Giseil Voslil

Learned Alliver's page

39 posts. Alias of joerice.


Full Name

Learned Alliver

Race

Elf

Classes/Levels

Cloistered Cleric 1

Gender

M

Size

M

Age

149

Alignment

N

Deity

Pharasma

Languages

Common, Elven, Draconic, Orcish, Sylvan

Occupation

Scholar

Strength 8
Dexterity 16
Constitution 10
Intelligence 16
Wisdom 16
Charisma 10

About Learned Alliver

Pathfinder 59220-1

Male Elven Cloistered Cleric 1
HP 8
BAB 0
AC 16 (13 flat, 13 touch)
Melee -1
Ranged: Longbow +3 (1d8)/ +4 (1d8+1) within 30 ft
Init: +3
Fort:+3
Refl:+3
Will:+5
Traits: Anatomist (+1 to confirm crits), Forlorn (+1 fort)
Racial Traits:
A Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Elves are Humanoids with the elf subtype.
Base Speed: Elves have a base speed of 30 feet.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Feat and Skill Racial Traits

Keen Senses: Elves receive a +2 racial bonus on Perception checks.

Magical Racial Traits

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.

Offense Racial Traits

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.

Senses Racial Traits

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Skills:
Healing 7 (3+1+3)
Knowledge Arcana 8 (3+1+3+1)
Knowledge Dungeoneering 8 (3+1+3+1)
Knowledge Engineering 8 (3+1+3+1)
Knowledge History 8 (3+1+3+1)
Knowledge Nature 8 (3+1+3+1)
Knowledge Planes 8 (3+1+3+1)
Knowledge Religion 8 (3+1+3+1)
Knowledge untrained: Geography, Local, Nobility 4 (3+1)
Perception 5 (3+2)

Feat: Point Blank Shot

Class features:
Channel Energy 1d6 1/day
Orisons and Spellcasting (Limited)
Spontaneous Casting/Healing
Domain: Water/Ice
Icicle (Sp): As a standard action, you can fire an icicle from your finger, targeting any foe within 30 feet as a ranged touch attack. The icicle deals 1d6 points of cold damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Spells a day
Orisons (2/unlimited a day)
1 (1 + Obscuring Mist/day)

Spells Prepared:
1 Sanctuary, Obscuring Mist
0: Stablize, Mending

Wealth: 2 GP, 9 SP

Equipment:
Studded Leather Armor (+3 AC, -1 check)
Longbow
60 Arrows
Clerical Vestments
Wooden Holy Symbol
Journal
Ink
Inkpen