Priscilla is everything Halfling, she is optimistic and cheerful by nature and most of all struck by a powerful wanderlust, so much in fact some would call it god driven.
Appearance:
Priscilla likes pretty things. She clothes herself in an eclectic mix of things she finds in her travels. And she keeps her brand new breastplate shiny.
Background:
Drawn to Absalom’s reputation of being a city of good fortune, opportunity, and wealth, the Daystar family established itself among the many Halflings of Eastgate working as artisans, laborers, and merchants in the commercial districts. Young Pricilla was a wild runner dashing through the streets of Absolom to watch the latest ship arrival, dress store opening, or travelling jugglers. Despite the excitement of Absalom, young Pricilla could barely wait for her coming of age, to explore the world. On her coming of age, she joined the Lodge.
Fortitude: +4 (4+0+0+1+1 rac)
Reflex: +7 (1+2+4+1+1 rac)
Will: +7 (4+0+3+1+1 rac)
+2 racial bonus on all saving throws against fear
Combat Maneuver Defense (CMD): 13 (10+2-1+3-1)
Offense:
Scimitar +7 (1d4+5) 15–20/×2 S (BAB: 4, Dex +3, Small: +1, Mg: +1)
Sling +7 (1d3-1) x2 50 ft. B (BAB: 2, Dex +3, Small: +1, MW: +1)
Starknife: +7 (1d3-1) x3 20 ft. P
BAB: +4
CMB: +0 (+2-1-1)
Class Features:
Weapon and Armor Proficiency: all simple weapons, light armor, medium armor, and shields (except tower shields).
Race: sling, Deity: star knife
Aura (Ex): good
Martial Training (Ex): Scimitar
Sneak Attack: 1d6
Spell-Like Abilities:
Bit of Luck (Sp): (6/day)
Supernatural Abilities:
Channel Energy (5/day): 3d6
Agile Feet: (6/day)
Orisons (4)
x Create Water: Creates 2 gallons/level of pure water.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
x Guidance: +1 on one attack roll, saving throw, or skill check.
Light: Object shines like a torch.
x Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Spark: Ignites flammable objects.
x Stabilize: Cause a dying creature to stabilize.
1st Level Spells (3+1)
Domain
D-True Strike: +20 on your next attack roll.
x D-Longstrider: Your base speed increases by 10 ft.
Typical
Ant Haul: Triples carrying capacity of a creature.
Command: One subject obeys a command for 1 round.
x Comprehend Languages: You understand all spoken and written languages.
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Endure Elements: Exist comfortably in hot or cold regions.
x Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
Murderous Command: Target is compelled to kill its ally.
Moment of Greatness: Doubles a morale bonus. (if bard, cavalier or barbarian)
Protection from Evil: +2 to AC and saves, plus additional protection against selected alignment.
x Sanctuary: Opponents can't attack you, and you can't attack.
Shield of Faith: Aura grants +2 or higher deflection bonus.
Summon Monster 1
2nd Level Spells (2+1)
Domain
x D-Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
D-Locate Object: You sense the direction of a well-known or clearly visualized object.
Abundant Ammunition: Replaces nonmagical ammunition every round.
Air Bubble: Creates a small pocket of air around your head or an object.
Bane: Enemies take -1 on attack rolls and saves against fear.
Bless: Allies gain +1 on attack rolls and saves against fear.
Bless Water: Makes holy water.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Compel Hostility: Compels opponents to attack you instead of your allies.
Curse Water: Makes unholy water.
Dancing Lantern: Animates a lantern that follows you.
Deadeye's Lore: Gain a +4 bonus on Survival and move full speed while tracking.
Deathwatch: Reveals how near death subjects within 30 ft. are.
Decompose Corpse: Turn corpse into clean skeleton.
Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
Detect Undead: Reveals undead within 60 ft.
Diagnose Disease: Detect and identify diseases.
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks.
Endure Elements: Exist comfortably in hot or cold regions.
Entropic Shield: Ranged attacks against you have 20% miss chance.
