Shantarr Merita's page

No posts. Organized Play character for SirGuido.


Full Name

Shantarr Merita

Race

Human

Classes/Levels

Cleric 1

Gender

Female

Size

m

Age

24

Alignment

neutral good

Deity

Shelyn

Languages

common

Occupation

Musician/Princess

Strength 10
Dexterity 8
Constitution 8
Intelligence 10
Wisdom 18
Charisma 16

About Shantarr Merita

SHANTAAR MERITA
Female human Cleric 1
NG Medium humanoid
<<Init >> -1 ; <<Senses>> Perception +4
------------------
DEFENSE------------------
<<AC>> 9, touch 9, flat-footed 10 (-1 dex)
<<hp>> 7 (1d8+-1)
<<Fort>> +1, <<Ref>> -1, <<Will>> +6
------------------
OFFENSE------------------
<<Spd>> 30 ft./x4
<<Melee>> Dagger, melee +0 1d4 19-20/x2
<<Ranged>> Sling -1 1d4 20/x2
<<Ranged>> Crossbow, light -1 1d8 19-20/x2
------------------
STATISTICS------------------
<<Str>> 10, <<Dex>> 8, <<Con>> 8, <<Int>> 12, <<Wis>> 18, <<Cha>> 16
<<Base Atk>> +0, <<Cmb>> +0<<Cmd>> +9
<<Feats>> Armor Proficiency (Light) (PFCR 118), Armor Proficiency (Medium) (PFCR 118), Extra Channel (PFCR 124-125), Persuasive (PFCR 131), Shield Proficiency (PFCR 133)
<<Skills>> Bluff +4, Diplomacy +9, Knowledge (local) +2, Knowledge (religion) +5, Perform (stringed instruments) +4
<<Languages>> Common
<<Combat Gear>> Dagger, Sling, Crossbow, light
<<Other Gear>> mw backpack, scrollcase, mirror, rare perfume, belt pouch, signet ring, courtier outfit, noble outfit, entertainer outfit, scholar outfit, Armor & Shield, Weapons
<<Class Abilities>> • AURA - A Cleric of Shelyn radiates a powerful aura of Neutral Good. (PFCR 39).
• CHANNEL ENERGY - You channel positive energy allowing you to either heal the living or harm the undead for 1d6. Affects 30 ft. radius from cleric. Will save DC 13 to halve damage. Standard action. 8 times per day. Does not provoke Attacks of Opportunity. (PFCR 40).
• CLERIC BONUS LANGUAGES - A cleric’s bonus language options include Celestial, Abyssal, and Infernal regardless of race. (PFCR 41).
• CLERIC ORISONS - Pick your 0-level spells. You can cast these at will. (PFCR 41).
• CLERIC SPELLS - The cleric casts divine spells drawn from the Cleric spell list, as listed in PFCR 226-229. The cleric must meditate and pray for an hour each day to regain spells. (PFCR 39-40).
• CLERIC SPONTANEOUS CASTING - A Good cleric can swap prepared spells for spells with "cure" in the name. An evil cleric can swap out prepared spells for "inflict" spells. A neutral cleric of a neutral god can choose one or the other upon taking the Cleric
• CLERIC WEAPONS AND ARMOR - All simple weapons, all types of armor, shields (except tower shields), and favored weapon of deity -- Glaive. (PFCR 39).
• DOMAIN POWERS - Each of the cleric's chosen domains grants domain powers.
Love Domain
Adoration (Su): As an immediate action, you can attempt to thwart a melee or ranged attack that targets you. This ability functions as sanctuary, but only against one individual attack. You must use the ability after the attack is declared but before the roll is made. The creature attacking you receives a Will save to negate this effect. If a creature has more than one attack, this ability only affects one of the attacks. You can use the ability a number of times per day equal to 3 + your Wisdom modifier. This is a mind-affecting effect.
Good Domain
Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
• FORBIDDEN SPELL ALIGNMENT - Spells with the Evil descriptor are forbidden by your alignment and your deity's alignment. (PFCR 41, 49).
Traits: Ear for Music-You gain a +1 trait bonus on one category of Perform checks and a +2 trait bonus on any Knowledge (local) checks that deal with the local art or music scene. Princess-You gain a +1 trait bonus to Diplomacy and Intimidate checks, and one of these skills (your choice) is always a class skill for you.