Female Human

Jeva the orphan's page

33 posts. Alias of Seldlon the Swift.


Full Name

Jeva

Race

Human

Classes/Levels

Cleric 1

Gender

Female

Age

12

Alignment

NG

Deity

Iomedae

Languages

Common

Occupation

Acolyte

About Jeva the orphan

Jeva
Female Human cleric 1
NG Medium humanoid (human)
Init +8, Senses Perception +3
Aura aura of good, aura of law,
=================================================
DEFENSE
=================================================
AC 18, touch 13, flat-footed 15 (+4 armor, +3 Dex, +1 shield, )
hp 7 ((1d8)-1)
Fort +1, Ref +4, Will +5

=================================================
OFFENSE
=================================================
Speed 20 ft.
Melee shield, light steel -1 (1d3-1)
Melee mace, light +3 (1d6-1)
Special Attacks Channel Positive Energy (1d6, DC 12, 5/day),

Prepared Spells
Cleric (CL 1st; concentration +4)
1st-bless water(DC 14), dancing lantern
0th-detect magic, light, spark(DC 13)

*:Domain spell.
Deity Iomedae; Domains Good, War,
=================================================
TACTICS
=================================================

=================================================
STATISTICS
=================================================
Str 8, Dex 18, Con 8, Int 10, Wis 16, Cha 14,
Base Atk +0; CMB -1; CMD 13
Feats Improved Initiative, Weapon Finesse
Skills Diplomacy +6, Heal +7, Knowledge (Religion) +4, Spellcraft +4,
Traits Beast Bond (Handle Animal), Magical Knack (Cleric),
Languages Common
SQ aura, aura of good, aura of law, battle rage (6/day), bonus feat, orisons, skilled, spontaneous casting, touch of good (6/day),
Combat Gear
Other Gear shield, light steel, mace, light, chain shirt, 136.0 gp
=================================================
SPECIAL ABILITIES
=================================================
Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).

Aura of Good (Ex) You project a faint good aura.

Aura of Law (Ex) You project a faint lawful aura.

Battle Rage (Sp) You can touch a creature as a standard action to give it a +1 bonus on melee damage rolls for 1 round. You can do so 6 times per day.

Beast Bond (Handle Animal) You share a close bond with animals. You gain a +1 bonus on Handle Animal checks and Ride checks. One of these skills (your choice) is always a class skill for you.

Bonus Feat Humans select one extra feat at 1st level.

Channel Positive Energy

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 12 Will save to halve the damage. You can use this ability 5 times per day.

Cleric

Domains

Language Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Magical Knack (Cleric) 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. Your caster level in Cleric gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.

No Racial Subtype You have chosen no racial subtype.

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.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

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).

Touch of Good (Sp) You can touch a creature as a standard action, granting giving it a +1 sacred bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round. You can use this ability 6 times per day.