Full Name |
Coraline Sealen |
Race |
Undine |
Classes/Levels |
Cleric 1 HP 10/10 Init +2 Darkvision Perception +8 Fort +3 Ref +0 Will +5 Longspear +2 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 1 (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 +8
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Defense
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AC 15, touch 10, flat-footed 15 (+5 armor)
hp 10 (1d8+2)
Fort +3, Ref +0, Will +5
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Offense
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Speed 30 ft. (20 ft. in armor), swim 30 ft.
Melee handaxe +2 (1d6+2/×3) or
. . longspear +2 (1d8+3/×3) or
. . quarterstaff +2 (1d6+3)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks channel positive energy 7/day (DC 12, 1d6)
Spell-Like Abilities (CL 1st; concentration +3)
. . 1/day—obscuring mist
Domain Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—rebuke death (1d4)
Cleric Spells Prepared (CL 1st; concentration +4)
. . 1st—bless, burning disarm (DC 14), hydraulic push[D,APG]
. . 0 (at will)—detect magic, guidance, light
. . 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 +0; CMB +2; CMD 12 (10 vs. dirty trick)
Feats Extra Channel
Traits magical knack, reactionary, seeker
Skills Acrobatics -4 (-8 to jump), Diplomacy +6, Handle Animal +3, Knowledge (geography) +2, Knowledge (religion) +5, Perception +8, 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, 264 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 12) (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.
Darkvision (60 feet) You can see in the dark (black and white only).
Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls.
Hydrated Vitality (2 HP/day) Gain fast healing 2 when submerged completely in natural, flowing, water.
Naive -2 to AC vs. improvised weapons.
Rebuke Death (6/day) (Sp) As a standard action, touch heals 1d4 dam to negative HP target.
Sealord (6/day, DC 12) (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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