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)
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
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.
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
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,