Forbid Action: Target obeys your command to not do something.
Hide from Undead: Undead can't perceive one subject/level.
Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
Ironbeard: Causes a brushy beard of stiff iron to erupt from the face of a willing target.
Karmic Blessing: The target treats one skill of your choice as a class skill.
Know the Enemy: Gain +10 on a monster Knowledge check.
Liberating Command: Target makes an <a [url=http://paizo.com/pathfinderRPG/prd/skills/escapeArtist.html#_escape-artist" >Escape Artist</a> check as an immediate action and gains a bonus on it.
Magic Weapon: Weapon gains +1 bonus.
Marid's Mastery: Target gains a +1 bonus on attack and damage rolls if it and its opponent are touching water.
Mighty Fist of the Earth: You create a fist-sized rock that flies toward one enemy.
Obscuring Mist: Fog surrounds you.
Protection from Chaos: +2 to AC and saves, plus additional protection against selected alignment.
Protection from Good: +2 to AC and saves, plus additional protection against selected alignment.
Protection from Law: +2 to AC and saves, plus additional protection against selected alignment.
Ray of Sickening: Ray makes the subject sickened.
Reinforce Armaments: Temporarily mitigates the fragile quality in targeted weapon or armor.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Remove Sickness: Suppress disease, nausea, and the sickened condition.
Restore Corpse: Skeletal corpse grows flesh.
Sanctify Corpse: Prevent a corpse from becoming an undead creature.
Stone Shield: 1-inch-thick slab of stone springs up from the ground, shielding you.
Summon Minor Monster: Summon 1d3 Tiny animals.
Summon Monster I: Summons extraplanar creature to fight for you.
Sun Metal: Weapon touched bursts into flames.
Theft Ward: You ward a single object in your possession against theft.
Traits
Magical Knack: You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t increase your caster level higher than your current Hit Dice.
Helpful (Halfling)
Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2.
Skills:
total ranks 34, *-1, (C2x4+R2x8+4FC+Int6)
Acrobatics (r) (Dex*): +10 (+0 rac) xxxx
Appraise (c,r) (Int): +1
Bluff (r) (Cha): +2
Climb (r) (Str*): +3 (+0 rac) x
Craft (c,r) (Int): +0
Diplomacy (c,r) (Cha): +9 xxx
Disable Device (r) (Dex*): + 13 xxxx (with +2 from Thieves' Tools, Masterwork)
Disguise (r) (Cha): +2
Escape Artist (r) (Dex*): +7 x
Fly (Dex*): +3
Handle Animal (Cha): NA
Heal (c) (Wis): +7 x
Intimidate (r) (Cha): +2
Knowledge (arcana) (c) (Int): NA
Knowledge (dungeoneering) (r) (Int): NA
Knowledge (engineering) (Int): NA
Knowledge (geography) (Int): NA
Knowledge (history) (c) (Int): NA
Knowledge (local) (r) (Int): NA
Knowledge (nature) (Int): NA
Knowledge (nobility) (c) (Int): NA
Knowledge (planes) (c) (Int): NA
Knowledge (religion) (c) (Int): NA
Linguistics (c) (Int): +5 x
Perception (r) (Wis): +14 (+2 rac) xxxxxx
Perform (Cha)(Dance): +4 xx
Profession (merchant) (c,r) (Wis): +7 x
Ride (Dex*): +3
Sense Motive (c,r) (Wis): +7 x
Sleight of Hand (r)(Dex): +7 x
Spellcraft (c) (Int): +5 x
Stealth (r) (Dex): +11 (+4 size) x
Survival (Wis): +3
Swim (r) (Str*): +3 x
Use Magic Device (r) (Cha): + 6 x
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 a number of times per day equal to 3 + your Wisdom modifier.
Good Fortune (Ex): At 6th level, you can reroll any one roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it’s worse than the original roll. You can use this ability once per day at 6th level, and one additional time per day for every six cleric levels beyond 6th.
