Iramine

Terian Neversun's page

7 posts. Alias of fatmanspencer.


Full Name

Terian Neversun

Race

Elf

Classes/Levels

Cleric 1 VMC Witch Marshal HP13/13 Percp +3 Init +2 To hit +2 Longspear 1d8+3

Gender

Female

Size

M

Deity

Raven Queen

Strength 17
Dexterity 18
Constitution 18
Intelligence 16
Wisdom 20
Charisma 18

About Terian Neversun

Terian Neversun
Female elf cleric of Eiseth 1/witch*/Marshal 1
NE Medium humanoid (elf)
Init +2; Senses low-light vision; Perception +3
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Defense
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AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 13 (1d8+5)
Fort +2, Ref +2, Will +3; +2 vs. enchantments
Defensive Abilities hard to kill; Immune sleep
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Offense
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Speed 30 ft.
Melee dagger +2 (1d4+2/19-20) or
. . dagger +2 (1d4+2/19-20) or
. . longspear +2 (1d8+3/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks channel negative energy 6/day (DC 13, 1d6), marshal's order (rally), mythic power (5/day, surge +1d6)
Domain Spell-Like Abilities (CL 1st; concentration +2)
. . 4/day—icicle (1d6 cold), touch of darkness (1 round)
Cleric Spells Prepared (CL 1st; concentration +2)
. . 1st—bless, magic weapon, obscuring mist[D]
. . 0 (at will)—create water, detect magic, purify food and drink (DC 11)
. . D Domain spell; Domains Darkness, Water
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Statistics
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Str 14, Dex 14, Con 10, Int 12, Wis 12, Cha 16
Base Atk +0; CMB +2; CMD 14
Feats Blind-fight, Selective Channeling[M]
Traits armor expert, beacon of faith
Skills Appraise +5, Diplomacy +7, Linguistics +5, Perception +3, Spellcraft +5 (+7 to identify magic item properties), Use Magic Device +4; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Elven, First Speech, Sylvan
SQ distracting assailant[MA], elven magic, patron (winter[UW])
Other Gear hide shirt, dagger, dagger, longspear, 150 gp
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Special Abilities
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Blind-Fight Re-roll misses because of concealment, other benefits.
Cleric Channel Negative Energy 1d6 (6/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Darkness) Granted Powers: You manipulate shadows and darkness. In addition, you receive Blind-Fight as a bonus feat.
Cleric Domain (Water) Granted Powers: You can manipulate water and mist and ice, conjure creatures of water, and resist cold.
Distracting Assailant (Ex) Spend 1 power: struck foe lose Dex bonus to AC vs. allied attacks, allies gain +4 flanking bonus.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Icicle 1d6 cold (4/day) (Sp) As a standard action, ranged touch attack deals cold dam to foe in 30 ft.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Rally (Su) As a swift action, use 1 power to grant allies in 30 ft a d20 reroll before your next turn.
Selective Channeling [Mythic] Add 2x the number of excluded to channel result. Use 1 power to exclude 1 extra targets.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Touch of Darkness (1 round, 4/day) (Sp) With a melee touch attack, target suffers 20% miss chance