Kazim

Seren Elberion.'s page

135 posts. Organized Play character for GeraintElberion.


Classes/Levels

Cleric (Varisian Pilgrim) 1 | HP8 | AC 14/11/13 | F+2 R+1 W+5(+6/+8) | Init+2 | Perc+4

Strength 10
Dexterity 12
Constitution 11
Intelligence 12
Wisdom 16
Charisma 16

About Seren Elberion.

Seren Elberion
Female human (Varisian) cleric (varisian pilgrim) of Desna 1 (Pathfinder Campaign Setting: Inner Sea Magic)
CG Medium humanoid (human)
Init +2; Senses Perception +4
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Defense
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AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 8 (1d8)
Fort +2, Ref +1, Will +5 (+1 vs. enchantment effects); +1 morale bonus vs. charm and fear, +2 trait bonus vs. charm and compulsion
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Offense
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Speed 30 ft.
Melee starknife +1 (1d4+1/×3) or
. . starknife +1 (1d4+1/×3)
Special Attacks caravan bond, channel positive energy 6/day (DC 13, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—bit of luck
Cleric (Varisian Pilgrim) Spells Prepared (CL 1st; concentration +4)
. . 1st—bless, protection from evil, true strike[D]
. . 0 (at will)—detect magic, read magic, stabilize
. . D Domain spell; Domains Liberation (Freedom[APG] subdomain), Luck
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Statistics
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Str 10, Dex 12, Con 11, Int 12, Wis 16, Cha 16
Base Atk +0; CMB +1; CMD 11
Feats Harrowed[ISWG], Selective Channeling
Traits birthmark, harrow born (varisian)
Skills Diplomacy +7, Heal +7, Knowledge (religion) +5, Perception +4, Spellcraft +5
Languages Common, Shoanti, Varisian
SQ liberty's blessing
Combat Gear alchemist's fire; Other Gear studded leather, starknife, starknife, backpack, chalk, harrow deck[UE], sunrod (4), 476 gp, 9 sp, 9 cp
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Special Abilities
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Bit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Caravan Bond (4 companions) (Su) After a minute of group prayer, may use a domain-granted power on up to 4 travelling companions within 30 feet.
Cleric (Varisian Pilgrim) Domain (Freedom)
Cleric (Varisian Pilgrim) Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Cleric Channel Positive Energy 1d6 (6/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Harrowed +1 on saves vs. enchantment; can draw Harrow cards for bonuses.
Liberty's Blessing (6/day) (Su) Allow target to re-attempt a save.
Selective Channeling Exclude targets from the area of your Channel Energy.