Cleric of Brigh

Lisl Morozov's page

407 posts. Alias of Jesse Heinig.

Full Name

Lisl Morozov




Cleric of Abadar 5 | 33/33 HP | AC 18 T 10 FF 18 | Fort +6 Ref +2 Will +9 | Initiative +0 | Perception +8 | Channel Energy 5/5 | Inspiring Word 2/6 | Shield Bearer 0/1








Lawful Good




South Restov


Common (Taldane); Celestial



Homepage URL

Inspirational picture

Strength 14
Dexterity 10
Constitution 12
Intelligence 13
Wisdom 17
Charisma 14

About Lisl Morozov

Lisl Morozov
Female human cleric of Abadar 5
LG Medium humanoid (human)
Init +0; Senses Perception +8


AC 18, touch 10, flat-footed 18 (+5 armor, +3 shield)
HP 33 (5d8, +5 Con)
Fort +6 (+4 base, +1 Con, +1 resistance), Ref +2 (+1 base, +0 Dex, +1 resistance), Will +9 (+4 base, +3 Wis, +1 trait, +1 resistance)


Speed 40 ft.
Melee Heavy spiked wooden shield +5 (1d6+3/x2; piercing)
Ranged Light crossbow +3 (1d8/19-20/x2; piercing; 80 ft. range)
Cleric Spells Prepared: (CL 5th; concentration +8)
• 3rd (2+d/day)—communal resist energy, fly (d), prayer
• 2nd (3+d/day)—burst of radiance, lesser restoration, locate object (d), sound burst
• 1st (4+d/day)—Abadar's truthtelling, bless, divine favor (d), magic weapon, shield of faith
• 0 (at will)—enhanced diplomacy, guidance, light, stabilize


Str 14, Dex 10, Con 12, Int 13, Wis 17, Cha 14
Base Atk +3; CMB +5; CMD 15
Languages: Common (Taldane); Celestial


Level 1
Improved Shield Bash (Combat): You can protect yourself with your shield, even if you use it to attack.
Prerequisite: Shield Proficiency
Benefit: When you perform a shield bash, you may still apply the shield’s shield bonus to your AC.
Normal: Without this feat, a character that performs a shield bash loses the shield’s shield bonus to AC until his next turn (see Equipment).

Martial Weapon Proficiency (Combat): Choose a type of martial weapon. You understand how to use that type of martial weapon in combat.
Benefit: You make attack rolls with the selected weapon normally (without the non-proficient penalty).
Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.
Special: Barbarians, fighters, paladins, and rangers are proficient with all martial weapons. They need not select this feat.
You can gain Martial Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of weapon.
Chosen weapon: Heavy spiked shield

Level 3
Shield Focus (Combat): You are skilled at deflecting blows with your shield.
Prerequisites: Shield Proficiency, base attack bonus +1.
Benefit: Increase the AC bonus granted by any shield you are using by 1.

Level 5
Selective Channeling: You can choose whom to affect when you channel energy.
Prerequisite: Cha 13, channel energy class feature.
Benefit: 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.
Normal: All targets in a 30-foot burst are affected when you channel energy. You can only choose whether or not you are affected.


Issian (Campaign): You were raised northern Brevoy, a land of misty shores and harsh hill lands, of snowy vistas and violet-hued mountains. You are descended from an able and intelligent people, and you have grand ambitions, a mind alert for opportunity, and the tenacity to fight for your goals no matter the challenge. You care for little more than achieving your aspirations and opportunities to win wealthy and grandeur, for which few costs prove too great. You see yourself as a citizen of Brevoy through and through. The call for champions willing to help take back your country's rightful holdings in the Stolen Lands has inflamed your dreams of profit and possibilities, so you have joined an expedition to quest south.
Benefit: Your agile mind grants you a +1 trait bonus on all Will saves made to resist mind-affecting effects.

