Iramine

Cеlif's page

684 posts. Alias of Don Jon Dux.


Full Name

Celif Ook

Race

Èuraith

Classes/Levels

Cleric 6

Quick Stats:
HP 35/37 (0 NL) | AC 17 [+2=19 SoF]; T 12; FF 15 [+2=17 SoF] | CMD 16 | Fort +6 | Ref +4 | Will +7; +2 vs. fear and enchantments | Init +2 | Percept +10; LLV | CE 8/9 | RV 6/6 | ToG 5/5

Gender

Female

Size

Medium (6'1"/147lbs)

Age

123

Alignment

NG (reads as LG)

Deity

Septimus

Languages

Celestial, Darginn, Low Sylvænar, Valiunt

Homepage URL

Looking for The Real Celif Ook? (This alias is just a "continuity substitute" for a dropped player and has no connection whatsoever to the true Celif.)

Strength 10
Dexterity 14
Constitution 12
Intelligence 14
Wisdom 15
Charisma 14

About Cеlif

Being a mere 123 years of age, Celif is considered a child among other Èuraith. Feeling different from the others and constantly teased for her clumsiness, Celif (or "Ook the Mook") took to books as a window into the lives of others.

As time slipped year by year Celif was chosen to work as a librarian, categorizing scrolls and books for the local temple of Septimus. Showing aptitude she was promoted to higher status and eventually entrusted with important and valuable scrolls of great Divine magic. Sadly, due to her trusting nature and naïveté she lost them to a quick-talking Euraith by the name of Kelio.

Shamed by the incident, she volunteered for pilgrimage to spread the praise of Septimus and atone through good works.


About the Èuraith

According to both academics and Brotherhood scholars, the Dætholayn (elfkind) first appeared after the Great Blasting. Ethereal, aloof, intensely spiritual, and beautiful, all Dætholayn have an eerily inhuman quality to them. Dætholayn societies are deeply hierarchical and socially rigid.

Taller than most elves, the Èuraith (Sun Elf or GildenElf) are a commanding people that belong mostly to the high noble caste of Dætholayn. These resolute and serious warriors have an imposing, even inspiring, presence and an almost visible golden glow. They are the leaders of the Dætholayn world and almost all sub-species of Dætholayn give deference, if not obeisance, to them.



Celif Ook
Female Èuraith Cleric NG
Init +2; Senses low-light vision; Perception +10

--------------------
Defense
--------------------
AC 17 (4 Armor + 2 Dex + 1 Nat (Amulet)), Touch 12, Flat-Footed 15
HP 37 (d8+1)
Fort +6, Ref +4, Will +7; +2 vs. fear and enchantments
Immune magic sleep; Resist Dætholayn Immunities

--------------------
Offense
--------------------
Speed 30' (20' at Medium encumbrance)
Melee
   Dagger +4 (1d4/x2) PS
   Masterwork Lead-Filled Mace +5 (1d6+1/x2) B
Ranged
   Dagger +6 (1d4/x2 10') PS
   Light Crossbow +6 (1d8/19+/x2 80') P
   Sling +6 (1d4/x2 50') B
DC (Channel) 15 (10+Lvl/2+Cha); 17 vs. undead (+2)
DC (Spells) L0=12 | L1=13 | L2=14 | L3=15 (10+SpL+Wis)

--------------------
Statistics
--------------------
Str 10, Dex 14, Con 12, Int 14, Wis 15, Cha 14
Base Atk +4; CMB +4; CMD 16
Energy Type Positive
Traits Courageous - +2 on fear saves
Encumbrance Heavy 84 lbs.; Light 34 lbs with dropped backpack
Wealth 80 PP, 42 GP, 2 SP, 2 CP

Feats:
Extra Channel - Channel Energy +2/day (L5 Feat)
Extra Channel - Channel Energy +2/day (L3 Feat)
Selective Channeling - Exclude self+1 (CHA) from channeled energy

Skills:
Acrobatics: +2 [-1]
Appraise: +2
Bluff: +2
Climb: +0 [-3]
Craft (alchemy): +2
Diplomacy: +6
Disguise: +2
Escape Artist: +2 [-1]
Fly: +2 [-1]
Handle Animal: +3
Heal: +11
Intimidate: +2
Knowledge (arcana): +7
Knowledge (dungeoneering): +6
Knowledge (geography): +6
Knowledge (history): +7
Knowledge (local): +6
Knowledge (nature): +6
Knowledge (planes): +6
Knowledge (religion): +7
Linguistics: +6
Perception: +10
Ride: +2 [-1]
Sense Motive: +6
Spellcraft: +6 (+8 to determine magic item properties)
Stealth: +4 [+1]
Survival: +2
Swim: +0 [-3]
Use Magic Device +3

Figures are for light encumbrance. At medium encumbrance (backpack not dropped), all DEX- and STR-based skills have [penalized values].

