Full Name |
Miss Dominique |
Race |
Aasimar (Scion of Humanity) |
Classes/Levels |
Cleric |
Gender |
Female |
Size |
M |
Age |
23 |
Alignment |
LG |
Deity |
Shelyn |
Occupation |
Elementary School Teacher |
Strength |
8 |
Dexterity |
8 |
Constitution |
12 |
Intelligence |
10 |
Wisdom |
23 |
Charisma |
16 |
About Miss Dominique
Dominique
Female Aasimar Cleric (Varisian Pilgrim) of Shelyn 8 (Pathfinder Campaign Setting: Inner Sea Magic 0; Pathfinder RPG Advanced Race Guide 0)
LG Medium outsider (human, native)
Init -1; Senses darkvision 60 ft.; Perception +21
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Defense
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AC 15, touch 9, flat-footed 15 (+4 armor, +2 shield, -1 Dex)
hp 51 (8d8+8)
Fort +7, Ref +1, Will +14
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 20 ft.
Special Attacks caravan bond, channel positive energy 8/day (DC 17, 4d6+1)
Spell-Like Abilities (CL 8th; concentration +11)
. . 1/day—Heavenly Radiance
Domain Spell-Like Abilities (CL 8th; concentration +16)
. . 11/day—bit of luck
. . 8 rounds/day—charming smile (8 rounds/day, DC 22)
Aasimar Spell-Like Abilities (CL 8th; concentration +11)
. . 1/day—daylight
Cleric (Varisian Pilgrim) Spells Prepared (CL 8th; concentration +16):
. . 4th—air walk, blessing of fervor{super}APG{/super} (2, DC 22), freedom of movement{super}D{/super}, freedom of movement
. . 3rd—communal resist energy{super}UC{/super} (2), invisibility purge, magic circle against evil, protection from energy{super}D{/super}, sand whirlwind (DC 21)
. . 2nd—aid{super}D{/super}, status (3), suppress charms and compulsions (2)
. . 1st—bless, charm person{super}D{/super} (DC 19), command (2, DC 19), obscuring mist, protection from evil, remove fear
. . 0 (at will)—create water, detect magic, guidance, stabilize
. . D Domain spell; Domains Charm, Love, Luck
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Statistics
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Str 8, Dex 8, Con 12, Int 10, Wis 26, Cha 16
Base Atk +6; CMB +5; CMD 14
Feats Extra Channel, Heavenly Radiance[ARG], Quick Channel[UM], Selective Channeling
Traits adopted, blessed touch, militant merchant
Skills Diplomacy +16, Heal +12, Knowledge (religion) +8, Perception +21 (+22 to determine if surprised), Sense Motive +12, Survival +9; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Common
SQ adoration, aura, good fortune (1/day), scion of humanity
Combat Gear wand of cure light wounds (50 charges), wayfinder, shining, reagent, cold iron (3); Other Gear darkleaf cloth lamellar (leather) armor, consecrated shield spikes throwing (wooden shields) darkwood heavy wooden shield, headband of inspired wisdom +4, pocketed scarf, reinforced scarf, wrist sheath, spring loaded (2), 147 gp
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Special Abilities
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Adoration (11/day, DC 22) (Su) Target must save or lose one attack against you.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bit of Luck (11/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Blessed Touch Heal +1 damage when using lay on hands, channeling energy, or casting a cure spell.
Caravan Bond (16 companions) (Su) After a minute of group prayer, may use a domain-granted power on up to 16 travelling companions within 30 feet.
Charming Smile (8 rounds/day, DC 22) (Sp) As a swift action, cast charm person with short duration and higher DC (Will neg).
Cleric (Varisian Pilgrim) Domain (Love)
Cleric (Varisian Pilgrim) Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Cleric Channel Positive Energy 4d6+1 (8/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Good Fortune (1/day) (Ex) As an immediate action, reroll a die before result is known. Must take 2nd roll.
Heavenly Radiance (Searing Light, 1/day) Gain an additional use of daylight sla, and also the ability to use another chosen spell in place of it.
Militant Merchant You gain a +1 trait bonus to Perception checks made to determine surprise.
Quick Channel Channel energy faster by expending more uses
Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.
Selective Channeling Exclude targets from the area of your Channel Energy.
Wand of cure light wounds (50 charges) Add this item to create a wand of a chosen spell.