Full Name |
Coraline Sealen |
Race |
Undine |
Classes/Levels |
Cleric 1 HP 16/16 Init +2 Darkvision Perception +9 Fort +4 Ref +0 Will +6 Longspear +3 1d8+3 |
Gender |
Female |
Size |
Medium |
Age |
27 |
Strength |
14 |
Dexterity |
10 |
Constitution |
12 |
Intelligence |
12 |
Wisdom |
16 |
Charisma |
14 |
About Coraline Sealen
Coraline Sealen
Female mistsoul (vapor undine) cleric of Immonhiel 2 (Pathfinder Player Companion: Plane-Hopper's Handbook 21, Pathfinder RPG Bestiary 2 275)
CG Medium outsider (aquatic, native)
Init +2; Senses darkvision 60 ft.; Perception +9
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Defense
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AC 15, touch 10, flat-footed 15 (+5 armor)
hp 16 (2d8+4)
Fort +4, Ref +0, Will +6
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Offense
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Speed 30 ft. (20 ft. in armor), swim 30 ft.
Melee handaxe +3 (1d6+2/×3) or
. . longspear +3 (1d8+3/×3) or
. . quarterstaff +3 (1d6+3)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks channel positive energy 7/day (DC 13, 1d6)
Spell-Like Abilities (CL 2nd; concentration +4)
. . 1/day—obscuring mist
Domain Spell-Like Abilities (CL 2nd; concentration +5)
. . 6/day—rebuke death (1d4+1)
Cleric Spells Prepared (CL 2nd; concentration +5)
. . 1st—bless, burning disarm (DC 14), detect evil, hydraulic push[D,APG]
. . 0 (at will)—detect magic, guidance, light, resistance
. . D Domain spell; Domains Aquatic[UM], Healing
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Statistics
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Str 14, Dex 10, Con 12, Int 12, Wis 16, Cha 14
Base Atk +1; CMB +3; CMD 13 (11 vs. dirty trick)
Feats Combat Expertise, Deadly Aim, Extra Channel, Power Attack
Traits magical knack, reactionary, seeker
Skills Acrobatics -4 (-8 to jump), Appraise +5, Diplomacy +7, Handle Animal +3, Heal +7, Knowledge (geography) +2, Knowledge (religion) +5, Perception +9, Sleight of Hand -3, Swim +6
Languages Aquan, Common, Elven
SQ amphibious, finesse weapon attack attribute, hydrated vitality[ARG], naive, sealord, water sense[ARG]
Other Gear scale mail, handaxe, longspear, quarterstaff, 89 gp
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Special Abilities
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Amphibious (Ex) You can survive indefinitely on land.
Cleric Channel Positive Energy 1d6 (7/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Aquatic) Granted Powers: You master the deeps of the sea, raging rivers, flowing falls, and relentless tides.
Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls.
Hydrated Vitality (4 HP/day) Gain fast healing 2 when submerged completely in natural, flowing, water.
Naive -2 to AC vs. improvised weapons.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rebuke Death (6/day) (Sp) As a standard action, touch heals 1d4+1 dam to negative HP target.
Sealord (6/day, DC 13) (Su) Channel as cleric to heal/command aquatic/water subtype targets.
Swim (30 feet) You have a Swim speed.
Water Sense Blindsense 30 ft. against creatures in contact with the same body of water.
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