Cleric of Iomedae (War [Tactics], Glory [Heroism]) 3
Quick Stats:
Init +7 (6/day reroll, current 5) | AC 19, t 13, ff 16 | hp 31 / 34 | Fort +6, Ref +4, Will +6 | Perception +10
Gender
Female
Size
Medium (6'1")
Age
17
Alignment
Lawful Good
Deity
Iomedae
Location
Kenabres (Mendev)
Languages
Common, Hallit
Occupation
Would-be Crusader
Strength
18
Dexterity
16
Constitution
16
Intelligence
10
Wisdom
17
Charisma
15
About Selka Thunivhen
Selka
Female Human (Kellid) Cleric of Iomedae (War [Tactics], Glory [Heroism]) 3
LG Medium Humanoid
Init +7 (+3 Dex, +4 Improved Initiative); Senses Perception +10
--------------------
Defense
--------------------
AC 19 (+6 Armor, +3 Dex), touch 13, flat-footed 16
hp 34 (2d8+9 (8,6,8), +3 Favored Class Bonus) / Current 31
Fort +6, Ref +4, Will +6
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in Breastplate)
Melee Longspear +6, 1d8+6 (+5, 1d8+9 with Power Attack), x3 (P)
Ranged Sling +5, 1d4+4, x2 (B), Range 50' (x10 Bullets)
Special Attacks channel positive energy 5/day (DC 13, 2d6) / Current 2
Domain Spell-Like Abilities (CL 1st)
6/day Touch of Glory (Sp) / Current 6
6/day Seize the Initiative (Sp) / Current 6
Cleric Spells Prepared (CL 1st; concentration +6)
2nd (DC 15) - Aid(D), Bull's Strength, Summon Monster II
1st (DC 14) - Shield of Faith(D), Command, Protection from Evil, Summon Monster I Orisons (DC 13) - Create Water, Detect Magic, Light, Mending
Domains War [Tactics], Glory [Heroism]
--------------------
Statistics (Rolled - 4d6, drop lowest: 17, 16, 16, 15, 16, 10. +2 racial bonus on Str)
--------------------
Str 18, Dex 16, Con 16, Int 10, Wis 17, Cha 15
CMB +6; CMD 19
Feats Combat Reflexes, Improved Initiative, Power Attack
Skills Acrobatics +5 (+1 in Breastplate), +5 Diplomacy, Knowledge (planes) +4, Knowledge (religion) +4, Linguistics +4, Perception +10
Traits Touched by Divinity (Iomedae; Good Domain; protection from evil 1/day, Current 0) (Begin play with a silver holy symbol of your chosen deity for free. Choose one domain associated with your deity. Gain the use of that domain’s 1st-level domain spell as a spell-like ability usable once per day)
Seeker (+1 trait bonus on Perception checks, and Perception is always a class skill for you)
Languages Common, Hallit, Abyssal
Future Mythic Path Hierophant
--------------------
Special Qualities
--------------------
Aura (Ex) (Lawful Good)
Spontaneous Casting (Cure Spells)
Glory Domain Granted Power (Su) (When channeling positive energy to harm undead creatures, the save DC to halve the damage is increased by 2)
Touch of Glory (Sp) (You can touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier)
Seize the Initiative (Su) (Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier)
Equipment:
2 gp. 62 sp. 88 cp. current gold. (140 gp. starting gold). 76 lbs. current load (100 lbs. light load).
Explorer's outfit, Silver Holy Symbol (Iomedae), Breastplate, Longspear, Sling, Longsword, Heavy Wooden Shield, Dagger, 10 Bullets, Waterskin, Trail Rations (3 days), Flint&Steel, Chalk, Spell Component Pouch, Bag of Powder, String/Twine (50 ft.), Weapon Cord, Whistle, Silent Whistle, Vial of Oil, Earplugs, Candle, Charcoal, Fishhook, Sewing Needle, Signal Whistle, Bedroll, Blanket.
Background:
It's a well known fact that after the fall of their once glorious kingdom of Sarkosis at the hands of demons, many Kellid survivors banded together in family groups and clans and started living a nomadic life.
These tribes wander northern Avistan from the arid steppes of Numeria all the way to the snowy plains west of the Tusk Mountains.
The largest of these tribes, strong of hundreds of members, manage to fend for themselves with relative ease. Conversely, it's not uncommon for the smaller and weaker tribes to get attack by raiders, marauders, and even unscrupulous mercenary bands trying to make easy coins.
Her own tiny clan victim of a particularly large and vicious raid, When a Kellid scouting party finally stumbled upon her clan's encampment, every man, woman and child was dead, or had fled far away.
Between the mauled bodies and charred tents, only the infant Selka was found, hidden away in a basket under a blanked and close to death due to hypothermia and starvation.
The man of the scouting party brought her back to their own tribe, were she was cared for by a childless couple, who nursed her back to health. Her survival and quick recovery seen as a good omen, the couple adopted little Selka and the tribe accepted her as one of their own.
Growing up, Selka proved to be a strong and capable girl, and a source of pride for her whole clan. And yet her heart was always elsewhere, filled by thoughts of righteous battles, ancient wrongs to right, and lost glories to reclaim.
Unusual for a Kellid nomad, she soon took to worship Iomedae as her patron, finding acceptance and comfort in her teaching, mirroring the feeling and urges in her own heart.
Finally old enough to undertake the journey alone, and with her clan and her beloved adoptive parents' blessing, Selka decided to reach the mendevian city of Kenabres, on the very border of the Worldwund, and attend the Armasse festival in the hope of being enlisted as a crusader in the war effort.
Appearance and Personality:
Selka stands tall and strong, slightly over six feet tall and with a lean frame that shows off her well muscled physique to great effect. She usually keeps her dark, shoulder-length hair braided in many little braids, held together in a ponytail of sorts behind her.
Her features are sharp and well defined, and her dark eyes severe and penetrating. Her lightly tanned skin bears several little scars here and there, marks of a life spent facing the dangers of the wilds.
Always fair, often serious, sometimes dismissive but never cruel, Selka is extremely devoted to her ideals of honor, courage, self-sacrifice and glory in battle.
She never lies or cheats, and being herself tricked or lied to angers her greatly. She firmly believes in friendship and camaraderie, and she'd to go to the greatest lengths to help a friend in need.
She is convinced that when faced with a wrongdoer, swift punishment is the way to go, but she's willing to allow a chance at redemption if she deems a foe's repentance sincere.