Powers:
INTRINSIC ABILITIES

9/day (3+CHA+2+2) Channel Energy (Su) - Heal living/harm undead (select) 3d6 ((Lvl/2+0.5)d6), Will save to half; 30' radius


DOMAIN POWERS

Glory:
5/day (3+WIS) Touch of Glory (Sp) - Lvl bonus to single CHA skill/ability check within 1 hr; Touch

Knowledge:
(At Will) Lore Keeper (Sp) - Knowledge check 23 (15+Lvl+Wis) for touched creature


SPELLS

Orisons (4):
Detect Magic (60' cone; conc. to 1 min/Lvl)
Guidance (+1 competence bonus to single attack/save/skill check within 1 min; Touch)
Light (Torch worth of light; 10 min/Lvl; Touch)
Mending (Repair up to 1lb/Lvl; 10')
Resistance (+1 resistance bonus to saves; 1 min; Touch)
Stabilize (25' + 5'/2 level)

L1 (4+1):
Bless (+1 morale bonus to attacks/fear saves; 1 min/Lvl; 50' radius, allies)
Burning Disarm (Heat metal (held/<=15 lbs), 1d4 fire/Lvl, Reflex save = drop only; 25'+5'/2 Lvl)
Cause Fear (Frighten for 1d4 rds, Will save to Shaken for 1 rd; 1 target <6 HD; 25'+5'/2 Lvl)
Cure Light Wounds (1d8+Lvl heal/harm, Will save to half; Touch)
Divine Favor (+1 (1 per 3 Lvls) luck bonus to attack and weapon damage; 1 min; Self)
Magic Stone (Enchant 3 pebbles to +1 to hit (20', 50' sling), 1d6+1 (2d6+2 vs. undead); 30 min or used; Touch)
Shield of Faith (+2 Deflection Bonus; 1 min/Lvl; Touch)
Shield of Faith (+2 Deflection Bonus; 1 min/Lvl; Touch)

L2 (4+1):
Bull's Strength (+4 STR; 1 min/Lvl; Touch)
Detect Thoughts (1r:presence, 2r:#&Int, 3r:surf. thoughts; conc. to 1 min/Lvl; 60' cone)
Holy Ice Weapon ((NOTE: Needs holy water (so SA to retrieve + SA to invoke)) MWK weapon of holy ice (must be simple or deity's preferred), normal damage + min(Lvl,10) Cold + d4 holy water, Lvl minutes)
Protection from Evil, Communal (Vs. Evil: +2 AC, +2 Saves, +2 (Re)save vs. mental, no touch; 1 min/Lvl (multi-target @ 1 min/ea; Touch)
Spiritual Weapon (Force mace or greatsword remotely strikes as spell for 1d8+1+(trunc(Lvl/3)) force damage; 1 rd/Lvl; 100'+10'/Lvl.)
Summon Monster II (Summon an extraplanar creature, 25'+5'/Lvl/2, 1rd/Lvl )

L3 (2+1):
Prayer (+1 luck bonus to attack/damage/saves/skills for allies, -1 for foes; 1 rd/Lvl; 40' radius)
Wrathful Mantle (Aura of light, +1 to all saves; discharge to deal 2d8 in 5' radius; 1 min/lvl or discharge; Touch or 5')
Searing Light (RTA ray, 1d8/lvl/2; undead 1d6/lvl (bright-light-vulnerable 1d8/lvl); construct/inanimate 1d6/lv/l2; 100'+10'/lvl)

Key:
► Prepaired/ready
— Used/unavailable
  Reference only
Domain Spell (non-swappable)

Magic Items:
Amulet of Natural Armor +1 - As it says.

2/2/Day Pearl of Power 1 - Recall any prepared but spent 1st level spell

Revelation Quill - At will, in empty glass container for 1 hour produces ink (50% random color else black). 1/1/Day, divination for the coming week. 1/1/Week, Far Sight to 400'+40'/Lvl for 1m/Lvl.

Tabard of Septimus - Sanctuary (DC 11), duration 3 rds; perm Divine Focus

43/50 Wand of Cure Light Wounds - Heal 1d8+1 HP

Scrolls
1/1 Consecrate        \ Both on same
1/1 Dancing Lantern / parchment

Gear:
Self
Amulet of Natural Armor +1 N/A
Backpack, Masterwork 4.0
Belt Pouch 0.5
Cold Weather Outfit 7.0
Dagger 1.0
Light Mace, Masterwork, Lead-Lined 6.0
Mithral Chain Shirt 10.0
Pearl of Power 1 (2, as pearl earrings) N/A
Spell Component Pouch 2.0
Tabard of Septimus N/A
Wand, Cure Light Wounds N/A

Magic Item Slots
Amulet of Natural Armor +1 [Neck Slot] N/A
Tabard of Septimus [Body Slot] 1.0

Pocketed
Sling N/A
Sling bullets (2) 1.5
Small pebbles (9) N/A

Belt Pouch
2 Candles N/A
Coinage 1.96
Flint and steel N/A
Ink, Black N/A
Inkpen N/A

Backpack
Acid Flask
6 Alchemist's Fire 6.0
2 Bags
Bedroll 5.0
2 Bloodblock
7 Candles N/A
Cold Iron Crossbow Bolts (per 50) 5.0
Crossbow Bolts (per 20) 0.2
Healer's kit 1.0
Heatstone 1.0
Holy Symbol N/A
Holy Text 1.0
Holy Water (see Consumables) ??
Ink, Black N/A
2 Ink, Colored N/A
4 Inkpens N/A
Key, Septimus Temple N/A
Magnifying Glass ?
Mess Kit 1.0
Parchment
Quill of Septimus (in Scroll Case) N/A
Rice Paper 0.6
Scholar's outfit N/A
Scroll Case (in Waterproof Bag) 0.5
Sling bullets (7) 3.5
Soap 0.5
Surgeon's Kit 5.0
Torch 1.0
Trail Rations 2.0
Waterproof Bag 0.5
Waterskin 4.0
Wharf Tower Journal N/A

Consumables:
10 Candles (1 hr/ea)
44 Cold Iron Crossbow Bolts (per 50) 5.0
32 Crossbow Bolts
9/10 Healer's Kit
4 Holy Water
27 Parchment
100 Rice Paper
9 Sling Bullets
9 Small Pebbles
50 Soap
10 Surgeon's Kit
5 Trail rations