About PariN Medium Undine Cleric of Pharasma 2
Sacred Conduit: Your birth was particularly painful and difficult for your mother, who needed potent divine magic to ensure that you survived (your mother may or may not have survived). In any event, that magic infused you from an early age, and you now channel divine energy with greater ease than most. Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy. Charming: Blessed with good looks, you've come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
Channel Energy (Su): Positive 1d6 5/day, DC 14:
Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting). Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability. Domains (Repose, Oceans):
Repose Domain Gentle Rest (Sp): Your touch can fill a creature with lethargy, causing a living creature to become staggered for 1 round as a melee touch attack. If you touch a staggered living creature, that creature falls asleep for 1 round instead. Undead creatures touched are staggered for a number of rounds equal to your Wisdom modifier. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Ward Against Death (Su): At 8th level, you can emit a 30-foot aura that wards against death for a number of rounds per day equal to your cleric level. Living creatures in this area are immune to all death effects, energy drain, and effects that cause negative levels. This ward does not remove negative levels that a creature has already gained, but the negative levels have no effect while the creature is inside the warded area. These rounds do not need to be consecutive. Domain Spells: 1st—deathwatch, 2nd—gentle repose, 3rd—speak with dead, 4th—death ward, 5th—slay living, 6th—undeath to death, 7th—destruction, 8th—waves of exhaustion, 9th—wail of the banshee. Water (Oceans Subdomain) Surge (Su): As a standard action, you can cause a mighty wave to appear that pushes or pulls a single creature. Make a combat maneuver check against the target, using your cleric level + your Wisdom modifier as your CMB. If successful, you may pull or push the creature as if using the bull rush or drag combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Cold Resistance (Ex): At 6th level, you gain resist cold 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to cold. Domain Spells: 1st—obscuring mist, 2nd—slipstream*, 3rd—water walk,, 4th—control water, 5th—ice storm, 6th—cone of cold, 7th—elemental body IV (water only), 8th—horrid wilting, 9th—tsunami Racial Traits:
+2 Dexterity, +2 Wisdom, –2 Strength: Undines are both perceptive and agile, but tend to adapt rather than match force with force. Native Outsider: Undines are outsiders with the native subtype. Medium: Undines are Medium creatures and receive no bonuses or penalties due to their size. Normal Speed: Undines have a base speed of 30 feet on land. They also have a swim speed of 30 feet, can move in water without making Swim checks, and always treat Swim as a class skill. Darkvision: Undines can see in the dark up to 60 feet. Amphibious: Some undines are born with a permanent bond to water. Undines with this racial trait gain the aquatic subtype and amphibious special quality. This racial trait replaces the spell-like ability racial trait. Flesh Chameleon: Some undines can change their coloration to match human skin tones. As a standard action, an undine with this racial trait can change her natural blue hue to match any normal human skin tone, and can revert to normal as a free action. This grants a +4 racial bonus on Disguise checks to appear human. This racial trait replaces energy resistance. Water Affinity: Undine sorcerers with the elemental (water) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Undine clerics with the Water domain cast their Water domain powers and spells at +1 caster level. Languages: Undines begin play speaking Common and Aquan. Undines with high Intelligence scores can choose from the following: Auran, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran. Gear (CONFISCATED!):
Basic Pirate Clothes (Free)
Peg Leg (Free) Armored Coat (50gp) Masterwork Dagger (302gp) Dagger (2gp) Underwater Light Crossbow (70gp) 10 Bolts (1gp) Silver Holy Symbol (25gp) Wooden Holy Symbol (1gp, hidden in Peg Leg) Tattoo (1gp) 50ft Silk Rope (5gp) Healer's Kit (50gp) Scroll Case (1gp) Scrolls: Shield of Faith, Cure Light Wounds, Comprehend Languages, Magic Weapon (100gp) Potions: 2 CLW (100gp) Feather Token: Anchor (50gp) Pink Pearl Earrings (200gp) Cash 42gp Background:
Pari was born thirty years ago on Shark Island, in the city of Ollo. The birth was difficult for her mother, and the result quite unexpected but joyful. Her obvious outsider traits were seen as a boon for the rest of her life, and it seemed that she would live a great life.
Things became bleaker for her a few years after her birth, around age eight. While taking a usual swim in the sea, Pari had the misfortune to attract the attention of several sharks. While she managed to make it back to shore, the damage had already been done, her left left mangled beyond repair and requiring amputation. During that time of her life, the girl believed that she would truly die - she was surprised to awaken later wholly alive if no longer whole. From then on, Pari believed that she had survived for a reason, that there was a purpose for her in this world, a higher calling. She sought out Pharasma's temples by her own mother's guidance - her birth seemed to have been blessed by the goddess, after all. She spent many days listening and learning about the prophet, the midwife, the reaper. Birth, life and death were all intertwined and inevitable, as her own was. She accepted that one day her life would end, but until then she would try to earn a good place in the afterlife, by making this world a better one. The young undine set off into the world a year ago, to better experience it and to understand the spiral of life better. The ways of piracy seemed strange to her to start off, but she gradually grew to understand it from a pragmatic point - it mimicked natural life, that of the predators and prey. Life was still precious, for its end meant no more chances to change their final judgment, and so she always offered mercy to anyone once - betrayal on that offered no further quarter from her. Eventually, she wound up in Port Peril, enjoying a few drinks at a local watering hole...
Description:
Pari is a slim and petite woman, standing only 5'2", and weighs a meager 105lbs. Her skin is naturally a pale turquoise color, but often keeps it in a more human, dark tanned complexion. Her hair is navy blue, and in low light appears to be black, often only tied back in a low ponytail that reaches between her shoulders. A tattoo of a black rose is visible against the nape of her neck. Her hands and remaining foot are webbed, though she prefers to wear a high boot on it.
She usually dresses somewhat scantily underneath her armored coat, a sleeveless oversized shirt cinched at the waist with a wide belt, showing off her womanly curves with a pair of short shorts for modesty's sake. The only blemish is her missing leg, cut off below the knee. |