Domain Spells: 1st—true strike, 2nd—aid, 3rd— protection from energy, 4th—freedom of movement, 5th—break enchantment, 6th—mislead, 7th—spell turning, 8th—moment of prescience, 9th—miracle.
Travel Domain
Granted Powers: 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 feet.
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 a number of times per day equal to 3 + your Wisdom modifier.
Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Fleet of Foot: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.
Priscilla Daystar #2
Female halfling cleric of Desna 4/evangelist 2/rogue 1 (Pathfinder Campaign Setting: Inner Sea Gods)
CG Small humanoid (halfling)
Init +5; Senses Perception +14
--------------------
Defense
--------------------
AC 27, touch 18, flat-footed 20 (+7 armor, +4 Dex, +3 dodge, +2 shield, +1 size)
hp 38 (7d8)
Fort +7, Ref +10, Will +10; +2 vs. fear
--------------------
Offense
--------------------
Speed 50 ft.
Melee +1 consecrated keen silversheen rapier +8 (1d4/15-20)
Ranged light crossbow +9 (1d6/19-20) or
. . mwk sling +10 (1d3-1)
Special Attacks channel positive energy 5/day (DC 14, 3d6), sneak attack +1d6
Domain Spell-Like Abilities (CL 7th; concentration +10)
. . 6/day—bit of luck
Feats Butterfly's Sting, Combat Expertise, Deific Obedience, Weapon Finesse
Traits helpful, magical knack
Skills Acrobatics +10 (+18 to jump), Climb +5, Diplomacy +9, Disable Device +13, Escape Artist +7, Fly +9, Heal +9, Knowledge (local) +5, Knowledge (religion) +7, Linguistics +5, Perception +14 (+18 to avoid surprise), Perform (dance) +6, Profession (merchant) +7, Sense Motive +7, Sleight of Hand +7, Spellcraft +5, Stealth +11, Survival +7 (+9 to avoid becoming lost), Swim +2, Use Magic Device +9; Racial Modifiers +2 Perception
Languages Celestial, Common, Goblin, Halfling
SQ +4 to perception to avoid surprise, agile feet (6/day), trapfinding +1
Combat Gear wand of bless weapon (49 charges), wand of cure light wounds (7 charges), antitoxin, caltrops (2), healer's kit, oil (3), smokestick; Other Gear +1 mithral agile breastplate, darkwood heavy wooden shield, +1 consecrated keen silversheen rapier, light crossbow, mwk sling, belt of incredible dexterity +2, cloak of resistance +1, handy haversack, wayfinder, bedroll, blanket, block and tackle, bullseye lantern, climber's kit, crowbar, flask, flint and steel, grappling bolt, hemp rope (50 ft.), ink, black, inkpen, masterwork thieves' tools, mwk manacles, paper (3), perfume, common (10), sack, silk rope (50 ft.), silver holy symbol of Desna, spell component pouch, tea ceremony set, tent, small, tindertwig (5), torch (2), waterskin
--------------------
Special Abilities
--------------------
+4 to Perception to avoid surprise +4 to Perception to determine if you are aware of foes just before a surprise round.
Agile Feet (6/day) (Su) For 1 rd, you ignore difficult terrBit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Butterfly's Sting You can forgo a critical hit in order to pass it on to an ally.
Prerequisites: Combat Expertise, worshiper of Desna.
Benefit: When you confirm a critical hit against a creature, you can choose to forgo the effect of the cr
Cleric Channel Positive Energy 3d6 (5/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Cleric Domain (Travel) Granted Powers: 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 feet.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Deific Obedience Purify yourself daily to prove devotion to a deity and gain benefits.
Fearless +2 racial bonus vs Fear saves.
Helpful Aid another grants allies a +4 bonus (instead of usual +2).
Magical Knack (Cleric) +2 CL for a specific class, to a max of your HD.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Wand of bless weapon (49 charges) Add this item to create a wand of a chosen spell.
Wand of cure light wounds (7 charges) Add this item to create a wand of a chosen spell.
Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).
Note: This item costs only 250 gp for members of the Pathfinder Society