Ilarris Zeleshi

~Hellena~'s page

136 posts. Organized Play character for Nik B..


Race

Clr 1, HP9/9 - AC 16, T 10, FF 16/ F +3, R +0, W +6/ CMD 11, CMB +1/ Per +13(LL), Init +2, Move 40ft

About ~Hellena~

PFS Details:

Player - Nik
PFS #41662-17
email: nikolausb@hotmail.com

Female Half-Elf Cleric 1
CG
Init +2; Senses LL Vision; Perception +13
S12 D11 C12 I14 W16 Ch14
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DEFENSE
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AC 16, touch 10, flat-footed 16. (+4 armor, +2 shield)
Chain Shirt, Hvy wooden shield
HP 9
CMD 11
F 3/R 0/W6
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OFFENSE
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Spd 40 (40) ft.

Combat
Morningstar (Cold Iron) +1 (1d8+1/20x2)
Sling +0 (1d4+1/20x2)

CMB 1

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STATISTICS
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SKILLS:

SKILLS
Mod/Ability/ranks/misc
Acrobatics: -4/0/0/-4
Appraise: 0/0/0/0
Bluff: 2/0/0/2
Climb: -3/1/0/-4
Diplomacy: 6/2/1/3
Escape artist: -4/0/0/-4
Heal: 3/3/0/0
Intimidate: 2/2/0/0
Know (Rel) 6/2/1/3
Perception: 13/3/1/9
Sense Motive: 7/3/1/3
Stealth: -4/0/0/-4
Survival: 3/3/0/0
Swim: -3/1/0/-4
UMD: 7/2/1/4
Languages – Common, Elven, Osiriani, Varisian

Spells:

Save 0=13 /1=14

L0 (3 -unlimited)
Detect magic
Resistance
Stabilise

L1 (2+1/day)
CLW x 2
Longstrider

RACIAL:

-- HALF-ELVEN RACIAL TRAITS --
• Wis: +2
• TYPE: Humanoid (Half-elf)
• SIZE: Medium
• ADAPTABILITY: Half-elves receive Skill Focus as a bonus feat at 1st level.
• ELVEN BLOOD: Half-elves count as elves for any effect related to race.
• HUMAN HERITAGE (Wisdom) : Half-elves get a +2 bonus on one ability score
of their choice at creation to represent their varied nature.
• ELVEN IMMUNITIES: Half-elves are immune to magic sleep effects and get a +2
racial saving throw bonus against enchantment spells and effects.
• KEEN SENSES: Half-elves receive a +2 racial bonus on Perception skill checks.
• LOW-LIGHT VISION: Half-elves can see twice as far as humans in conditions of
dim light.
• HUMAN BLOOD: Half-elves count as Human for any effect related to race.
• MULTITALENTED: Half-elves choose two favored classes at first level.
• LANGUAGES: Half-elf begin play speaking Common and Elven.
• Automatic Languages: Common, Elven
• Bonus Languages: Any

TRAITS:

• DANGEROUSLY CURIOUS (Magic): You gain a +1 bonus on Use Magic Device
checks, and Use Magic Device is always a class skill for you. (PFAPG 329)
• INDOMITABLE FAITH (Faith): Your constant struggle to maintain your own
faith has bolstered your drive; you gain a +1 trait bonus on Will saves as a result.
(PFAPG 328)
• REACTIONARY (Combat): You gain a +2 trait bonus to Initiative checks. (PFAPG 328)
• TOMB RAIDER (Faction: Osirion): You've spent most of your life exploring
the ancient tombs and catacombs of Osirion. You gain a +1 bonus on Perception and
Knowledge (dungeoneering) checks and Perception is always a class skill for you.
(PFSc: GtPSOP 17)

FEATS:

• ADDITIONAL TRAITS: You gain two additional traits. (PFAPG 150)
• SKILL FOCUS (Perception): You get a bonus on checks with your
focussed skill Perception +3. (PFCR 134)

CLASS:

-- CLASS ABILITIES --
• FAVORED CLASS (Cleric) : You've gain the following bonuses: Skill Point).
• AURA OF CHAOTIC GOOD: A Cleric of Desna radiates a powerful aura of Chaotic
Good. (PFCR 39).
• CLERIC CHANNEL ENERGY: You channel Positive Energy allowing you to either heal
the living or harm the undead for 1d6. Affects 30 ft radius from you. (DC 13 for
half). Standard action. 5 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 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. Clerics can prepare a number of orisons, or 0-level spells, each
day, as noted under “Spells per day.” These spells are treated like any other spell,
but they are not expended when cast and may be used again. (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 class. (PFCR 41).
• CLERIC WEAPONS AND ARMOR: Proficient with all simple weapons, light
armor, medium armor, shields (except tower shields), and favored weapon of deity --
Starknife. (PFCR 39).
• DOMAIN POWERS: Each of the cleric's chosen domains [Luck, Travel] grant domain powers.
- Bit of Luck (Sp): Touch allows a creature to reroll any d20 roll for the next
round twice, taking the best. Standard action. 6 times per day. [PFCR 45]
- Explorer: You are an explorer and find enlightenment in the simple joy of
travel, be it by foot or conveyance or magic. Increase your base speed by 10 ft.
[PFCR 47]
- Agile Feet (Su): Ignore terrain penalties for 1 round. Swift action. 6 times
per day. [PFCR 47]
(PFCR 40-41).
• FORBIDDEN SPELL ALIGNMENT: No spells with alignment descriptors are
forbidden due to your alignment or your deity's alignment. (PFCR 41, 49).

GEAR:

Chain Shirt
CI Morningstar
Hvy wooden shield
Sling +10 CI bullets
Dagger

Backpack
50' rope
Canvas 2yds
Flint and steel
Grappling hook
Lamp (Common )
Oil x 3
Rations x 2
Sack
Waterskin
Wooden Holy Symbol

Acid
Alchemist Fire
Holy water
Sunrod

Wand CLW
Potion CLW
Healers Kit
Antitoxin

Scroll - Comprehend Languages
Scroll - Endure Elements
Scroll - Hide from Undead
Scroll - Obscuring Mist
Scroll - Protection from Evil