Harrow Reading

Donata Petali's page

46 posts. Alias of therealthom.


Full Name

Donata Petali

Race

Human (Varisian)

Classes/Levels

Cleric of Shelyn, 2

Gender

Female

Size

M

Alignment

NG

Deity

Shelyn

Location

Magnimar

Strength 14
Dexterity 12
Constitution 14
Intelligence 14
Wisdom 18
Charisma 14

About Donata Petali

Donata Petali
Female Human Cleric of Shelyn 2
Align: NG Init: +0 Speed: 30 ft.
Abilities
14 Str // 10 Dex // 14 Con // 12 Int //18 Wis // 13 Cha
Stat Calcs and Hit point history

Spoiler:
5+2+5+5+10+5, Racial +2 W
Hit Points : (Max per level)+ toughness (3+1/level beyond 3)

Defense : (Current HP 23)
HP: 23 AC: 16, touch: 10, flat footed: 16 Breastplate Temporary AC
Fort: +5 = +3+2 Ref: +0 = +0+0 Will: +8 = +3+4+1 trait

Offense :
Ranged light crossbow +2 , 1d8, 19-20 x2, 80’ 10 bolts
Melee club +3 ,1d6+2, x3
Melee dagger +3 , 1d4+2, 19-20, 10’
Melee MW Glaive +4 , 1d10+2, x3

Channel Energy (Su): x5/day 30’ radius

Spoiler:
Channel Energy (Su): 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.

A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).

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 channeled 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.

Appearance: Donata is a solidly, built young woman of average height. Her olive skin and black hair indicate Varisian descent, although her features are somewhat sharper than the Varisian ideal. She dresses simply, usually with a drab cloak over all.

Spells: 0 lvl 4, 1st lvl 3+1

Typical spell loads: (Today utility load)

Utility

Spoiler:
Orisons: mending, guidance, light, stabilize 1st: comprehend languages , command , obscuring mist(d), sanctuary

Combat
Spoiler:
Orisons: light , virtue, guidance, resistance 1st: protect(evil), true strike (d), shield of faith, obscuring mist

Domains: Air Domain

Spoiler:
Granted Powers: You can manipulate lightning, mist, and wind, traffic with air creatures, and are resistant to electricity damage.

Lightning Arc (Sp): As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Electricity Resistance (Ex): At 6th level, you gain resist electricity 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to electricity.

Domain Spells: 1st—obscuring mist, 2nd—wind wall, 3rd—gaseous form, 4th—air walk, 5th—control winds, 6th—chain lightning, 7th—elemental body IV (air only), 8th—whirlwind, 9th—elemental swarm (air spell only).

Luck Domain

Spoiler:
Granted Powers: You are infused with luck, and your mere presence can spread good fortune.

Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Good Fortune (Ex): At 6th level, as an immediate action, you can reroll any one d20 roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it's worse than the original roll. You can use this ability once per day at 6th level, and one additional time per day for every six cleric levels beyond 6th.

Domain Spells: 1st—true strike, 2nd—aid, 3rd—protection from energy, 4th—freedom of movement, 5th—break enchantment, 6th—mislead, 7th—spell turning, 8th—moment of prescience, 9th—miracle.

Trait and Feats:

Spoiler:

Missionary: You have come to town to see about expanding the presence of your chosen faith after receiving visions that told you your faith is needed in the region—what that need is, though, you're not quite sure. You gain a +1 trait bonus on Knowledge (religion) checks, and Knowledge (religion) is a class skill for you. If you cast divine spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus.

Indomitable Faith: You were born in a region where your faith was not popular, but you never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive; you gain a +1 trait bonus on Will saves as a result.

Glaive Proficiency (cleric of Shelyn)
Toughness (Human Bonus Feat),
Selective Channel (1st level)

Skills :(2/level+ 2/level Int + 1/level human = 10 ranks)

Spoiler:

Craft(weapons) 7 = 2 +2 I +3 cleric
Craft(armor) 7 = 2 +2 I +3 cleric
Know(religion) 8 = 2 + 2 I + 3 cleric +1 trait
Sense Motive 8 = 2+4 w + 3 cleric
Know(history) 7 = 2 + 2 I + 3 cleric

Untrained:
Acrobatics 1 = 0 +2 D - 4 Armor
Appraise 0 = 0 +0 I
Bluff 2 = 0 +2 ch
Climb -- 1 = 0 +2 S -4 Armor
Craft 1 = 0 +1 I
Diplomacy -- 2 = 0 +2 ch +0 cleric
Disguise 2 = 0 +2 ch
Escape Artist 1 = 0 +2 D -4 Armor
Forgery 1 = 0 +1 I
Heal 3 = 0 +3 w
Intimidate 2 = 0 +2 Ch
Perception 3 = 0 +3 w
Ride 1 = 0 +2 D -4 Armor
Sense Motive -- skilled
Spellcraft 0 = 0 +0 I
Stealth 1 = 0 +2 D -1 Armour
Survival 3 = 0 +3 W
Swim 1 = 0 +2 S -4 Armour

Other Gear: Cash remaining 13.08
Silver Holy Symbol

Spoiler:
Holy Symbol, wood 1 0

MW artisan's tools 125 15
Cold weather clothes 8 7
Artisan's clothes 1 4

Backpack 2 2

Belt Pouch 1 0.5

Bedroll 0.1 5
Winter Blanket 2x 1 6
Canvas 8 sq yd 0.8 8
Chest 2 25
Flint and Steel 2x 2 0
Mirror, small steel 10 0.5
Oil 6 pints 0.6 6
Rope, Hemp 50' 1 10
Sewing Needle 2x 1 0
Spade 2 8
Sledge 1 10
Tent 10 20
Whetstone 0.02 1
Bucket 2x 1 4
Barrel 2 30
Waterskin 3x 3 12

Acid, 2 flasks 20 2
Antitoxin 50 0
Tindertwig, 10x 10
Holy water, 2x 50 2

Wine, fine bottle 2x 20 3
Ale, gallon 2x 0.4 16
Rations 90 days 45 90
Cheese, wheel 4 20

Raw weapons material 40 20
Secret MW ingredient 50 1

Back History:

Spoiler:
Varisian youngster. Encountered Shelyn when the family wandered through Taldor. Family didn't liek her taking to a Chel goddess, but came to appreciate her connetion. Her uncle was a blacksmith. He taught her the basics. In Magnimar she apprenticed serioiusly with a weapons smith, but again her devotion to a Chel goddess and emphasis on making a beautiful piece caused friction with her master and the Varisian smiths; the CHel smiths wanted little to do with a Varisian, and a woman at that.

She joined the expedition looking for a place to set up her own shop and be her own master and craft arms as she thinks they should be crafted.