AC 14, touch 10, flat-footed 14
hp 9 (1d8+1)
Fort +3, Ref +0, Will +6
Resist acid 5, cold 5, electricity 5
Studded Leather +3
Spd 20 ft.
Melee Dagger +1 (1d4+1/19-20/x2) and
Mace, Heavy +1 (1d8+1/20/x2) and
Starknife +1 (1d4+1/20/x3) and
Unarmed Strike +1 (1d3+1/20/x2)
Ranged Crossbow, Light +0 (1d8/19-20/x2)
Spell-Like Abilities Bit of Luck (7/day), Daylight (1/day)
Combat Gear Crossbow, Light, Dagger, Mace, Heavy, Starknife, Studded Leather, Buckler with holy symbol Desna;
Other Gear Backpack, Bedroll, Caltrops, Candle, Case map or scroll (empty)(2), Chalk piece (5), Fishhook, Flask (2), Flint and steel, Hammer, Ink (1 oz. vial, black), Inkpen, Marbles (2), Parchment (10, Rations trail (per day) (7), Rope hempen (50 ft.), Sack (empty)(2), Soap (per lb), String (50'), Traveler's outfit, Waterskin (2), holy symbol signet ring.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bit of Luck (7/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually
attracted to you.
Cleric Channel Positive Energy 1d6 (5/day) (DC 13) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Liberation Granted Powers: You are a spirit of freedom and a staunch foe against all
who would enslave and oppress.
Cleric Domain: Luck Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Liberation (1 rounds/day) (Su) Act as if you had freedom of movement for 1 rounds/day.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Student of Faith +1 caster level of cure spells. +1 to DC of channeled energy.
When Jiessi was born, it was apparent the Deity Desna kissed her, as she was born with a tint of bronze skin and a butterfly birthmark on her left hip. Jiessi grew to be a tall lean young woman with golden hair to accent her bronze skin and green eyes.
She wears worn leathers that seem to blend with her tones and tall-laced boots just below her knees. She carries a heavy mace on her right side, a dagger in her left boot, a light crossbow across under her left arm.
REASON FOR BEING IN SANDPOINT:
Jiessi has a dual purpose why she is in Sandpoint. As a Student of Faith she ventured to Sandpoint for the dedication of a new cathedral honoring several faiths. The second reason was to visit her favorite aunt: Chloe Windblown, who decided to retire from her days of exploring to Sandpoint.
Jiessi Denisse was born in the Valley of Stars, in the Calphiak Mountain range, which is rumored as one of Desna’s favorite locations in Varisia. Jiesse soon discovered her love of faith as expressed in Desna’s holy text, The Eight Scrolls. She devoured the holy text committing it to memory. Jiesse did not ease herself into her faith; no, she jumped in eagerly with two feet, a stern believer of exploration, discovery, and freedom. She doesn't stay in one location longer than a season, or two, preferring the freedom to journey. Her bright smile and soft touch has often brought a bit of luck to those she has encountered in her travels. Her easy going personality makes her a friend to many.
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.