Race |
nit +5; Senses low-light vision; Perception +6 ————— Defense ————— AC 17, touch 11, flat-footed 15 (+4 armor, +1 Dex, +1 shield) hp 14 Fort +3, Ref +3, Will +5; +2 vs. enchantments Immune sleep |
About Anthelea Calenbriars
Female elf warpriest of Calistria 3 ( Pathfinder RPG Advanced Class Guide 60)
CN Medium humanoid (elf)
Init +5; Senses low-light vision; Perception +7
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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 20 (3d8+2)
Fort +3, Ref +4, Will +5; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 scorpion whip (aa) +7 (1d6+1)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 scorpion whip (aa))
Special Attacks blessings 4/day (Curse: hexing attack, Trickery: double), fervor 3/day (1d6), sacred
weapon (1d6, +0, 3 rounds/day)
Warpriest Spells Prepared (CL 3rd; concentration +5)
1st—bane (DC 13), bless, cure light wounds , protection from evil
0 (at will)— create water , enhanced diplomacy , guidance, light
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Statistics
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Str 10, Dex 16, Con 10, Int 13, Wis 14, Cha 15
Base Atk +2; CMB +2 (+4 trip); CMD 15 (17 vs. trip)
Feats Combat Expertise, Improved Trip, Weapon Finesse, Weapon Focus (scorpion whip)
Traits reactionary, sacred avenger
Skills Acrobatics +0 (-4 to jump), Knowledge (religion) +7, Perception +7, Profession (courtesan) +8,
Sense Motive +6; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Elven, Sylvan
SQ elven magic
Combat Gear holy water; Other Gear mithral chain shirt, +1 scorpion whip (aa) , bedroll, belt pouch, flint
and steel, golden holy symbol of Calistira UE, hemp rope (50 ft.), holy text (Calistria) UE, masterwork
backpackAPG, mess kit UE, pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 477 gp
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Special Abilities
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Blessings (4/day) (Su) Pool of power used to activate Blessing abilities.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Fervor (1d6, 3/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift
to cast spell on self.
Improved Trip You don't provoke attacks of opportunity when tripping.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Sacred Weapon (Su) As a swift action, grant weapon enhancement bonus or certain powers.