Kyra

Karsielle's page

363 posts. Alias of Deevor.


Full Name

Karsielle

Race

elf

Classes/Levels

Cleric/4 HP: 27/27

Gender

Female

Alignment

Chaotic Neutral

Deity

Calistria

Location

Freeport

Languages

Common, Elven

Strength 9
Dexterity 14
Constitution 10
Intelligence 11
Wisdom 15
Charisma 14

About Karsielle

[ooc]Round x[/ooc]
[ooc]Status: HPs: 27/27, AC: 18,11,17 Conditions: -2 temp Dex damage.[/ooc]
[ooc]Move Action:[/ooc]
[ooc]Std Action:[/ooc]

General Stats:

HP: 27 Speed: 30ft/20ft Current Speed: 20ft Weight limits: 30/60/90 Current HP: 21
HP rolls 8,5,5,5 (+3, then +1 per lev after 3rd, toughness)
Current wealth
Fav Class Cleric
Fav Class 0 pts HP 3 pts Skill
XP: 0 XP Next Level: 5
Low Light Vision, Immune to sleep
[ooc]Initiative [dice]1d20+2[/dice] [/ooc]
[ooc]Perception [dice]1d20+4[/dice] [/ooc]

Daily Allocations:

Uses left/max per day Ability/skill etc

  • 3/5 Channel positive energy DC=14
  • 3/5 Dazing Touch
  • 2/5 Bit of Luck
  • 0/1 1D-Charm Person (CL+1, Forbidden Lore Trait), DC=14
  • 1/1 2D-Aid
  • 1/1 2-Consecrate
  • 0/1 2-Hold Person (CL+1, Forbidden Lore Trait), DC=15
  • 0/1 2-Lesser Restoration
  • 1/2 1-Bless
  • 0/2 1-Protection from Evil
  • 0-Create Water(1)
  • 0-Light(1)
  • 0-Purify Food and Drink(1)
  • 0-Stabalize(1)

Equipment in use or in backpack:

Wearing:
Tight fitting studded armor suite (like Cara in Legend of the Seeker)
Silver Holy Symbol, silver chain holding amber with wasp inside.
Scorpion whip
Daggers x2
Masterwork Breastplate

Saves:
  • Fortitude 3=3+0+0
  • Reflex 2=0+2+0
  • Will 5=3+2+0 immune to sleep(elf), +2 vs charms and enchantments(elf)

defence:

AC 19 = 6 + 1 + 2
Touch 12, FF 14
Masterwork Breastplate AC+6, AChk -3
Studded Leather AC +3 , AChk -1
Bucler AC +1, AChk -1
CMD 14 = 10 + 2 + 2

Attack:

Base Attack +2
CMD = +2 = 3 - 1
Melee

  • [ooc]Scorpion Whip attack [dice]1d20+2[/dice] [/ooc]
  • [ooc]Scorpion Whip damage [dice]1d4-1[/dice] [/ooc]
  • Scorpion Whip x2, disarm, reach, trip
  • [ooc]Dagger attack [dice]1d20+2[/dice] [/ooc]
  • [ooc]Dagger damage [dice]1d4-1[/dice] [/ooc]
  • Dagger 19-20/x2

Ranged


  • [ooc]Dagger attack [dice]1d20+5[/dice] [/ooc]
  • [ooc]Dagger damage [dice]1d4-1[/dice] [/ooc]
  • Dagger 19-20/x2, range 10ft

Spells:

Concentration = +4
Spells per day 0/4, 1/3+1, 2/3+1
Prohibited Spells Lawful
Spell DC 0/12, 1/13, DC 2/14 (+1 trait bonus to the save DC of any language-dependent spell you cast on males)
Spell resistance: +2 on DC to overcome spell resistance of spell I cast. (elf)
Forbidden Lore, CL+1 for Enchantment spells)
Daily Spells - see daily allocation spoiler for spells learnt today.
Spells Known
e

Skills:

