Shelyn

Serenity Havoc's page

41 posts. Alias of fnord72.


About Serenity Havoc

Serenity Havoc
Aasimar Cleric 1
TN Medium Outsider (native)
Age 68; 6’3” 130#
Deity: None

Initiative: +3; Perception +7; Darkvision 60'
Languages (4): Common, Celestial

Combat Statistics:

DEFENSE
AC 15, Touch 12, Flat Footed 13 (Dex +3, Armor +3)
HP 10 (1d8+2)
CMD 15 (10 +3 DEX +2 STR)
DR
Immune
Resist Acid, Cold, Electricity 5
Vulnerable
Fort +4, Ref +3, Will +8
+2 vs charn & compulsion

OFFENSE
Speed 30'
Melee +2
Morningstar +2 (1d8+2) 20x2, B&P
Longspear +2 (1d8+2) 20x2, P, brace, reach
Ranged +3
Heavy Crossbow +3 (1d10) 19x2, P
CMB +2
Base Attack +0
Special Abilities:

Touch of Darkness (Sp): As a melee touch attack, you can cause a creature's vision to be fraught with shadows and darkness. The creature touched treats all other creatures as if they had concealment, suffering a 20% miss chance on all attack rolls. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Liberation (Su): You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to yourcleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.

Spell-Like Ability (Su): Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level).

SPELLS
Spells per Day: 3/3+1/0/0/0/0/0/0/0/0
1st Lvl: Bless, Murderous Command, Obscuring Mist*, Sanctuary
Orison: Create Water, Detect Magic, Read Magic
*Domain Spell

ABILITIES
STR 14, DEX 16, CON 14, INT 14, WIS 20, CHA 18

Weapon and Armor Proficiency Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities.

FEATS
Blind-Fighting
Selective Channeling
Versatile Channeler - Channel negative evergy at CL-2

TRAITS
Faith Trait: Birthmark; You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life.
Benefit: This birthmark can serve you as a divine focus for casting spells, and you gain a +2 trait bonus on all saving throws against charm and compulsion effects. An infinity symbol across the forehead, approximately two inches in length, located at the ajna chakra.

Social Trait: Fast-Talker; You had a knack at getting yourself into trouble as a child, and as a result developed a silver tongue at an early age.
Benefit: You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

SKILLS
Favored Class Cleric: HP: Skills:
Skills (2 class +2 Int +1 FC): 5
Total, Ranks, Attribute, Class, Other
Acrobatics (Dex) +2, 0+3+0+0 -1 ACP
Appraise (Int)* +2, 0+2+3+0
Bluff (Cha) +9, 1+4+3+1 trait/class
Climb (Str) +1, 0+2+0+0 -1 ACP
Craft (Alchemy) (Int)* +2, 0+2+3+0
Diplomacy (Cha)* +10, 1+4+3+2 race
Disable Device (Dex)t +2, 0+3+0+0 -1 ACP
Disguise (Cha) +4, 0+4+0+0
Escape Artist (Dex) +2, 0+3+0+0 -1 ACP
Fly (Dex) +3, 0+3+0+0
Handle Animal (Cha) t +4, 0+4+0+0
Heal (Wis)* +10, 1+5+3+2 +2 healer’s kit
Intimidate (Cha) +4, 0+4+0+0
Knowledge (arcana)*t +2, 0+2+3+0
Knowledge (dung) t +2, 0+2+0+0
Knowledge (eng) t +2, 0+2+0+0
Knowledge (geog) t +2, 0+2+0+0
Knowledge (hist)*t +2, 0+2+3+0
Knowledge (local) t +2, 0+2+0+0
Knowledge (nature) t +2, 0+2+0+0
Knowledge (nobility)*t +2, 0+2+3+0
Knowledge (planes)*t +2, 0+2+3+0
Knowledge (religion)*t +6, 1+2+3+0
Linguistics (Int)*t +2, 0+2+3+0
Perception (Wis) +7, 0+5+0+2 race
Perform (Oratory) (Cha) +4, 0+4+0+0
Profession (Wis)*t +5, 0+5+3+0
Ride (Dex)* +2, 0+3+0+0 -1 ACP
Sense Motive*(Wis) +5, 0+5+3+0
Sleight of Hand (Dex)t +2, 0+3+0+0 -1 ACP
Spellcraft (Int)*t +6, 1+2+3+0
Stealth (Dex) +2, 0+3+0+0 -1 ACP
Survival (Wis) +5, 0+5+0+0
Swim (Str) +1, 0+2+0+0 -1 ACP
Use Magic Device (Cha)t +2, 0+4+0+0

Equipment:

Start=240g

WORN
Explorer's Outfit 8 lbs, Crossbow Bolts (40) 4g 4lbs, Heavy Crossbow 50g 8lbs, Longspear 5g 9lbs, Morning Star 8g 6lbs, Studded Leather 25g 20 lbs,

BACKPACK
Backpack 2g 2lb, Cooking Kit 1g 2lbs, Dungeoneering Kit 15g 25 lbs, Healer’s Kit 50g 1lb, Surgeon’s Tools 20g 5 lbs, Trail Rations (2 days) 1g 2lbs, Waterskin 1g 4 lb (Total weight 41 lbs)
Total 184 gold, 96 lbs

Encumbrance: Light: 58 lbs; Medium 116 lbs; Heavy 175 lbs
Without backpack 55 lbs.

