Caroliss Minerran

Milovic Draznoi's page

471 posts. Alias of dien (RPG Superstar 2015 Top 16).


Full Name

Milovica Draznoi

Race

LG Half-elf F

Classes/Levels

Gtlt Cleric/Monk 4 | AC 16 | 31/31 HP | F5 R5 W8 (see full mods) | Per 16 (+18 v undead)

About Milovic Draznoi

Appearance: Milovica Draznoi (Mila to her friends, Milly only to her father) is about 5'10" and lanky, though there is wiry strength in her limbs. Her black hair is usually worn pulled back into a braid or a tie, to keep it out of the way (though a few stubborn strands will always escape), and her garments are similarly practical: supple deerskin trousers of a natural brown-grey, a dark wool shirt with a sleeveless leather jerkin over it, calf-high boots waxed frequently to keep them water-resistant, and an oilskin cloak with a wool lining. She wears no armor, but a good belt knife hangs at her waist and a longbow is often enough in her hand.

A pair of large gray eyes gaze watchfully at the world, and gently pointed ears are a clear sign to most of her half-elven heritage.

Personality/Notes: Mila's height and heritage often lead people to overestimate her age. While Mila is chronologically 26, developmentally she might be closer to 17 or 18. Not a huge gap, but enough of one that all of the friends she grew up with are married and on their first or second or even third child, while Mila has yet to show much interest in that part of Erastilian precepts. She is a bit naive in some respects, a bit sheltered in others-- a combination of a very small-town life and a protective mother who felt it was vital that Mila stay at home and act 'her age' (i.e., be held to the same standard of maturity of her human peers).

Mila cannot tell a lie to save her life and has an over-developed sense of responsibility. She has thoroughly internalized a lot of her upbringing at her mother's hands: work before play, don't lolly if there's something useful you can be doing, don't go telling tales, always keep your word, call a spade a spade and similar earthy proverbs.

In the natural world Mila is very comfortable and in her element. At such times she might seem wise beyond her years-- moving smoothly and quietly through the forest, tracking an animal with consummate skill, stating with confidence what the weather will be like that night, or expounding upon the exact type of undead she is hunting.

However, in towns and cities her youth is more evident, as well as the fact that for all she is competent in some areas, she has not seen a great deal of the wider world.

Statblock:

Milovica Draznoi
Female half-elf cleric (blossoming light) of Erastil 4/monk (qinggong monk, zen archer) 4/gestalt 4
LG Medium humanoid (elf, human)
Init +1; Senses low-light vision; Perception +16 (+2 vs undead)
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Defense
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AC 16, touch 16, flat-footed 15 (+1 Dex, +1 monk, +4 Wis)
hp 31 (4d8+8)
Fort +5, Ref +5, Will +8; +2 vs. enchantments, +1 vs. ability damage, +1 vs. ability drain, +1 vs. energy drain, +1 vs. negative energy
Immune sleep
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Offense
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Speed 40 ft.