Armor Check currently -3, skilss affected add a further -2 to the roll.
Skill points per level 2(cleric) + 0(Int mod)
Acrobatics [dice]1d20+0[/dice] = 2 + 0 + -2 (*)
Appraise [dice]1d20+0[/dice] = 0 + 0 + 0
Bluff [dice]1d20+2[/dice] = 2 + 0 + 0
Climb [dice]1d20-3[/dice] = -1 + 0 + -2 (*)
Diplomacy [dice]1d20+8[/dice] = 2 + 3 + 3
Diplomacy against males [dice]1d20+9[/dice] = 2 + 3 + 4 (charming trait)
Disguise [dice]1d20+2[/dice] = 2 + 0 + 0
Escape Artist [dice]1d20+0[/dice] = 2 + 0 + -2 (*)
Fly [dice]1d20+0[/dice] = 2 + 0 + -2 (*)
Heal [dice]1d20+6[/dice] = 2 + 1 + 3
Intimidate [dice]1d20+2[/dice] = 2 + 0 + 0
Knowledge(local) [dice]1d20+1[/dice] = 0 + 0 + 1 (Forbidden Lore trait)
Knowledge(religion) [dice]1d20+6[/dice] = 0 + 2 + 4 (Forbidden Lore trait)
Perception [dice]1d20+4[/dice] = 2 + 0 + 2 (elf)
Profession(Courtesan) [dice]1d20+6[/dice] = 2 + 1 + 3
Ride [dice]1d20+0[/dice] = 2 + 0 + -2 (*)
Sense Motive [dice]1d20+8[/dice] = 2 + 3 + 3
Spellcraft [dice]1d20+4[/dice] = 0 + 1 + 3
Spellcraft to identify [dice]1d20+6[/dice] = 0 + 1 + 5 (elf)
Stealth [dice]1d20+0[/dice] = 2 + 0 + -2 (*)
Survival [dice]1d20+2[/dice] = 2 + 0 + 0
Swim [dice]1d20-3[/dice] = -1 + 0 + -2 (*)
{*} = Armor check = -2

Elven, Clerical Abilities:

Elven

  • Low-Light Vision: Elves can see twice as far as humans in conditions of dim light
  • Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
  • Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
  • Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
  • Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Cleric of Calistria

  • Aura: Strong Chaotic Neutral aura
  • Channel Energy: Channel positive energy 1d6, 5/day = 3 + 2(cha). Damage against undead, Will Save for 1/2 DC=14=10+2(1/2 cleric level)+2(Cha)
  • Domains: Charm(Lust), Luck
  • Spontaneous Casting: A neutral cleric of a neutral deity can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric 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).
  • Opposition Spells: A cleric can’t cast spells of an alignment opposed to her own or her deity’s. In this case spells associated with the Lawful descriptors in their spell descriptions are prohibited.
  • Bonus Languages: None
  • Favoured weapon: Weapon proficiency with Whip

Domains: Charm(Lust) and Luck

  • Charm Dazing Touch (Sp): You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. You can use this ability 5 times per day equal to 3 + your Wisdom modifier (2).
  • Lust Anything to Please (Su): At 8th level, you can compel a creature within 30 feet to attempt to please you as a standard action. The creature receives a Will save to negate this affect. If the save fails, the creature attacks your enemies for 1 round, gives you its most valuable item, or drops prone at your feet and grovels for 1d4 rounds (GM’s choice). You can use this ability once per day at 8th level and one additional time per day for every four levels beyond 8th. This is a mind-affecting effect.
  • Charm/Lust Domain spells: 1st—charm person, 2nd—touch of idiocy(Lust), 3rd—suggestion, 4th—confusion(Lust), 5th—charm monster, 6th—geas/quest, 7th—insanity, 8th—demand, 9th—dominate monster.
  • Luck 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 equal to 3 + your Wisdom modifier(2).
  • Luck Good Fortune (Ex): At 6th level, as an immediate action, you can reroll any one d20 roll 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.

Feats, Traits:

Feats

  • 1st-level Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
  • 3rd-level Selective Channeling: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.

