Nurah Dendiwhar

Kirian Ophelia's page

66 posts. Alias of NenkotaMoon.


Languages

Common, Halfling, Celestial, Sylvan

Strength 12
Dexterity 17
Constitution 12
Intelligence 12
Wisdom 14
Charisma 16

About Kirian Ophelia

HP:9 HD:1d8+1 AC:15 T:13 FF: BAB:+0 CMB:+0 CMD:13
Fort:+3 Ref:+3 Will:+4 Speed: 20'(4) Init: +3

-Halfling-

Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.

Slow Speed: Halflings have a base speed of 20 feet.

Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.

Keen Senses: Halflings receive a +2 racial bonus on Perception checks.

Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.

-Cleric-

Aura: Good

Channel: 1d6

Orisons

Domains:
Community-
Calming Touch: 3+WIS/ a day 1d6 NL, Fatigue, Shacken, Sickened
Plant
Wooden Fist; 3+WIS/ a day Unarmed Attack No Provoke, +1/2 Lvl
DSpells
1st-Bless, Entangle

Traits:
Pioneer- Knw. Nat. +1
Deadeye Bowman- Denies Soft Cover +4 AC Bonus
Disdainful Defender- +2 Will Saves of Divine Magic

Skills:
Diplomacy 1(+7)
Prof: Botanist 1(+6)
Linguistics 1(+5)
Sense Motive 1(+6)

Feat:
Point-Blank Shot: +1 within 30'

Born to a small Hafling community. Kirian grew up as the daughter of a an alchemist, whom often took on trips to the woods and fields tat surrounded their home in order to gather the various ingredients. Her skill at finding said ingredients were a feat that seemed natural, almost natural. As she grew older she found herself increasingly involved with the small temple of Erastil in the village, apprenticed to the the pastor of the temple.

For her education, she learned the nature of plant science like her father had when he was a child, but unlike him, she had grown increasingly involved in the faith. When asked to become an acolyte, she accepted without falter. She took her learning and applied them to the community in general with the small gardens and local farms.

It one day where she was summoned to one of the larger temples of which she was given the mission to help in the charter of the untamed river kingdoms. There was need for it to be tamed, to deal with the presence of the ferocious wild life and the banditry that plagued the region.

Horse, light
Horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
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Defense
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AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
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Offense
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Speed 50 ft.
Melee 2 hooves -2 (1d4+1)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
[b]Tricks Come, Heel, Riding, Stay
Skills Acrobatics +2 (+6 to jump with a running start, +10 to jump), Perception +6
SQ docile, riding
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Special Abilities
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Docile This animal's natural attacks are treated as secondary unless it is trained to fight.
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 dim 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.

Spells:
0lvl DC:12
Light
Guidance
Create Water

1lvl DC:13
Bless
Obscuring Mist

-Equipment-

Armor: Wooden +2 AC 25lbs
Weapon 1:Longbow 1d8 x3 8lbs