Priestess of Nethys

Moira Morrigan's page

241 posts. Alias of Foxy Quickpaw.


Full Name

Moria Morrigan

Race

Changeling

Classes/Levels

Cleric of Nethys (2)

Gender

HP16 AC19/10/19 F5R1W6 Perc+4 Init+2

Strength 14
Dexterity 10
Constitution 12
Intelligence 12
Wisdom 15
Charisma 18

About Moira Morrigan

Moira
Female Changeling Cleric 2
TN Medium humanoid (changeling)
Init +2, Senses darkvision (60 ft.); Perception +3
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DEFENSE
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AC 19, touch 10, flat-footed 19 (+6 armor, +1 natural, +2 shield, )
hp 16 (8 +4 +2x1 +1xFCB)
Fort +5, Ref +1, Will +6, (+1 Protection Domain) As long as you are under the effects of any spell, you gain a +2 trait bonus on saving throws against death effects.
Defensive Abilities resistant touch (5/day),
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OFFENSE
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Speed 20 ft.
Melee claw +3/+3 (1d4+3) (hulking changeling - +1 melee dmg)
Melee morningstar +3 (1d8+3)
Melee masterwork shield, heavy steel -2 (1d4+3)
Melee dagger +3 (1d4+3/19-20)
Ranged dagger (thrown) +1 (1d4+2/19-20)
Special Attacks Channel Negative Energy (1d6, DC 14, 7/day), Destructive Smite (5/day),

Prepared Spells
Cleric (CL 2nd; concentration +4)
1st-cure light wounds(3)(DC 13), *true strike(DC )
0th-create water, detect magic, stabilize(DC 12), spark
*:Domain spell.
Deity Nethys; Domains Destruction, Protection,
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TACTICS
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STATISTICS
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Str 14, Dex 10, Con 12, Int 12, Wis 15, Cha 18,
Base Atk +1; CMB +3; CMD 13
Feats Command Undead
Skills (2+1+2BG/lvl+1xFCB)
1 (1/0/0) Appraise (Int)
1 (1/0/0) Craft (Int)
9 (4/2/3) Diplomacy (Cha)
5 (4/1/0) Handle Animal (Cha)
6 (2/1/3) Heal (Wis)
5 (4/1/0) Intimidate (Cha)
- (1/0/0) Knowledge (arcana) (Int)
- (1/0/0) Knowledge (history) (Int)
2 (1/1/0) Knowledge (nobility) (Int)
5 (1/1/3) Knowledge (planes) (Int)
5 (1/1/3) Knowledge (religion) (Int)
1 (1/1/0) Linguistics (Int)
3 (2/1/0) Perception (Wis)
2 (2/0/0) Profession (Wis)
6 (2/1/3) Sense Motive (Wis)
- (1/0/0) Spellcraft (Int)

Traits Magic is Life (Nethys), Reactionary,
Languages Aklo, Common, Elven, Infernal
SQ aura, claws, darkvision, hag racial trait, hulking changeling (annis hag), natural armor, orisons, spontaneous casting,
Combat Gear
Other Gear
morningstar,
masterwork heavy steel shield which is sanctified with the two sided face, the holy symbol of nethys,
breastplate,
vestments (cleric's),
masterwork backpack,
dagger,
skull shaped onyx gems
Funds 784.0 gp
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SPECIAL ABILITIES
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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).

Channel Negative Energy

Channel Negative Energy (Su) You can unleash a wave of negative energy. You must choose to deal 1d6 points of negative energy damage to living creatures or to heal undead creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 14 Will save to halve the damage. You can use this ability 7 times per day.

Claws (Sp) Changelings get two claw attacks.

Darkvision Changelings can see in the dark up to 60 feet.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Destructive Smite (Su) You gain the destructive smite power; the supernatural ability to make a single melee attack with a +1 morale bonus on damage rolls. You must declare the destructive smite before making the attack. You can use this ability 5 times per day.

Domains

Hag Racial Trait (Ex) Changelings inherits a trait from her mother.

Hulking Changeling (Annis Hag) You gain a +1 racial bonus to melee damage.

Magic is Life (Nethys) Your faith in magic allows you to ref lexively use the energy of any spell effect on you to save you from death. As long as you are under the effects of any spell, you gain a +2 trait bonus on saving throws against death effects. If you are reduced to negative hit points while you are under the effects of any spell, you automatically confirm stabilization checks to stop bleeding.

Natural Armor (Ex) Changelings have a +1 natural armor bonus.

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.

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Resistant Touch (Sp) As a standard action, you can touch an ally and grant them your +1 resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability 5 times per day.

Spontaneous Casting You can channel stored spell energy into inflict 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 inflict spell of the same spell level or lower (an inflict spell is any spell with "Inflict" in its name).