Duchess of Wintercrux Svetochka Elvanna

Marni Torsdottor's page

8 posts. Alias of DBH.


Full Name

Marni Torsdottor

Race

Human

Classes/Levels

Cleric (Desna) 1.

Gender

Female

Size

Med

Age

18

Alignment

CG

Deity

Desna

Location

Varisia

Strength 14
Dexterity 10
Constitution 12
Intelligence 13
Wisdom 16
Charisma 14

About Marni Torsdottor

MARNI TORSDOTTOR

Female Human (Ulfen) cleric 1. CG medium humanoid (human)

Init +0; Senses Perception +8,

Aura Aura of Chaos, Aura of Good, Languages Aklo, Common, Skald

AC 13, touch 10, flat-footed 13. hp 10 (1HD)

Fort +3, Ref +0, Will +5

Defensive Abilities Bit of Luck (6/day),

Speed 40 ft. (8 squares), Agile Feet (6/day)

Ranged crossbow, light +0 (1d8/19-20)
Melee dagger +2 (1d4+2/19-20)
Ranged dagger (thrown) +0 (1d4+2/19-20)
Melee morningstar (cold iron) +2 (1d8+2)

Face 5 ft. by 5 ft. Reach 5 ft.

Base Atk +0; CMB +2; CMD 12

Special Actions Channel Positive Energy (1d6, DC 12, 5/day),

Prepared Spells Prepared Spell List
Cleric (CL 1st):
1st - bless , longstrider (DC ) , protection from evil (DC 14)
0th - detect magic , light , stabilize (DC 13)
*: Domain spell.

Deity Desna; Domains Luck, Travel,
Abilities Str 14, Dex 10, Con 12, Int 13, Wis 16, Cha 14

Special Qualities Agile Feet (6/day), Aura, Aura of Chaos, Aura of Good, Bonus Feat, Orisons, Skilled, Spontaneous Casting,

Feats Fast Learner, Selective Channeling

Skills
Acrobatics -1,
Acrobatics (Jump) +3,
Appraise +1,
Bluff +2,
Climb +1,
Craft (Untrained) +1,
Diplomacy +2,
Disguise +2,
Escape Artist -1,
Fly -1,
Heal +7,
Intimidate +2,
Knowledge (Religion) +5,
Perception +8,
Perform (Untrained) +2,
Ride -1,
Sense Motive +7,
Stealth -1,
Survival +8,
Swim +1,

Possessions outfit (traveler's); studded leather; holy symbol (iron); morningstar (cold iron); Crossbow, Light ; Wrist Sheath [ Dagger; ]; Backpack, Common [ Gear Maintenance Kit; Grooming Kit; Mess Kit; Rations (Trail/Per Day) (x10); ]; Belt Pouch [ Sewing Needle; String (50 ft.); Flint and Steel; ];

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 6 times per day.

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).

Aura of Chaos (Ex) You project a faint chaotic aura.

Aura of Good (Ex) You project a faint good aura.

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 6 times per day.

Bonus Feat Humans select one extra feat at 1st level.

Caravan Guard You recently hired on to Sandru's caravan to serve as a guard, but the job, while it paid well, gave you little chance to scratch the adventuring itch, since the caravan never really ventured into dangerous territory. You understand why Sandru avoided the more dangerous routes, of course, but that didn't help assuage your urge to seek adventure. You've just told Sandru that you're quitting the job in order to try your hand at adventuring - he seemed to understand, and even gave you some good tips on how best to survive potential challenges. You gain a +1 trait bonus on Survival checks, and Survival becomes a class skill for you.
Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 12 Will save to halve the damage. You can use this ability 5 times per day.

Domains

Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Seeker You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Spontaneous Casting You can channel stored spell energy into healing spells that you did not prepare ahead of time. You 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).