Harsk

Harsk the Ranger's page

149 posts. Alias of MauveAvengr.


Full Name

Norna Pheperra Raffereene

Race

Gnome

Classes/Levels

Cleric 2 HP03/18 NL0 | AC17 T11 FF17 | CMB-1 CMD09 | F+5 R+0 W+6 (+2 v fear/desp.; +2 v illus.)| Init+2 Spd20 | Perc+2 SM+6 Dv. K(Rel)+8

Other:
Shillelagh +1/1d4-1/x2; LXbow +2/1d6/19-20/x2

Gender

F

Size

S

Age

65

Alignment

NG

Deity

Desna

Location

Five Kings Mountains

Languages

Common, Draconic, Dwarven, Gnome, Sylvan

Occupation

Traveling cleric, Adventurer

Strength 9
Dexterity 10
Constitution 14
Intelligence 14
Wisdom 15
Charisma 16

About Norna Pheperra Raffereene

Stats:

NORNA PHEPERRA RAFFEREENE
Female gnome cleric of Desna 1
NG Small humanoid (gnome)
Init +2; Senses darkvision 60 ft., low-light vision, Perception +2
Aura aura of chaos, aura of good

DEFENSE
AC 17, touch 11, flat-footed 17 (+5 armor, +1 size, +1 shield)
hp 18 (2d8+4)
Fort +5, Ref +0, Will +6, +2 racial bonus against fear and despair effects, +2 vs. illusion spells or effects
Defensive Abilities bit of luck (5/day) ;

OFFENSE
Speed 20 ft., Agile Feet (5/day)
Melee club (small) +1 (1d4-1)
Ranged club (small/thrown) +2 (1d4-1)
Ranged crossbow (light) (small) +2 (1d6/19-20)
Ranged alchemist's fire (flask) (small) +2 (1d4+1)
Melee dagger (cold iron) (small) +1 (1d3-1/19-20)
Ranged dagger (cold iron) (small/thrown) +2 (1d3-1/19-20)

STATISTICS
Str 9, Dex 10, Con 14, Int 14, Wis 15, Cha 16
Base Atk +1; CMB -1; CMD 9
Feats: Selective Channeling
Languages: Common, Draconic, Dwarven, Gnome, Sylvan
SQ academician, agile feet (5/day), aura of chaos, aura of good, darkvision, darkvision, gnome magic, illusion resistance, low-light vision, orisons, spontaneous casting, weapon and armor proficiency, weapon familiarity,

Skills:

Acrobatics -5,
Acrobatics (Jump) -9,
Appraise +2,
Bluff +3,
Climb -6,
Craft (Untrained) +2,
Diplomacy +7,
Disguise +3,
Escape Artist -5,
Fly -3,
Heal +6,
Intimidate +3,
Knowledge (Arcana), +6,
Knowledge (History), +6,
Knowledge (Planes), +6
Knowledge (Religion) +8,
Perception +2,
Perform (Untrained) +3,
Ride -5,
Sense Motive +6,
Spellcraft +7,
Stealth -1,
Survival +2,
Swim -6

Equipment:

club (s);
scale mail (s);
buckler (s);
outfit (traveler's/s);

Spell Component Pouch
Holy Symbol, Wooden (Desna)

sheriff's whistle
signal whistle

shillelagh (club)(s)
dagger (CI)(s)

crossbow, light (s)
bolts (CI), 10;
bolts (CI/AS), 10;

alchemist's fire (flask);

Backpack (s): Bedroll (Small); Blanket (Winter) (s); Fishhook (x2); Ink (1 oz. Vial); Inkpen (x2); Journal; Mess Kit; Holy Text (Cheap); Rations (Trail/Per Day) (s) (x2); String (50 ft.); Waterskin (Filled); Whetstone; Waterproof Bag (s) (x2)

Pouch (Belt)(s): Flint and Steel; Holy Symbol (Wooden)

hammer; piton (x4); rope (hemp/50 ft.);

Special Abilities:

Class Abilities
Agile Feet (Su) As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability 5 times per day.
Aura of Chaos (Ex) You project a moderate chaotic aura.
Aura of Good (Ex) You project a moderate good aura.
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 5 times per day.
Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 13 Will save to halve the damage. You can use this ability 6 times per day.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Spontaneous Casting You can channel stored spell energy into healing spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "Cure" in its name).
Weapon and Armor Proficiency Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity

Racial Abilities
Academician Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any one Knowledge skill. This racial trait replaces the obsessive racial trait.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Darkvision Some gnome strains have lived in the underground depths for so long they have given up on light entirely and gained darkvision with a range of 60 feet.
Eternal Hope Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result. This racial trait replaces the defensive training and hatred racial traits.
Gnome Knowledge Selection (Knowledge (Religion))
Gnome Magic (Sp) Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain spell-like abilities.
Illusion Resistance (Ex) Gnomes get a +2 racial saving throw bonus against illusion spells or effects.
Weapon Familiarity (Ex) Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.

Traits
Indomitable Faith: You were born in a region where your faith was not popular, yet you never abandoned it. You gain a +1 trait bonus on Will saves as a result.
Chance Savior (Campaign): Your ability to think quickly on your feet has stayed with you, and you quite often feel that you’re in the right
place at the right time. You gain a +2 trait bonus on Initiative checks.

Spells Prepared; Abilities, Equipment and Money Remaining:

Cleric Spells Prepared (CL 1st, concentration +3):
1st—command (DC 13)(0/1), protection from evil (0/2), true strike (D)
0 (at will)—create water, detect magic, guidance, resistance
D Domain spell; Domains Luck, Travel

Channel Positive Energy: 0/6 (1d6, DC 13, 6/day) (-3 poltergeist, -1 Ember Maw; -2 flaming skulls)
Domain Power SLA: Bit of Luck: 5/5
Domain Power SLA: Agile Feet: 5/5
Gnome Spell-Like Abilities:
Dancing lights (1/day)
Ghost sound (DC 13, 1/day),
Prestidigitation (DC 13, 1/day),
Speak with animals (1/day) (0/1)

Bolts (S)(CI): 10/10
Bolts (S)(CI/AS): 10/10
Flask: Alchemist's Fire (1/1); Holy Water (1/1)
Rations: 0/2
Waterskin (M): 1/1
Wand of Cure Light Wounds: 20 (20)

Scrolls: Detect Undead (1); Hide from Undead (2), Lessor Restoration (1), Protection from Evil (1),

Healer's kits: 10/10
Potion of cure light wounds: 1/1
Antitoxin: 1/1
Antiplague: 1/1
Bloodblock: 1/1
Smelling salts: 1/1
Soothe syrup: 1/1

Spirit Planchette and Board
Haunt Siphon: 1/1

Money: 5.87 (start)
Spent: 0.3 (food & drinks)