Keltir Arinna

Electra Ivy's page

50 posts. Organized Play character for Keith Apperson.


Race

| HP: 15/15 | AC: 16 (12 Tch, 14 Fl) | CMB: 0, CMD: 12 | F: +4, R: +2, W: +6 | Init: +2 | Perc: +3, SM: +8

Classes/Levels

| Speed 30ft | Bit of Luck: 3/6 | Sudden Shift: 6/6 | Spells: 1st 2/3+1/1 | Bless Wand: 50/50 | Channels: 5/9

Gender

Female CG Human (Varisian) Cleric (Varisian Pilgrim) 2

About Electra Ivy

Human (Varisian) cleric (varisian pilgrim) of Calistria 2 (Pathfinder Campaign Setting: Inner Sea Magic)
CN Medium humanoid (human)
Init +2; Senses Perception +3
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 15 (2d8+2)
Fort +4, Ref +2, Will +6
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Offense
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Speed 30 ft.
Melee cold iron light mace +0 (1d6-1) or
darkwood quarterstaff +1 (1d6-1) or
whip +0 (1d3-1 nonlethal)
Special Attacks caravan bond, channel positive energy 7/day (DC 14, 1d6), sudden shift
Domain Spell-Like Abilities (CL 2nd; concentration +5)
6/day—bit of luck
Cleric (Varisian Pilgrim) Spells Prepared (CL 2nd; concentration +5)
1st—magic weapon, protection from evil, shield of faith, true strike[D]
0 (at will)—create water, detect magic, guidance, stabilize
D Domain spell; Domains Trickery (Deception subdomain), Luck
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Statistics
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Str 8, Dex 14, Con 12, Int 10, Wis 16, Cha 16
Base Atk +1; CMB +0; CMD 12
Feats Extra Channel, Selective Channeling
Traits calistrian courtesan, exalted of the society
Skills Bluff +7, Diplomacy +7 (+8 to gather information), Heal +7, Intimidate +4, Knowledge (religion) +4, Linguistics +4, Sense Motive +8, Spellcraft +4, Survival +3 (+5 to avoid becoming lost)
Languages Common, Infernal, Varisian
Other Gear darkleaf cloth lamellar (leather) armor[UC], cold iron light mace, darkwood quarterstaff, whip, wayfinder[ISWG], belt pouch, belt pouch, 77 gp
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Special Abilities
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Bit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Caravan Bond (5 companions) (Su) After a minute of group prayer, may use a domain-granted power on up to 5 travelling companions within 30 feet.
Cleric (Varisian Pilgrim) Domain (Deception) Bluff, Disguise, and Stealth are class skills.
Cleric (Varisian Pilgrim) Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Cleric Channel Positive Energy 1d6 (7/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Selective Channeling Exclude targets from the area of your Channel Energy.
Sudden Shift (6/day) (Su) As an immediate action after being missed by a melee attack, teleport up to 10' away, within the reach of the attacker.