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About Talath Na'ElAbout Talath Na'el Talath Na'el
------------------------------------------------------------------ Defense AC 26 / 22, touch 14, flat-footed 24 /20 (+ 8 Armor, +4 Shield, + 2 Dexterity, + 2 Deflection)
------------------------------------------------------------------- Offense BAB = 5 CMB = + 5 CMD = + 17 Speed 40 ft. Melee Starknife (+5 to hit, +0 to damage, 1d4/x3), Deals P damage
Ranged Starknife (+7 to hit, +0 to damage, 1d4/x3), Deals P damage; Range: 20'
Space: 5 ft.; Reach: 5 ft. ======================================================================== Skills Bluff 6 (1 rank, +3 class skill bonus, +2 Charisma bonus)
Background Skills Craft (Armor) 7 (1 rank, +3 class skill bonus, +1 Intelligence bonus, +2 MW artisan's tools)
Languages: Common, Elf, Aquan(Linguistics), Draconic, Azlanti (Linguistics) Aquatic Elf Racial Traits:
Standard Racial Traits +2 Dexterity, +2 Intelligence, –2 Constitution: Aquatic Elves are nimble, both in body and mind, but their forms are frail. Medium: Aquatic Elves are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Aquatic Elves have a base speed of 30 feet. 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. Aquatic: Aquatic elves are humanoids with the aquatic subtype. Amphibious: Aquatic elves are amphibious and can breathe both air and water. Low-Light Vision: Aquatic Elves can see twice as far as humans in conditions of dim light. Elven Immunities: Aquatic Elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects. Elven Magic: Aquatic Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, Aquatic elves receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items. Keen Senses: Aquatic Elves receive a +2 racial bonus on Perception checks. Languages: Aquatic Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following languages: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. Alternate Racial Trait Fey Thoughts: The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character.
======================================================================== Traits:
Traits Birthmark:
Resourceful:
Choose one Craft or Profession skill when you gain this trait. You gain a +1 trait bonus on checks with that skill. In addition, the time required for you to create a magic item is decreased. You require only 8 hours for every 1,500 gp in the item’s base price (instead of the normal 8 hours per 1,000 gp). You can create potions and scrolls whose base price is 375 gp in just 2 hours; potions and scrolls with a base price more than 375 gp but less than 1,500 gp take 8 hours to create, just like any other magic item.
Feats:
Feats Scribe Scroll (Item Creation) (1st Level): You can create magic scrolls. Prerequisites: Caster level 1st. Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. See the magic item creation rules in Magic Items for more information. Craft Wondrous Item (Item Creation) (3rd Level): You can create wondrous items, a type of magic item. Prerequisites: Caster level 3rd. Benefit: You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price. See the magic item creation rules in Magic Items for more information. You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item. Selective Channeling (5th Level): You can choose whom to affect when you channel energy. Prerequisites: Cha 13, channel energy class feature. Benefit: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy. Normal: All targets in a 30-foot burst are affected when you channel energy. You can only choose whether or not you are affected. Great Fortitude (7th Level): You are resistant to poisons, diseases, and other maladies. Benefit: You get a +2 bonus on all Fortitude saving throws. ======================================================================== Class Features Cleric Class Features:
Class Skills: 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). Skill Points at each Level: 2 + Int modifier. 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). Spells: A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare her spells in advance. To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier. Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). 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): 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: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies. Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously. In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action. Domains Chosen: Travel and Luck Travel Domain: Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet. Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought. Domain Spells: 1st—longstrider, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th—teleport, 6th—find the path, 7th—greater teleport, 8th—phase door, 9th—astral projection. Luck Domain: Granted Powers: You are infused with luck, and your mere presence can spread good fortune. Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Good Fortune (Ex): At 6th level, as an immediate action, you can reroll any one d20 roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it's worse than the original roll. You can use this ability once per day at 6th level, and one additional time per day for every six cleric levels beyond 6th. Domain Spells: 1st—true strike, 2nd—aid, 3rd—protection from energy, 4th—freedom of movement, 5th—break enchantment, 6th—mislead, 7th—spell turning, 8th—moment of prescience, 9th—miracle. Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. 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). An evil cleric (or a neutral cleric who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name). A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy). 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. Bonus Languages: A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.
======================================================================== Spell List:
Orisons (4)
1st Level Spells (5)
2nd Level Spells (4)
3rd Level Spells (3)
4th Level Spells (2)
Domain Spells 1st Level: Longstrider [X]
------------------------------------------------------------------------ Inventory Tracking Sheet Magic Items:
Potion of Cure Light Wounds
Scrolls:
All scrolls produced by Scribe Scroll feat Detect Poison
Alchemical Gear:
Acid (flask) Alchemist's Fire (flask) Tindertwig [2] Rust Repellent Sunrod [3] Mundane Gear:
Explorer's Outfit Lamellar (leather) armor Shield, Heavy wooden Club Underwater Crossbow, Light Bolts (10) [3] Starknife Dagger [2] Bedroll Blanket [2] Soap Rope, silk (50 ft.) Whetstone [2] Candle [10] Oil, lamp [2] Torch [4] Rations, trail [6] Holy Symbol, iron Backpack, common Sack [4] Poncho Pouch, belt Pouch, spell components [2] Waterskin Book, journal Ink [2] Inkpen [3] Chalk [10] Bandolier [2] Flint & Steel Grooming Kit Holy Text Parchment (sheet) [40] Piton [2] Scroll Box [3] Weapon Cord [2] Wrist Sheath (spring loaded) Fishing Net Waterproof Bag [2] Fishing Kit Mess Kit Artisan's Tools (Masterwork) Mirror Hammer Grappling Hook (common) Fish hook [5] Canvas (sq. yd.) [10] Crowbar Sewing Needle [2] Skillet Longspear Character Information:
Character's Appearance Talath is a fairly typical height and weight for an Aquatic Elf with greenish-black skin to help him blend in with kelp and other vegetation in the ocean. He has long, flowing, cyan-green hair, webbed fingers and toes, and nearly black eyes to improve his vision in the dark of the ocean. Character's Motivations Talath is keen to see, explore, and learn from the ancient Azlant civilization.
Reason for sailing to Talmandor's Bounty The government of Andoran, a prominent backer of this expedition, wisely sought the assistance of the Aquatic Elves who live near the capital city of Almas. Keen to gain the support of Andoran in maintaining their freedom, the Aquatic Elves asked for volunteers to join the expedition. Talath, eager to prove himself to his elders and his Church, didn't hesitate to step forward. Weakness Talath is full of self-doubt. Although 'old' by the standards of shorter-lived races, Talath is still young by Elven standards and lacks experience beyond his home. He isn't sure what to make of surface dwellers; many among his people are suspicious of the motives and intentions of surface dwellers. This self-doubt can make him tentative, particularly in social situations. Temporary Items:
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