Solveig Ayrdahl

Charis of Sarenrae's page

3 posts. Alias of The Little King.


Full Name

Charis

Race

Half-Elf

Classes/Levels

Cleric/1

Gender

Female

Size

5'9" 135lb

Age

24

Special Abilities

Turn Undead, Skill Focus (Heal), Framed (Family Honor), Seeker

Alignment

NG

Deity

Sarenrae

Location

Midland, Korvosa

Languages

Common, Elven, Sylvan

Strength 10
Dexterity 10
Constitution 14
Intelligence 13
Wisdom 18
Charisma 15

About Charis of Sarenrae

Charis
Female half-elf cleric of Sarenrae 1
NG Medium humanoid (elf, human)
Init +0; Senses low-light vision; Perception +6
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Defense
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AC 14, touch 10, flat-footed 14 (+4 armor)
hp 11 (1d8+3)
Fort +4, Ref +0, Will +6; +2 vs. enchantments, +2 vs. death
Immune sleep
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee cold iron scimitar +0 (1d6/18-20)
Special Attacks channel positive energy 5/day (DC 12, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration +5)
7/day—fire bolt (1d6 fire), touch of good (+1)
Cleric Spells Prepared (CL 1st; concentration +5)
1st—protection from evil, sanctuary (DC 15), shield of faith
0 (at will)—create water, detect magic, read magic
D Domain spell; Domains Good (Agathion (good) subdomain), Fire
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Statistics
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Str 10, Dex 10, Con 14, Int 13, Wis 18, Cha 15
Base Atk +0; CMB +0; CMD 10
Feats Fey Foundling[ISWG], Skill Focus (Heal)
Traits framed (family honor), seeker
Skills Bluff +4, Diplomacy +6, Heal +11, Perception +10, Sense Motive +8; Racial Modifiers/Trait Bonus Perception +1/+1 & Class skill
Languages Common, Elven, Sylvan
SQ elf blood, variant channeling (sun variant channeling)
Other Gear hide armor, cold iron scimitar, backpack, belt pouch, wooden holy symbol (Angelic Ankh), holy text, hemp rope (50 ft.), spell component pouch, pony, bedroll, candle, flint and steel, mess kit, pack saddle, pot, soap, torch, trail rations, waterskin, 44 gp
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Special Abilities
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Cleric Channel Positive Energy 1d6 (5/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Agathion (Good))
Cleric Domain (Fire) Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Turn Undead Channel makes undead flee
Fire Bolt 1d6 fire (7/day) (Sp) As a standard action, ranged touch attack deals fire dam to foe in 30 ft.
Gifted Adept (Sanctuary) A chosen spell gets +1 CL.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Sun Variant Channeling (±1 Sacred) Bonus vs. blindnes & light effects/Dazzled
Touch of Good +1 (7/day) (Sp) Grant +1 to skill checks, ability checks and saving throws for 1 rd.
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Appearance:
Tall and blonde with green eyes and fair skin; clad in kikko armor with a scimitar on her hip. She's also leading a pony which carries her heavier things.

Personality:
Charis is loving and determined. She has no time for games right now, but is always there when you need her.

Background:
Charis was raised in Midland's temple to Sarenrae with her little brother. Her parents made symbols and vestments for a living and were elated when she was chosen at a young age to become a priestess of Sarenrae.
The decision was made shortly after her encounter with an Ercinee, a magical sunbird, an encounter which gave her a gift for magic.

Recently her younger brother, now an artisan like their parents, was framed for murder, and though she and their friends have attested to his innocence via alibis, his name is still tainted and her family's business is failing because of it. So she answers with enthusiasm the call of a mysterious patron...

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Fluttershy:

Horse, pony (Pathfinder RPG Bestiary 177)
N Medium animal
Init +1; Senses low-light vision, scent; Perception +5
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Defense
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AC 11, touch 11, flat-footed 10 (+1 dexterity)
hp 20 (2d8+4)
Fort +5, Ref +4, Will +0
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Offense
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Speed 40 ft.
Melee 2 hooves -3 (1d3)
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Statistics
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Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
Feats Endurance, Run[B]
Tricks Come, Heel, Riding, Stay
Skills Acrobatics +1 (+5 to jump with a running start), Perception +5
SQ riding
Other Gear bedroll, candle (10), flint and steel, mess kit, pack saddle, pot, soap, torch (10), trail rations (5), waterskin
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Special Abilities
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Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

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