+3 to damage vs undead

Melee dagger +4 (1d4+2/19-20) or
. . unarmed strike +4 (1d8+2)
Ranged or
. . mwk composite longbow flurry of blows +8/+8 (1d8+2/×3) or
. . mwk composite longbow +9 (1d8+2/×3)
Special Attacks channel positive energy 8/day (DC 13, 2d6), flurry of blows, perfect strike 1/day, zen archery
Domain Spell-Like Abilities (CL 4th; concentration +8)
. . 7/day—calming touch (1d6+4)
Cleric (Blossoming Light) Spells Prepared (CL 4th; concentration +8)
. . 2nd—align weapon, calm spirit (DC 16), delay poison
. . 1st—abundant ammunition[UC], liberating command[UC], magic weapon, protection from evil
. . 0 (at will)—detect magic, light, purify food and drink (DC 14), stabilize
. . Domains Community, Valor inquisition
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Statistics
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Str 14, Dex 13, Con 13, Int 12, Wis 19, Cha 12
Base Atk +3; CMB +5 (+7 grapple); CMD 21 (23 vs. grapple)
Feats Combat Expertise, Combat Reflexes, Creature Focus, Deadly Aim, Focused Undead Expertise, Perfect Strike[APG], Point Blank Master[APG], Power Attack, Precise Shot, Skill Focus (Perception), Unarmed Combatant, Weapon Focus
Traits devotee of the green, nirmathi militia, subject of study, overprotective
Skills Acrobatics +1 (+5 to jump), Appraise +5, Climb +6, Craft (bows) +7, Diplomacy +1 (+3 vs. good creatures, +3 to convince evil creatures to act against its nature), Handle Animal +2, Heal +8, Knowledge (nature) +9, Knowledge (planes) +5, Knowledge (religion) +8 (+10 to identify undead and their special abilities), Perception +16, Profession (farmer) +8, Profession (fisherman) +8, Profession (midwife) +8, Profession (shepherd) +8, Profession (trapper) +8, Ride +5, Sense Motive +8, Spellcraft +5, Stealth +5, Survival +12, Swim +6; Racial Modifiers +2 Perception
Languages Common, Elven, Varisian
SQ elf blood, fast movement, finesse weapon attack attribute, ki archery, ki pool (6 points, magic), luminous font, slow fall 20 ft., touch of resolve
Combat Gear cold iron arrows (50), potion of darkvision, potion of hide from undead, potion of mage armor (2), dye arrow (2), holy water, raining arrow (2), weapon blanch (ghost salt); Other Gear arrows (40), blunt arrows (20), dagger, mwk composite longbow (+2 Str), caltrop bead, cracked amethyst pyramid ioun stone, applejack (per mug), bedroll, blanket, box of fishing tackle (2 lb), canvas (sq. yd.) (3), fishing pole, simple (1 lb), garlic, hip flask, holy text (Erastil), maple syrup, masterwork backpack, masterwork bowyer tools, mess kit, sewing needle, signal whistle, silk rope (50 ft.), silver holy symbol of Erastil, soap, tea, teapot, thread (50 ft.), twine (50'), waterproof bag, 1,291 gp, 2 sp, 7 cp
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Special Abilities
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Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Calming Touch (1d6+4 nonlethal damage, 7/day) (Sp) Heal 1d6+4 nonlethal damage and cure conditions (fatigued, shaken, sickened) by touch.
Cleric (Blossoming Light) Domain (Community) Granted Powers: Calming Touch
Cleric (Blossoming Light) Domain (Valor Inquisition) Deities: Cayden Cailean, Erastil, Iomedae, Sarenrae. Grants Touch of Resolve
Cleric Channel Positive Energy 2d6 (8/day, DC 13) (Su) Positive energy heals the living and harms undead, chaotic evil outsiders, and light sensitive evil creatures.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Creature Focus (Favored Enemy [Undead]) +2 to Perception, Survival, and weapon damage vs. chosen type.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Fast Movement (+10 ft.) The Monk adds 10 or more feet to his base speed.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Flurry of Blows(Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Focused Undead Expertise +1 (1/day) You gain a bonus equal to half your favored enemy (undead) bonus on saving throws against ability damage, ability drain, energy drain, and negative energy effects. Once per day, when an undead creature’s natural attack against you deals ability damage, deals ability drain, or bestows 1 or more negative levels, you can negate the damage, drain, or negative levels as an immediate action.Ki Archery (Su) 1 Ki point: +50' range increment for bows.
Ki Pool (6/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Luminous Font (Su) Increased channel energy and bonus on Diplomacy.
Overprotective If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.
Perfect Strike (2d20, 4/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Promise of Faith Cannot use spellcasting or class abilities while wearing (and 1 min after removing) armor or shield
Promise of Purity Lose all class features if you have commited an evil act.
Touch of Resolve (7/day) (Sp) Use remove fear on a single creature.
Unarmed Combatant Always considered armed, no attack of opportunity on grapple attempts.
Weapon Focus (Bows) Benefit: You gain a +1 bonus on all attack rolls you make using weapons from the selected group.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.