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About Cora MontajayStatistics:
Female Halfling Cleric 3
CG Small Humanoid (Halfling) Init +2; Senses Perception +5 ------------------------------ DEFENSE ------------------------------ AC 17, touch 13, flat-footed 14 (+3 armor, +2 dex, +1 shield, +1 size) hp 24 Fort +5, Ref +4, Will +7 (+2 vs fear) ------------------------------ OFFENSE ------------------------------ Speed 40 ft. Melee Rapier +4 (1d4)
Ranged Light Crossbow +6 (1d6)
Special Abilities:
------------------------------ SPECIAL ABILITIES ------------------------------ Fearless Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck. Halfling Luck Halflings receive a +1 racial bonus on all saving throws. Fleet of Foot Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. Weapon Familiarity Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon. Keen Senses Halflings receive a +2 racial bonus on Perception checks. Aura of Good and Chaos A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details). Channel Positive Energy Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. 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. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). 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. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. 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. Liberation Domain Liberation 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 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. Domain Spells 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. Travel (Exploration) Domain Granted Powers You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet. Agile Feet As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Dimensional Hop At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought. Domain Spells 1st—longstrider, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th—teleport, 6th—find the path, 7th—greater teleport, 8th—phase door, 9th—astral projection. Spontaneous Casting A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name). Gear/Possessions:
------------------------------ GEAR/POSSESSIONS ------------------------------ Carrying Capacity Light 0-25 lb. Medium 26-50 lb. Heavy 51-75 lb. Current Load Carried 23.25 lb. Money 12 GP 0 SP 0 CP
Spells:
----------------------------- SPELLS ----------------------------- 0th Detect Magic Light Create Water Enhanced Diplomacy 1st Remove Fear
2nd Remove Paralysis
Background:
Cora was born into the small halfling population amongst Kassen. Her father was the cook for a tavern and her mother a bard. Cora was the only child and they grew up as a close-knit family that looked out for each other. They also spent a great deal of their time looking after the chosen people for the question into the Crypt of the Everflame, her father giving them baked goods and her mother giving minor magical boons. When Cora came of age she began dedicating a life to serving Cayden Cailen, a god that sat well with the town, and she used her healing powers and magic to help them further. A year ago they were preparing for the departure of the latest group of adventurers into the crypt. A friendly half-orc named Stump, an old dwarf named Doc, a wily halfling named Svit, and a grizzled human named Patch. However a day before the ceremony, as Cora was going around and trying to give the different adventurers their boons, she could only find Stump. Once she found him she managed to find the others in short time, although all at different times and never together. Suspicion started to form in her mind so she followed Stump back to his room and saw the man transform into a small human with a handsome face. She burst in and asked what was going on, and the man embarrassingly admitted to actually being Markus Alexander and pretending to be an entire adventuring party by himself in order to claim four times the glory and money. Instead of turning him in, Cora decided she would help him. He seemed to have some excellent ideas and was a great planner, but he lacked the right guidance. After receiving her parent's blessing, she excitedly set out with Markus to start her life as an adventurer. Appearance and Personality:
Cora is a pretty halfling with brown hair, slanted brows, and a sharp chin. Her eyes are big and a soft brown color. She often has natural decorations in her hair from whatever wilderness she is closest to.
Cora is a free spirit and lives in the moment. She makes friends wherever she goes and tries to help others see the goodness in expressing themselves and living how they want to. |