Elven Wizard

Nehama MoonBow's page

75 posts. Alias of fatmanspencer.


Race

Elf

Classes/Levels

Cleric Ranger

Gender

HP 11/11 | AC 18, T 14, FF 14 | CMD 16 | F +2, R +6, W +4 | Init +5 | Range +6, Melee +3; Perception +8

Strength 12
Dexterity 18
Constitution 11
Intelligence 15
Wisdom 14
Charisma 13

About Nehama MoonBow

Stats:

Nehama Moonbow
Female elf cleric of Desna 2/ranger 2/gestalt 2
CG Medium humanoid (elf)
Init +5; Senses low-light vision; Perception +8
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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 22 (2d10+2)
Fort +3, Ref +7, Will +5; +2 vs. enchantments
Immune sleep
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Offense
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Speed 40 ft. (30 ft. in armor)
Melee dagger +3 (1d4+1/19-20) or
. . dagger +3 (1d4+1/19-20) or
. . dagger +3 (1d4+1/19-20) or
. . elven thornblade +3 (1d6+1/18-20) or
. . morningstar +3 (1d8+1) or
. . quarterstaff +3 (1d6+1)
Ranged longbow +6 (1d8/×3)
Special Attacks channel positive energy 4/day (DC 12, 1d6), combat style (archery), favored enemy (fey +2)
Domain Spell-Like Abilities (CL 2nd; concentration +5)
. . 5/day—touch of darkness (1 round)
Cleric Spells Prepared (CL 2nd; concentration +5)
. . 1st—bless, divine favor, longstrider[D], ray of sickening[UM] (DC 13)
. . 0 (at will)—detect magic, enhanced diplomacy, purify food and drink (DC 12), stabilize
. . D Domain spell; Domains Darkness (Moon subdomain), Travel
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Statistics
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Str 12, Dex 18, Con 11, Int 15, Wis 14, Cha 13
Base Atk +2; CMB +3; CMD 17
Feats Point-Blank Shot, Precise Shot
Traits accelerated drinker, arcane temper
Skills Appraise +6, Diplomacy +6, Heal +6, Knowledge (geography) +6, Knowledge (history) +6, Knowledge (nature) +6, Knowledge (religion) +6, Linguistics +6, Perception +8, Ride +5, Spellcraft +6 (+8 to identify magic item properties), Stealth +5, Survival +7, Swim +2; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Celestial, Common, Dwarven, Elven, Sylvan
SQ agile feet (5/day), elven magic, track +1, wild empathy +3
Other Gear hide armor, dagger, dagger, dagger, elven thornblade, longbow, morningstar, quarterstaff, 26 gp
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Special Abilities
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Agile Feet (5/day) (Su) For 1 rd, you ignore difficult terrain.
Cleric Channel Positive Energy 1d6 (4/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Moon) Even amid the darkness of night, the power of the illuminating moon has always fascinated you, be it the poetic beauty of its lunar glow or the more feral urges it stirs in the mind of a lunatic.
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Favored Enemy (Fey +2) (Ex) +2 to rolls vs. fey foes.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Touch of Darkness (1 round, 5/day) (Sp) With a melee touch attack, target suffers 20% miss chance
Track +1 Add the listed bonus to Survival checks made to track.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Backstory:
Growing up in the church was never easy, not when you felt the call of adventure and of... more shameful actions. Sure Nehama didn't need to steal as the priestess of Sehanine, Belaha Sunglass, raised her as one of her own, even as the elder elf was past the age of truly caring for a young one. Nehama however felt the rush of excitement, and the thrill of sneaking through the night to be one of the better things in the world. As she grew up, she never lost the thrill of sneaking about, but did stop stealing, as she started to notice her 'mother' slowing down. While out for a few nights, she felt a presence touch her. When she awoke and returned to the chapel, it was very obvious what had happened. She had missed the passing of her mother, a mysterious illness she had hidden for years. Vowing to help others, she then spent the next few decades in service to Sehanine, before feeling the same presence, and this time she knew it was the Goddess reaching out and talking with her. She still kept up with her skills as a thief, for each night brought a new journey. When she left, she left on rumors of a possible fight for reclaiming Cormanthor, and knew she had to see if this was true, for if so, there might be the knowledge stored within so that no one ever had to die of what had claimed her mother's life.