About Elanora Krupp
Elanora Krupp, Half-orc Cleric
Alignment: Chaotic Good
Deity: Calistria
Languages: Common, Celestial, Draconic
Homeland: Brevoy
Abilities: Strength 14/+2, Dexterity 10/+0, Constitution 10/+0, Intelligence 14/+2, Wisdom 18/+4, Charisma 10/+0
Defences: Fortitude +0, Reflex +0, Will +0
Armour Class: 15, Touch 10, Flat-footed 15
Initiative: +0
Hit Points: 8
Speed: 30ft.
BAB: +0
CMB: +2
CMD: 12
Skills
Diplomacy (Cha) 1, +4
Heal (Wis) 1, +8
Sense Motive (Wis) 1, +8
Perception (Wis) 1, +9
Spellcraft (Int) 1, +6
Feats
Combat Casting (+4 to concentration checks for defensive casting)
Special Abilities
Darkvision (60ft)
Intimidate (+2)
Orc Blood (Effects that effect Orcs or Humans both effect this character)
Orc Ferocity (1/day if brought below 0hp fight for 1 more round as if disabled)
Weapon Familiarity (Great Axe, Falchions and weapons with the orc descriptor are proficient)
Weapons and Armour Proficiency (Clerics are proficient w/ all Simple Weapons, Light and Medium Armour and Shields as well as their deities favoured weapon)
Aura (A good Aura)
Channel Energy (3/day, 1d6 Healing)
Domains (Luck/Lust)
Orisons (A cleric gains a number of level 0 spells per day)
Spontaneous Casting (A cleric may swap any non-orison or domain spell for an equivalent level cure spell)
Dazing Touch (7/day you can cause a creature to become dazed for a round with a touch attack)
Bit of Luck (7/day you can grant a willing creature the ability to roll twice and take the best roll)
Traits
Pioneer (Perception +1, Horse)
Outcast (Survival +1)
Spells Known
0 (3/day) – Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Stabilize, Virtue
1st (2+1/day) – Charm Person, True Strike, Bane, Bless, Bless Water, Cause Fear, Command, Comprehend Language, Cure Light Wounds, Deathwatch, Detect Evil, Detect Undead, Divine Favour, Doom, Endure Elements, Entropic Shield, Hide from Undead, Magic Stone, Magic Weapon, Obscuring Mists, Protection from Evil, Remove Fear, Sanctuary, Shield of Faith, Summon Monster I
Spells Currently Memorised
Orisons
Create Water (Create 2 gallons/level of pure water)
Detect Magic (Detects spells and magic within 60ft)
Light (Object shines like a torch)
1st Level Spells
Charm Person (Target treats you as friendly)
Obscuring Mists (Fog surrounds you)
Shield of Faith (Aura grants +2 higher deflection bonus)
Gear
Falchion (2d4, 18-20/x2)
Scale Mail (AC+5, Dex+3 -4)
Holy Symbol
Riding Horse
Money
0gp