Uskara Olym

Statice Blue 'Staci' Portrow's page

82 posts. Alias of therealthom.


Race

Init +4, Perception +2, Sense Motive +6

Classes/Levels

Human Female Cleric of Gozreh \\\ 8 of 12 HP, AC 18 FF 18 T 10, F +2, R +0, W +4,

Strength 16
Dexterity 10
Constitution 11
Intelligence 8
Wisdom 15
Charisma 14

About Statice Blue 'Staci' Portrow

Statice Blue 'Stacy' Portrow

Stacy is short and thickly muscled. Her face is plain and stolid; her sturdy work clothes equally so. Her one concession to ornamentation being a green leaf, elm in summer, holly in winter pinned to her shirt or cloak.

For the ceremony she is unusually dressed in chainmail.

Female Human (Nirmathan) Cleric of Gozreh 1 Air and Weather Domains
Align: N Init: +4 Base Speed: 30 ft. 20 ft in chainmail.

Ability Scores:

16 Str // 10 Dex // 11 Con // 8 Int //15 Wis // 12 +2 Cha
Stat Calcs and Hit point historyrolled 4d6 drop lowest (http://paizo.com/campaigns/TheCryptOfTheEverflameCoreRulebookOnly/discussi on#5), Racial +2 Ch
Hit Points : (Max per 1st level)

Defense :
HP: 12 of 12 AC: 18, touch: 10, flat footed: 18 (Chainmail(6) Shield (2) )
Fort: +2 = +2+0 Ref: +0 = +0+0 Will: +4 = +2+2
Offense :
Ranged Sling +0, 1d4+3, ×2 50 ft.
Ranged Trident +0, 1d8+3, 20 x3, 20'
Ranged Dagger +0 , 1d4+3, 19-20, 10’

Melee Trident +3 , 1d8+4, 20 x3, 20' (one-handed)
Melee dagger +3 , 1d4+3, 19-20, 10’

Channel Energy: 5 of 5 remaining. 1d6 Will Save DC 12. 30' radius

Lightning Arc: 5 of 5 remaining. 1d6. 30' touch attack.

Spells Prepared: 3 Orisons, 2+1 1st level
Orisons: Detect Poison, Guidance, Light
First Level: Obscuring Mist(D), Bless, Hide from Undead

Feats:

Traits: none in this campaign

Human: Toughness
1st Level: Improved Initiative

Skills:
(2/level + 1/level human - 1/level Int = 2 ranks)

Know(religion)_ 3 = 1 - 1 I + 3 class
Sense Motive __ 6 = 1 + 2 W + 3 class

Untrained: needs update
Acrobatics 1 = 0 +2 D - 3 Armor -2 Shield
Appraise 0 = 0 +0 I
Bluff 2 = 0 +2 ch
Climb -- 1 = 0 +2 S - 3 Armor -2 Shield
Craft 1 = 0 +1 I
Diplomacy -- 2 = 0 +2 ch +3 cleric
Disguise 2 = 0 +2 ch
Escape Artist 1 = 0 +2 D - 3 Armor -2 Shield
Forgery 1 = 0 +1 I
Heal 3 = 0 +3 w
Intimidate 2 = 0 +2 Ch
Know(any) __ 0
Perception 3 = 0 +3 w
Ride 1 = 0 +2 D - 3 Armor -2 Shield
Sense Motive 3 = 0 +3 w
Spellcraft 0 = 0 +0 I
Stealth 1 = 0 +2 D - 3 Armor -2 Shield
Survival 3 = 0 +3 W
Swim........... 1 = 1 +1 S - 3 Armor -2 Shield

cash and gear:
210 starting gold item cost weight
trident ____________15 4
dagger _____________ 2 1
chainmail ________ 150 25
shield ____________ 20 15

Holy Symbol, wood 2x 2 0

Belt Pouch 1 0.5
Tindertwig, 3x 3 0

_______________________________subtotal 193 gp 47.5 lb

Town's backpack
• Small tent

• 5 days’ worth of rations (brown bread and cheese

• a small tent

• a winter blanket

• a full waterskin

Backpack________ 2 2
Artisan's clothes 1 4
Bedroll_________ 0.1 5
Winter Blanket 2x 1 6
Canvas 8 sq yd 0.8 8
Flint and Steel 2x 2 0
Mirror, small steel 10 0.5
Oil 6 pints_____ 0.6 6
Rope, Grass (Silk) 50' 1 10
Sewing Needle 2x 1 0

Whetstone ______ 0.02 1

Waterskin 3x ____ 3 12

_____________________Backpack subtotal 31.72 gp 64.5 lb

** at home **
Spade __________ 2 8
Sledge _________ 1 10

Total spent 179.72 gp weight 107 lb
***

Class Features and Domains:

Air Domain

Granted Powers: You can manipulate lightning, mist, and wind, traffic with air creatures, and are resistant to electricity damage.

Lightning Arc (Sp): As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Electricity Resistance (Ex): At 6th level, you gain resist electricity 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to electricity.

Domain Spells: 1st—obscuring mist, 2nd—wind wall, 3rd—gaseous form, 4th—air walk, 5th—control winds, 6th—chain lightning, 7th—elemental body IV (air only), 8th—whirlwind, 9th—elemental swarm (air spell only).

Animal Domain

Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.

Speak with Animals (Sp): You can speak with animals, as per the spell, for a number of rounds per day equal to 3 + your cleric level.

Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions).

Domain Spells: 1st—calm animals, 2nd—hold animal, 3rd—dominate animal, 4th—summon nature's ally IV (animals only), 5th—beast shape III (animals only), 6th—antilife shell, 7th—animal shapes, 8th—summon nature's ally VIII (animals only), 9th—shapechange.

Class Features

The cleric's class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

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 deity.

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

Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Channel Energy (Su): ... through her holy symbol. Positive energy 30' burst. Damage or healing 1d6, Will save DC 13 for half.
5 per day. 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. ...

Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

Back Story:
Daughter of a poor freeholder, Staci grew up surrounded by a large family whose farm near the forest's edge never quite filled their bellies. The faint air of desperation that surrounded the family made them an easy target for the ridicule of other children in town. The Portrow's held much the same status as a village idiot, or town drunk, an integral part of town life, but one that most townspeople didn't care to welcome into their own lives.

So the Portrows fought. At home they fought with their brothers and sisters in the way siblings do. But the fights could sometimes turn a little meaner than normal because of the constant undercurrent of not having enough. In town they fought if they thought any of them or the family was being slighted. And Staci was no different from the others.

Most of the boys left to join Nirmathas' bands of wandering heroes as soon as they were able. Even though that reduced the number of mouths to feed, it also left the family short of hands to work the farm. So Staci worked hard; she had to.

But at times she couldn't take it, the work, her marginal social status, the tension at home. In those times she ran into the woods for peace and rejuvenation. She found a natural kinship and deep understanding with the animals there, mostly rodents, birds, or deer -- but once she shared a few everlasting breaths looking at a unicorn. Another time she met a wolf and its boy, Gurcich.

Gurcich wasn't like anyone else that she'd ever met. Simply direct in the way of animals, he gave her another perspective on nature, the predator's outlook, tempered with an inherent humanness, that merely needed a little coaxing to draw out.

Staci is eagerly anticipating her coming of age. As an adult she plans to leave the family farm and take up residence in the woods where she'll commune with nature and scratch out a living gathering herbs and plants for cures.

Her anticipation has been blunted somewhat. Three days ago a band of rovers returned the goods of her favorite brother to the family. He died hunting a manticore that plagued a village. She is wearing his mail to the ceremony.