About Zynep Ravana
Zynep Ravana
Female elf cleric (varisian pilgrim) of Calistria 4 (Pathfinder Campaign Setting: Inner Sea Magic)
CN Medium humanoid (elf)
Init +2; Senses low-light vision; Perception +5
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Defense
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AC 19, touch 12, flat-footed 17 (+5 armor, +2 shield, +2 Dex)
hp 23 (4d8)
Fort +5, Ref +5, Will +8; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee dagger +3 (1d4/19-20) and
. . mwk scorpion whip +4 (1d4)
Ranged sling +5 (1d4)
Special Attacks caravan bond, channel positive energy 5/day (DC 14, 2d6)
Domain Spell-Like Abilities (CL 4th; concentration +7)
. . 6/day—bit of luck, copycat (4 rounds)
Cleric (Varisian Pilgrim) Spells Prepared (CL 4th; concentration +7):
. . 2nd—bull's strength, hold person (DC 15), invisibility{super}D{/super}, spear of purity{super}UM{/super} (DC 15)
. . 1st—command (DC 14), command (DC 14), disguise self{super}D{/super}, entropic shield, protection from evil
. . 0 (at will)—create water, detect magic, enhanced diplomacy, guidance
. . D Domain spell; Domains Luck, Trickery
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Statistics
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Str 10, Dex 14, Con 10, Int 12, Wis 17, Cha 14
Base Atk +3; CMB +3; CMD 15
Feats - Custom Feat -, Extra Channel, Selective Channeling
Traits child of the streets, deft dodger
Skills Bluff +7, Diplomacy +6, Disable Device +6, Disguise +6, Heal +7, Knowledge (religion) +5, Perception +5, Sense Motive +8, Sleight of Hand +8 (+10 to steal items without being noticed), Spellcraft +5, Stealth +8, Survival +3 (+5 to avoid becoming lost); Racial Modifiers +2 Perception, silent hunter
Languages Common, Elven, Varisian
SQ aura, weapon familiarity
Other Gear +1 mithral chain shirt, +1 darkwood light wooden shield, dagger, mwk scorpion whip, sling, sling bullets (10), sling bullets (40), cloak of resistance +1, wayfinder, backpack, masterwork, bead of blessing (worth 600 gp), fortune-teller's deck, silver holy symbol (Calistria), smoked goggles, thieves' tools, masterwork, wrist sheath, spring loaded, 3,170 gp, 10 sp
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TRACKED RESOURCES
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Bit of Luck (6/day) (Sp) - 0/6
Cleric Channel Positive Energy 2d6 (5/day, DC 14) (Su) - 0/5
Copycat (6/day) (Sp) - 0/6
Dagger - 0/1
Extra Channel (2/day) - 0/2
Light (At will) - 0/0
Sling bullets - 0/10
Sling bullets - 0/40
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Special Abilities
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Aura (Ex) The character has a strong aura corresponding to his deity's alignment.
Bit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Caravan Bond (7 companions) (Su) After a minute of group prayer, may use a domain-granted power on up to 7 travelling companions within 30 feet.
Cleric (Varisian Pilgrim) Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Cleric (Varisian Pilgrim) Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Cleric Channel Positive Energy 2d6 (5/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Copycat (6/day) (Sp) Create a single mirror image duplicate
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Selective Channeling Exclude targets from the area of your Channel Energy.
Silent Hunter Reduce Steath penalty for moving by -5, can make Stealth checks while running (at -20 - includes reduced penalty).
Smoked goggles +8 save vs. visual effects, -4 sight-based Perception and you treat all opponents as having 20% concealment.
Thieves' Guild Can use Sleight of Hand for Day Job rolls. +2 to Sleight of Hand to steal.
Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).