Traits
[list]
  • Charming: You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
  • Forbidden Lore: Your youthful curiosity and bad luck—or ill fate—led you to open a door, tome, or artifact of particular evil. The revelation was too much for your waking mind, which recalls only its barest outline. Nevertheless, the memories sometimes seep out, and you gain a +1 trait bonus on any two Knowledge skills (your choice). Choose Religion and Local
    If you ever recall event in full, nightmare visions constantly wrack you, hindering your spellcasting. You suffer a -2 penalty to concentration checks. However, it also unlocks the vision’s latent power, and you gain a +1 CL bonus to spells from the school of conjuration, divination, enchantment, or illusion (your choice).

    Choose Enchantment
  • Equipment:

    Starting Gold 140gp(avg)
    Starting Equipment
    Mundane

    Weapons
    00005 Scorpion Whip A scorpion whip deals lethal damage, even to creatures with armor bonuses. If you are proficient with whips, you can use a scorpion whip.
    00002 Dagger
    00002 Dagger
    Armor
    00025 Studded Leather
    00015 Buckler
    Treasures Found/Bought
    Treasures Sold/Used

    Appearance:

    At last a woman covered in exotic eastern flowing gowns enters the bar, most definitely out of place in this bar. Her nose is held aloft as she sniffs and looks down on the surroundings. The yellow and orange chiffon head gear covers what looks like soft golden hair. On her shoulders a well made gown, sweeps down to the floor, offering glimpses of a shapely and long legged figure underneath. Around her neck, she wear a necklace of semi-precious stones, jet and amber which holds at its end the body of wasp captured in a large amber stone. She appears to have no weapons showing, yet as she walks towards the group, it is with the confidence of one who knows how to look after herself. All eyes in the bar follow her, yet she seems happy, almost pleased to have been noticed by everyone.

    She changes when she goes out on an 'adventure', wearing tight leather studded armor and with a scorpion whip and daggers. Looks a bit like Cara in Legend of the Seeker.

    Background:

    It's not just treasure and pretty artifacts that make the men leave their ways and seek out fortunes. No, sometimes it's information and sometimes it's just a pretty face. Well, meet Karsielle an elven maiden, for she has both beauty and the ability to find out information that you'd rather keep hidden. Some say the pen is mightier than the sword, but Karsielle knows better, for it is the flop that protects you, that does your bidding that is mightier than both these, for there is an never ending supply of them, for creatures such as her.

    Like the goddess she serves, her attentions though sensual and loving have a sting in the tail, if you're not careful. Many a man she has been loved and left to rot, their minds obsessed with her, like lapdogs they return, slaves for her company.

    Now it is the turn of Freeport to feel her attentions, she can surely find the men to keep her clothed and fed with the finest the city can offer. She will surely find many who can provide her with the the cold information of power as she supplies the warmth of her love. For this in the stuff of power and wealth that she will eventually use to provide for her rich and varied needs. For her warmth has a price and it will be paid, one way or another.

    Only a few know her history, and they are the secretive elves that sent her to Freeport, to follow and watch the comings and goings. They have their eye on Freeport, to what end, even Karsielle is not aware.

    In short a freelance spy, but using magics to obtain the information she desires. She could just as easily be a sorcerer, but I like her with the domains of luck and lust(from the APG)


    Build & Progression notes:

    Str 9, Dex 12, Con 12, Int 9, Wisdom 14, Cha 14
    +2 Dex, -2 Con, +2 Int
    2nd level
    Spells: 0-level +1, 1-level +1
    Skill points 2, + 1FC: Diplomacy+1 Knowledge(religion)+1, Sense Motive+1
    3rd level
    Spells: 2-Level 2+1
    Feat: Selective Channeling
    Channel Energy 2d6
    Skill points 2, + 1FC: Diplomacy+1 Knowledge(local)+1, Sense Motive+1
    4th Level
    +1 Wisdom
    Str 9, Dex 12, Con 12, Int 9, Wisdom 15, Cha 14
    HPs +5 +0 for Con +0 Favored +1 Toughness
    BAB +1, Saves Fort, Will +1
    Spells: 2-Level +1, 1-level +1
    +2 skills +1 skill favored
    Spellcraft +1, Know(Religion) +1,