Vailea

Misty Prominence's page

287 posts. Alias of Hotaru of the Society.


Full Name

Misty Prominence

Race

Dew Elemental

Classes/Levels

Cleric 4

Gender

Female

Size

S

Alignment

Neutral

Deity

Pharasma

Languages

Aquan, Undercommon

Occupation

Beverage Server

Homepage URL

Character Sheet

Strength 10
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 17
Charisma 14

About Misty Prominence

Racial Stuff:
Outsider (native) (3 RP)
A native outsider is at least partially composed of the essence (but not necessarily the matter) of some plane other than the Material Plane. Some creatures start out as some other type and become outsiders when they attain a higher (or lower) state of spiritual existence. When making a native outsider race, it is sometimes important to pick a single Outer Planes that race is tied to. For example, tieflings are tied to Abaddon, the Abyss, or Hell. Such ties can be important for qualifying for other racial abilities, but it's not required that a native outsider be tied to another plane. A native outsider race has the followings features.

Native outsiders have the darkvision 60 feet racial trait.
Native outsiders breathe, eat, and sleep.

Small (0 RP)

Small races gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Small races have a space of 5 feet by 5 feet and a reach of 5 feet.

Flexible (2RP)

+2 Dex and Wis

Hydrated Vitality (3 RP)

Prerequisites: Outsider (native) with ties to the Plane of Water, fey type, or plant type.
Benefit: Members of this race gain fast healing 2 for 1 round anytime they submerge completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as water within an artificial pit or a bag of holding) does not activate this ability. Members of this race can heal up to 2 hit points per level per day with this ability, after which it ceases to function.

Cold Resistance (1 RP)

Resist Energy 5 Cold.

Swim (2 RP)

Swim speed of 30 feet, and +8 to swim checks.

Terrain Stride (1 RP)

Ignore nonmagical favored terrain in water.

Elemental Vulnerability (-2 RP)

Fire deals half again as much damage.

Amphibious (2 RP)

Breathe both air and water.

Crunch Blurb:

10/16/14/10/16/14
HP 38
AC 23 T 15 FF 20
CMB +2 CMD 16
F 6 R 4 W 7
Darkvision 60ft, 20ft Move, 20ft Swim.
Vulnerable to Fire. Cold Resistance 5.

Class Features:
Positive Aura, Channel Energy 2d6 5/day, Healing Domain, Spontaneous Cure, Combat Medic, Merciful Healing(Fatigued)

Feats:
Selective Channeling, Healer's Touch(0/1000), Dodge

Traits:
Crocodile Swim (+2 stealth and swim under water, swim is a class skill)

Skills:
Heal (1) 7, Intuition (1) 7, Know Arcana (1) 4, Know Religion (2) 5, Profession Culinary (4) 10, Spellcraft (2) 5, Swim (1 +8 Racial -1 ACP) 11

Equipment:
Mwk Agile Breastplate, Mwk Heavy Steel Shield Cleric's Kit, Masterwork Morning Star, Javelinx5, 344 gp in shiny rocks. Traveller's Any Tool.

Attacks:

Morningstar, +4, 1d6, x2 crit, Bludgeoning or Piercing
Javelin, +6, 1d4, x2 crit, Piercing, 30ft range.

Prepared Spells:

Create Water
Detect Magic
Light
Purify Food and Drink

Bless
Cure Light Wounds
Magic Weapon
Obscuring Mist

Aid
Bull's Strength
Cure Moderate Wounds