Kreighton Shaine, Maste rof Spells

Tanariel's page

82 posts. Organized Play character for John M Baker.


Full Name

Tanariel

Race

Elf

Classes/Levels

Cleric 1 - HP: 8/8 - Init: +2 - Fort/Ref/Will: +2/+2/+5 - Perception: +5 - AC: 19, T: 12, FF: 17 - CMD: 11

Gender

Male

Size

M

Age

150

Alignment

True Neutral

Deity

Norgorber

Languages

Common, Elf, Celestial, Draconic

Strength 8
Dexterity 14
Constitution 10
Intelligence 14
Wisdom 17
Charisma 13

About Tanariel

Tanariel? A murderer? Oh, no, no, certainly not. True, he can defend himself when necessary, but if he were interested merely in killing, he would not seek out the Pathfinders. No, Tanariel follows the Reaper of Reputation as a seeker of information. He prides himself on information gathering, and on understanding what people want. His favored weapon is information. As you can see, the Pathfinders require such curious folks as himself to meet their objectives. No, fellow brethren, you have nothing to fear from Tanariel.

Combat Stats:

Init +2 (+2 Dex)
Fort +2 (+2 base)
Ref +2 (+2 Dex)
Will +5 (+2 base, +3 Wis)
HP 8 (8 +0 Con)
AC 19/ff 17/touch 12 (+7 armor, +2 Dex)
BAB 0
CMB -1 (-1 Str)
CMD 11 (10 -1 CMB +2 Dex)
Move 30'/20' armored

Attacks:
Touch Attack -1
Longsword -1 (1d8-1, 19x2)
Light Crossbow +2 (1d8, 19x2, 80ft)

Elf Racial Features:

Medium Size, 30' move
Low-Light Vision
Elven Immunities: Immune to sleep, +2 save vs. Enchantment
Elven Magic: +2 vs. spell resistance, +2 Spellcraft to identify magic items
Keen Senses: +2 Perception
Weapon Familiarity: Longswords, rapiers, shortbows, longbows

Cleric Class Features:

Patron Deity: Norgorber
Favored Weapon: Short Sword
Domain: Knowledge
- Knowledge skills are class skills
- Lore Keeper: Touch attack to make a successful Knowledge check about them at 15 + level + Wis (19)
Domain: Charm
- Dazing Touch: Melee touch to Daze opponent for 1 round, 6/day
Channel Negative Energy 1d6 (DC 13 Will), 4/day
Evil Aura

Feats:

Selective Channeling: Exclude 1 figure from channeling

Skills:

Diplomacy +5 (1 rank, +3 class, +1 Cha)
Knowledge(Nobility) +6 (1 rank, +3 class, +2 Int)
Knowledge(Religion) +6 (1 rank, +3 class, +2 Int)
Perception +5 (+3 Wis, +2 racial)
Sense Motive +7 (1 rank, +3 class, +3 Wis)
Spellcraft +6 (1 rank, +3 class, +2 Int)

Traits:

Influential: +3 Diplomacy to make requests, +1 DC to language-dependent spell, 1/day
Sacred Conduit: +1 DC for Channel Energy

Equipment:

Scale Mail (50 gp, 30 lb)
Heavy wooden shield (7 gp, 10 lb)
Light Crossbow (35 gp, 4 lb)
10 Bolts (1 gp, 1lb)
Longsword (15 gp, 4 lb)
Scholar's Outfit (free, 6 lb)
Spell Component Pouch (5 gp, 2 lb)
Silver Holy Symbol (25 gp, 1 lb)
Wand of cure light wounds, 22 charges

583 gp

Total Encumbrance: 52 lb (when armored, no outfit)

Light: 0-26 Medium 27-53 Heavy 54-80

Spells:

Available Domain spells: Comprehend Languages, Charm Person

Prepared spells

Orisons (3/day, DC 13): Detect Magic, Guidance, Light

Level 1 (2+1/day, DC 14): Charm Person*, Command, Sanctuary

Boons:

Explore, Report, Cooperate: Understand whether one action would be positive, negative or negligible to the Pathfinder Society.

Prized Find: If I fail to receive a prestige point in a scenario, use this boon to receive it anyway.

Chronicle Bookkeeping:

XP: 2
Prestige: 4
Fame: 4

Chronicle 1: 5-01 The Glass River Rescue
12 gp start
+ 516 gp
- 375 gp (Wand of cure light wounds, 25 charges)
153 gp end

Chronicle 2: 6-10 The Wounded Wisp
153 gp start
+ 430 gp
583 gp end