Cash on Hand:
Gold 56

Cleric Abilities:

Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details).

Channel Energy: Positive energy, 30'radius burst, 1d6 healing or damage, Will DC 10 + 1/2 cleric lvl + cha mod; usable 3 + cha mod/day

Domains: Darkness, Liberation
Granted Power: You manipulate shadows and darkness. In addition, you receive Blind-Fight as a bonus feat.
Darkness:
Touch of Darkness (Sp): As a melee touch attack, you can cause a creature's vision to be fraught with shadows and darkness. The creature touched treats all other creatures as if they had concealment, suffering a 20% miss chance on all attack rolls. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Eyes of Darkness (Su): At 8th level, your vision is not impaired by lighting conditions, even in absolute darkness and magic darkness. You can use this ability for a number of rounds per day equal to 1/2 your cleric level. These rounds do not need to be consecutive.

Domain Spells: 1st—obscuring mist, 2nd—blindness/deafness (only to cause blindness), 3rd—deeper darkness, 4th—shadow conjuration, 5th—summon monster V (summons 1d3 shadows), 6th—shadow walk, 7th—power word blind, 8th—greater shadow evocation, 9th—shades.

Liberation
Granted Powers: You are a spirit of freedom and a staunch foe against all who would enslave and oppress.

Liberation (Su): You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.

Freedom's Call (Su): At 8th level, you can emit a 30-foot aura of freedom for a number of rounds per day equal to your cleric level. Allies within this aura are not affected by the confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions. This aura only suppresses these effects, and they return once a creature leaves the aura or when the aura ends, if applicable. These rounds do not need to be consecutive.

Domain Spells: 1st—remove fear, 2nd—remove paralysis, 3rd—remove curse, 4th—freedom of movement, 5th—break enchantment, 6th—greater dispel magic, 7th—refuge, 8th—mind blank, 9th—freedom.

Aasimar:

Aasimars have the following racial traits:

Ability Adjustments: +2 Charisma, +2 Wisdom. Aasimars are insightful, confident, and personable.
Senses: darkvision (60 feet.)
Racial Skill Bonuses: +2 racial bonus on Diplomacy and Perception checks.
Spell-Like Abilities: daylight 1/day (caster level equals the aasimar's class level).
Resistance(s): acid, cold, electricity resistance 5.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose any of the following bonus languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.

Fluff:

Background Serenity was blessed from birth. Unfortunately, her community was constantly seeking her out for blessings that she knew not what was going on at such a young age. As she grew into a young woman, she found that only the solitude of the temple gave her the peace she needed to continue her education. And so she began her instruction into the ways of the gods. Pressured because of her background, she studied the works of the Sovereign Host. For a year she studied the various gods but felt no certain devotion to any one of them. Frustrating her teachers, she left the temple and returned to her village.

Hoping for peace and a sign to guide her, she tried to keep a low profile in the village, even though she continued to have callers that expected blessings and signs from her, though she felt no kinship with them.
One of those neighbors, the son of a baker, Isoeph Yngvar, has had a growing crush on her for the last few months. Last week Isoeph threatened to publicly accuse her of witchcraft if she did not agree to wed him. As she has no interest in being tied down at this point in her life, she has grasped at this opportunity to go out into the world.

Falling into company with a traveller, she learned that he was a follower of the Traveler. He saw that there was a divine spark within her waiting to be influenced and so he spent the next year indoctrinating her in the quick and easy ways of the Dark Six.

Serenity found that these gods too held no sway with her. Having spent time learning both sides of what she saw as the same coin, Serenity continued her travels across Khorvaire. While traveling in Karnath to study the prevalence of necromantic magics she had an epiphany. Her calling was to follow neither the Dark Six nor the Sovereign Host, but to work to provide balance to the world. It was at this time that she came across a recruitment drive for the Sellsword Syndicate. And here she has remained to this day, first learning the basics, and only now returning to clerical studies in her new home.

Description:
Serendipity is a tall slender woman in her early 20's. Her hair betrays her aasimar heritage with it's coppery sheen. She prefers to stay out of the limelight as much as she can and frequently keeps her hair and features covered with a cloak.