Shield Bearer (Race): You have survived many battles thanks to your skill with your shield.
Benefit: When performing a shield bash, you deal 1 additional point of damage. Also, once per day on your turn as a free action, you may provide one adjacent ally a +2 trait bonus to his Armor Class. This bonus lasts for 1 round, so long as you and the target remain adjacent to one another. You can only use this ability if you are using a shield. You retain your shield bonus to your armor class when using this ability.

Adventuring Skills

Total skill ranks: 35 (10 cleric, +5 Int, +5 human, +5 favored class; 10 background skills)

Diplomacy +10 (5 ranks, +2 Cha, +3 class skill)
Heal +11 (5 ranks, +3 Wis, +3 class skill)
Knowledge (religion) +9 (5 ranks, +1 Int, +3 class skill)
Perception +8 (5 ranks, +3 Wis)
Spellcraft +9 (5 ranks, +1 Int, +3 class skill)

Background Skills

Appraise +9 (5 ranks, +1 Int, +3 class skill)
Knowledge (nobility) +9 (5 ranks, +1 Int, +3 class skill)

Untrained Skills

Acrobatics +0 [-4]
Bluff +2 (+2 Cha)
Climb +2 [-1] (+2 Str)
Handle Animal +2 (+2 Cha)
Intimidate +2 (+2 Cha)
Ride +0 [-3]
Sense Motive +3 (+3 Wis)
Stealth 0 [-3]
Swim +2 [-1] (+2 Str)
Survival +3 (+3 Wis)


Total starting wealth: 240 gp

Explorer's outfit (free)
+1 chain shirt (25 lbs.)
Heavy spiked wooden shield (17 gp, 15 lbs)
+1 cloak of resistance
Light crossbow (35 gp, 4 lbs.)
Bolts, 10 (1 gp, 1 lb.)
Silver holy symbol (25 gp)
Masterwork backpack (50 gp, 4 lbs.)
• Bedroll (1 sp, 5 lbs.)
• Blanket (3 lbs.)
• Compass (½ lb.)
• Grooming kit (1 gp, 2 lbs.)
• Healer's kit (50 gp, 1 lb.)
• Holy text of Abadar (3 lbs.)
• Potion of bull's strength (cl 1)
• Potion of enlarge person (cl 1)
• Scroll of magic weapon (cl 1)
• Trail rations, 16 days (8 lbs.)
• Wand of cure light wounds (50/50 charges)
• Waterskin (filled) (1 gp, 4 lbs.)
• 2,212 gp, 6 sp, 5 cp

Light riding horse
Riding saddle
• Animal feed, 16 days (160 lbs.)
• Blanket (3 lbs.)
• Coffee pot (4 lbs.)
• Cups, 6
• Grappling hook with 50' silk rope
• Honey in bottle (1½ lbs.)
• Jam, Strawberry-rhubarb, in bottle (1½ lbs.)
• Kahve, 14 servings (7 lbs.)
• Parasol (3 lbs.)
• Powdered milk in bottle (3 lbs.)
• Soap (½ lb.)
• Tea leaves in bottle (6 lbs.)

Special Abilities


Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Cleric 5

Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity.

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).

Spells: A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare her spells in advance.
To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.

Domains: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action. Cleric domains are listed at the end of this class entry.

Domains selected:
Granted Powers: You are a great leader, an inspiration to all who follow the teachings of your faith.
Inspiring Word (Sp): As a standard action, you can speak an inspiring word to a creature within 30 feet. That creature receives a +2 morale bonus on attack rolls, skill checks, ability checks, and saving throws for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this power a number of times per day equal to 3 + your Wisdom modifier.
Leadership (Ex): At 8th level, you receive Leadership as a bonus feat. In addition, you gain a +2 bonus on your leadership score as long as you uphold the tenets of your deity (or divine concept if you do not venerate a deity).
Domain Spells: 1st—divine favor, 2nd—enthrall, 3rd—magic vestment, 4th—discern lies, 5th—command (greater), 6th—geas/quest, 7th—repulsion, 8th—demand, 9th—storm of vengeance.

Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
Domain Spells: 1st—longstrider, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th—teleport, 6th—find the path, 7th—teleport (greater), 8th—phase door, 9th—astral projection.


Description: Lisl is a fair-skinned Issian woman with noticeable long red hair that first draws the eye. She has cool blue eyes reminiscent of the Lake of Mists and Veils. She has the dimpled cheeks common to the people of Issian descent and a bright smile. She has a somewhat stocky build, much like a housewife or farmhand used to doing manual labor, fit and a bit muscular but not overly heavy.
Lisl tends to dress well in quality clothing with embroidery or bright colors, but when traveling she wears a simple gray stormcloak over her ensemble to keep off rain and snow. She favors soft boots that come up just below the knee and comfortable dresses made of single-color fabric with trim. When traveling she adds a gambeson and mail shirt and carries a round wooden shield with a forbidding spike in it, and a light crossbow strapped to the side of a well-tooled leather backpack that bears tiny scenes of the sun rising over bustling towns.
Though most battle-trained priests bear a shield and a heavy weapon such as a mace or morningstar in combat, Lisl (as a result of her philosophical predilections, as well as her penchant for spellcasting to support her allies) instead carries a shield in one hand (which she also uses a weapon) and her gilded holy symbol in the other.

Hair: Red
Eyes: Blue
Height: 5' 6"
Weight: 121 lbs.

Background: Lisl hails from the northern part of Brevoy, the cold country of Issia, where she comes from an urban family of some station. Though neither noble nor extremely wealthy, she was raised with an education and a modicum of etiquette. Her father was an accountant working for various landed clients, which afforded a comfortable lifestyle in the city of New Stetven.
As the third of five daughters, Lisl was one of the handful of young ladies raised by a poised mother, who insisted on a household of decorum. Both of her parents were adherents of Abadar, and she was raised with a respect for the Church of the Last Vault, though she also learned of many of the other faiths common in Brevoy, such as Pharasma, Erastil, and Gorum.
As a young adult Lisl would nominally have been slated for marriage with a prominent family of station, but a series of awkward events conspired for the would-be suitor approved by her father instead marrying her younger sister. This left Lisl bereft of a path for her future, and she chose instead to spend a year cloistered as a lay nun, both to "find herself" and to improve her education.
Religious education suited Lisl and she eagerly absorbed religious history, records of noble families, and additional lessons in etiquette and diplomacy.
After a year in the cloister, Lisl attended a ball to re-enter society. She found the pettiness of the social scene repulsive, and instead decided to remain in the service of Abadar and become a full priestess. She completed an additional three years of training before taking holy orders, and shortly after graduation - and a stint of a few months handing charity boxes, carrying holy texts, and lighting and extinguishing candles - she was selected to join an expedition to bring "civilization" to the rough southern lands, a journey to which she eagerly looked forward.

Personality Traits: Lisl is a bright, effusive personality. She has a stubborn streak, especially where her morals are concerned; unlike many Abadarans, she does not accept law simply as a settled matter of fact, but rather argues that laws exist to enable the functioning of a harmonious society, which can only happen if laws are just. Thus, she agitates for reforms and often looks to interpret the spirit of the law rather than the strict letter - a matter that has, more than once, earned her reproval from her superiors, but usually only as a minor disagreement over the role of the Church in society rather than as a heretical break from doctrine.
Lisl enjoys urban living, though she finds bucolic farm life relaxing (if boring). She likes art, architecture, and a vibrant social life. She also likes keeping pets, be they cats, dogs, birds, or horses. She likes wine with dinner, especially "crisp" vintages, and she is used to living in a busy household with many children.
Philosophically, Lisl believes that civilization serves as a bulwark against the monsters and hazards of the wild. Strong walls protect against wind, rain, and snow. A warm hearth wards off illness. Guards and militias deter attacks by ankhegs, owlbears, and similar wild beasts. She has taken this protective philosophy to heart and thus, though she is skilled in the use of the crossbow like most Abadarans, she also favors bearing the shield, as it is a symbol of defense as well as a weapon.