int)
Stealth: [dice]1d20+5[/dice] (1 rank, +1 trait, 3 class skill, +3 Dex, -3 armor)

* You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
** No armor penalty to jump; +5 competence bonus to jump

Other class skills: Appraise (Int), Craft (Int), Fly (Dex), Perform (Cha)

Gear:

Combat gear
* Morningstar (8 gp)
* Starknife, 4 (96 gp)
* +2 agile breastplate (4,400 gp)
* Masterwork buckler (155 gp)

Magical gear
* Wand of cure light wounds, 49 charges
* Headband of Fortune's Favor: The wearer gains a +1 luck bonus on saving throws. Any effect that gives the wearer a luck bonus (such as a divine favor or prayer spell) or explicitly increases the wearer's good luck (such as a witch's fortune hex, the Luck domain's bit of luck domain power, and so on) lasts for 1 round longer than normal on the wearer. Abilities without a time-based duration (such as carrying a stone of good luck) are unaffected by the headband. (7,700 gp)
* Boots of striding and springing (1 lb., 5,500 gp): +10 speed, +5 Acrobatics to jump
* Pyxes of Redirected Focus (1,000 gp)
* Wayfinder (1 lb., 500 gp)
* 2 potions of fly (1,500)
* 1 potion of invisibility (300 gp)
* 2 potions of vanish (100 gp)

Mundane gear
Handy Haversack (2 lbs., 2,000 gp)
- Medium tent (15 gp, 30 lbs.)
- Bedroll (1sp, 5 lbs.)
- Winter blanket (5 sp, 3 lbs.)
- Marbles (1 sp, 2 lbs.)
- 5 candles (5 cp)
- Silk rope, 50 feet (10 gp, 5 lbs.)
- 2 sacks (2 sp, 1 lb.)
- 1 waterskin, 1 wineskin (2 gp, 8 lbs.)
- Whetstone (2 cp, 1 lb.)
- Traveler's outfit (1 gp, 5 lbs.)
- Explorer's outfit (10 gp, 8 lbs.)

3 belt pouches (3 gp, 1 1/2 lbs.)
- Magnet (5 sp, 1/2 lb.)
- Fishhook and 50 feet twine (1 sp, 1 cp, 1/2 lb.)
- Flint and steel (1 gp)
- Small steel mirror (10 gp, 1/2 lb.)
- Sewing needle and 50 feet thread (5 sp, 1 cp)

Silver holy symbol (25 gp)

8,911 gp, 1 cp

Racial abilities, advancement:

+2 to One Ability Score: Applied to Wisdom

Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Languages: Humans begin play speaking Common.

Stat increases: Dex, Dex
Favored class bonuses: Skill (5)
Cleric: Add a +1 bonus on caster level checks made to overcome the spell resistance of outsiders.

Background: