Post by seantheyounger on May 28, 2010 4:12:41 GMT -5
Alia Olizianni
Female Human Varisian Cleric of Desna 3/Universalist 2
NG Medium Humanoid
Init +2; Perception +5
Aura: Moderate aura of Chaos and Good
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Defense
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AC 12, touch 12, flat-footed 10
HP 26 ((Cleric 18)+(Wizard 8))
Fort +3 (Clr 3), Ref +3 (Clr 1 Dex 2), Will +9 (+11 vs. charms and compulsions) (Clr 3 Wiz 3 Wis 3)
Defensive Abilities:
Weaknesses:
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Offense
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Speed 40 ft. (Travel Domain +10)
Melee attack: Butterfly Stinger +4 (1d4-1/x3)
Ranged attack: Butterfly Stinger +8 (1d4/x3) rg 20 ft.
or Butterfly Stinger (Hand of Apprentice) +8 (1d4/x3) rg 30 ft.
Space/Reach 5-Foot
Special Attacks: Channel Positive Energy (2d6) 7/day
Spell-Like Abilities: Hand of Apprentice 5/day
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Statistics
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Str 8, Dex 14, Con 10, Int 15, Wis 16, Cha 14
Base Atk +3; CMB +2; CMD 14
Feats: (Human) Skill Focus (Perform Dance); (1st) Extra Channel; (Wiz 1) Scribe Scroll; (3rd) Selective Channel; (5th) Point Blank Shot
Skills: Acrobatics +4 (2 Ranks, 2 Dex), Diplomacy +8 (3 Ranks, 2 Cha, 3 CS), Heal +9 (3 Ranks, 3 Wis, 3 CS), Know (arcana) +11 (4 Ranks, 2 Int, 3 CS), Know (geography) +6 (1 Rank, 2 Int, 3 CS), Know (religion) +11 (4 Ranks, 2 Int, 3 CS), Perception +5 (2 Ranks, 3 Wis), Perform (dance) +8 (3 Ranks, 2 Dex, 3 SF), Spellcraft 8 (3 Ranks, 2 Int, 3 CS), Sense Motive +8 (2 Ranks, 3 Wis, 3 CS), Stealth +5 (2 Dex, 3 Familiar) Survival +4 (1 Rank, 3 Wis)
Languages: Common, Varisian, Elven, Thassilonian
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Traits
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Birthmark - This birthmark can serve you as a divine focus for casting spells, and you gain a +2 trait bonus on all saving throws against charm and compulsion effects.
Heirloom Weapon - This heirloom weapon is of masterwork quality (but you pay only the standard cost at character creation). You gain a +1 trait bonus on attack rolls with this specific weapon and are considered proficient with that specific weapon (but not other weapons of that type) even if you do not have the required proficiencies.
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Spells Prepared
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Per Day
Cleric
Orisons: 4 (unlimited per day)
1st-Level: 2 (Base), 1 (Bonus), 1 (Domain)
2nd-Level: 1 (Base), 1 (Bonus), 1 (Domain)
Universalist
Cantrips: 4
1st-Level: 2 (Base), 1 (Bonus)
Prepared
Cleric
Orisons: Create Water, Stabilize, Guidance, Read Magic
1st-Level:Bless Water, Remove Fear, Dream Feast (RotRL 2), True Strike (D)
2nd-Level: Augury, Make Whole, Locate Object (D)
Universalist
Cantrips: Detect Magic, Detect Poison, Light, Prestidigitation
1st-Level: Comprehend Languages, Shield, Disguise Self
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Spellbook
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Spellbook (27 of 100 Pages Filled)
-- Cantrips -- (20 Pages)
Resistance, Acid Splash, Detect Magic, Detect Poison, Read Magic, Daze, Dancing Lights, Flare, Light, Ray of Frost, Ghost Sound, Bleed, Disrupt Undead, Touch of Fatigue, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation
--1st Level-- (7 Pages) (5 1st Level-Known, 2 2nd Level-Known)
Comprehend Languages, Shield, Disguise Self, Alarm, Endure Elements, Identify, Ray of Enfeeblement
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Equipment
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Spell Component Pouch - 5 Gold
Holy Symbol, Silver - 25 Gold
Healer's Kit - 50 Gold
Masterwork Starknife "Butterfly Stinger" - Free (Trait)
Dagger - 2 Gold
Cleric's Vestments - Free
Casual Clothing (Entertainer's Outfit) - 3 Gold
Scholar's Outfit - 5 Gold
Scarves, 5 - 5 Gold (1 gp each)
Scarf, pocketed - 8 Gold
Scarf, reinforced - 10 Gold
Paper, 100 Pages - 40 Gold
Ink Vial - 1 Gold
Ink, 2 Vials - 16 Gold
Inkpen, - 1 Silver
Chalk, 10 Pieces - 1 Silver
Scroll Case - 1 Gold
Candle, 10 - 1 Silver
Soap, 2 Bars - 2 Copper
Backpack, masterwork - 50 Gold
Bedroll - 1 sp
Map case - 1 Gold
Map, Varisia - 50 Gold
Map, Sandpoint and Surrounding Environs - 50 Gold
Chest, medium - 5 Gold
Lock, average - 40 Gold
Cage (Tiny) -2 Gold
Butterflies, several - Free (GM fiat)
Tattoos - 120 Gold
15 Gold, 6 Silver, 8 Copper in Wealth
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Special Abilities
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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).
Channel Energy (Su): 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 channel 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.
Hand of the Apprentice (Su): You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Luck Domain: 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.
Travel Domain: 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.
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Familiar
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Ser Pounce-a-lot, the Ferocious Kitten
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +5
DEFENSE
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 NA, +2 size)
hp 11 (23/2, 5 HD)
Fort +3, Ref +4, Will +7
Defensive Abilities: improved evasion
OFFENSE
Speed 30 ft.
Melee 2 claws +7 (1d2–4), bite +7 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 3, Dex 15, Con 8, Int 6, Wis 12, Cha 7
Base Atk +3; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse, Alertness
Skills Acrobatics +7 (2 Ranks, 2 Dex, 3 CS), Climb +6 (1 Rank, ), Perception +6 (2 Ranks, 1 Wisdom, 3 CS), Perform (dance) +5 (3 Ranks, 2 Dex), Stealth +18 (1 Rank, 2 Dex, 8 Size, 4 Race, 3 CS), Survival +2 (1 Rank, 1 Wis); Racial Modifiers +4 Climb, +4 Stealth
SPECIAL ABILITIES
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
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DM Only
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SPELLBOOK TATTOOS
(All Tattoos are in Thassilonian)
Left Arm: Comprehend Languages, Shield, Disguise Self
Right Arm: Endure Elements, Identify, Ray of Enfeeblement
Female Human Varisian Cleric of Desna 3/Universalist 2
NG Medium Humanoid
Init +2; Perception +5
Aura: Moderate aura of Chaos and Good
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Defense
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AC 12, touch 12, flat-footed 10
HP 26 ((Cleric 18)+(Wizard 8))
Fort +3 (Clr 3), Ref +3 (Clr 1 Dex 2), Will +9 (+11 vs. charms and compulsions) (Clr 3 Wiz 3 Wis 3)
Defensive Abilities:
Weaknesses:
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Offense
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Speed 40 ft. (Travel Domain +10)
Melee attack: Butterfly Stinger +4 (1d4-1/x3)
Ranged attack: Butterfly Stinger +8 (1d4/x3) rg 20 ft.
or Butterfly Stinger (Hand of Apprentice) +8 (1d4/x3) rg 30 ft.
Space/Reach 5-Foot
Special Attacks: Channel Positive Energy (2d6) 7/day
Spell-Like Abilities: Hand of Apprentice 5/day
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Statistics
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Str 8, Dex 14, Con 10, Int 15, Wis 16, Cha 14
Base Atk +3; CMB +2; CMD 14
Feats: (Human) Skill Focus (Perform Dance); (1st) Extra Channel; (Wiz 1) Scribe Scroll; (3rd) Selective Channel; (5th) Point Blank Shot
Skills: Acrobatics +4 (2 Ranks, 2 Dex), Diplomacy +8 (3 Ranks, 2 Cha, 3 CS), Heal +9 (3 Ranks, 3 Wis, 3 CS), Know (arcana) +11 (4 Ranks, 2 Int, 3 CS), Know (geography) +6 (1 Rank, 2 Int, 3 CS), Know (religion) +11 (4 Ranks, 2 Int, 3 CS), Perception +5 (2 Ranks, 3 Wis), Perform (dance) +8 (3 Ranks, 2 Dex, 3 SF), Spellcraft 8 (3 Ranks, 2 Int, 3 CS), Sense Motive +8 (2 Ranks, 3 Wis, 3 CS), Stealth +5 (2 Dex, 3 Familiar) Survival +4 (1 Rank, 3 Wis)
Languages: Common, Varisian, Elven, Thassilonian
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Traits
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Birthmark - This birthmark can serve you as a divine focus for casting spells, and you gain a +2 trait bonus on all saving throws against charm and compulsion effects.
Heirloom Weapon - This heirloom weapon is of masterwork quality (but you pay only the standard cost at character creation). You gain a +1 trait bonus on attack rolls with this specific weapon and are considered proficient with that specific weapon (but not other weapons of that type) even if you do not have the required proficiencies.
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Spells Prepared
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Per Day
Cleric
Orisons: 4 (unlimited per day)
1st-Level: 2 (Base), 1 (Bonus), 1 (Domain)
2nd-Level: 1 (Base), 1 (Bonus), 1 (Domain)
Universalist
Cantrips: 4
1st-Level: 2 (Base), 1 (Bonus)
Prepared
Cleric
Orisons: Create Water, Stabilize, Guidance, Read Magic
1st-Level:
2nd-Level: Augury, Make Whole, Locate Object (D)
Universalist
Cantrips: Detect Magic, Detect Poison, Light, Prestidigitation
1st-Level: Comprehend Languages, Shield, Disguise Self
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Spellbook
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Spellbook (27 of 100 Pages Filled)
-- Cantrips -- (20 Pages)
Resistance, Acid Splash, Detect Magic, Detect Poison, Read Magic, Daze, Dancing Lights, Flare, Light, Ray of Frost, Ghost Sound, Bleed, Disrupt Undead, Touch of Fatigue, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation
--1st Level-- (7 Pages) (5 1st Level-Known, 2 2nd Level-Known)
Comprehend Languages, Shield, Disguise Self, Alarm, Endure Elements, Identify, Ray of Enfeeblement
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Equipment
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Spell Component Pouch - 5 Gold
Holy Symbol, Silver - 25 Gold
Healer's Kit - 50 Gold
Masterwork Starknife "Butterfly Stinger" - Free (Trait)
Dagger - 2 Gold
Cleric's Vestments - Free
Casual Clothing (Entertainer's Outfit) - 3 Gold
Scholar's Outfit - 5 Gold
Scarves, 5 - 5 Gold (1 gp each)
Scarf, pocketed - 8 Gold
Scarf, reinforced - 10 Gold
Paper, 100 Pages - 40 Gold
Ink Vial - 1 Gold
Ink, 2 Vials - 16 Gold
Inkpen, - 1 Silver
Chalk, 10 Pieces - 1 Silver
Scroll Case - 1 Gold
Candle, 10 - 1 Silver
Soap, 2 Bars - 2 Copper
Backpack, masterwork - 50 Gold
Bedroll - 1 sp
Map case - 1 Gold
Map, Varisia - 50 Gold
Map, Sandpoint and Surrounding Environs - 50 Gold
Chest, medium - 5 Gold
Lock, average - 40 Gold
Cage (Tiny) -2 Gold
Butterflies, several - Free (GM fiat)
Tattoos - 120 Gold
15 Gold, 6 Silver, 8 Copper in Wealth
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Special Abilities
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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).
Channel Energy (Su): 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 channel 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.
Hand of the Apprentice (Su): You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Luck Domain: 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.
Travel Domain: 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.
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Familiar
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Ser Pounce-a-lot, the Ferocious Kitten
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +5
DEFENSE
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 NA, +2 size)
hp 11 (23/2, 5 HD)
Fort +3, Ref +4, Will +7
Defensive Abilities: improved evasion
OFFENSE
Speed 30 ft.
Melee 2 claws +7 (1d2–4), bite +7 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 3, Dex 15, Con 8, Int 6, Wis 12, Cha 7
Base Atk +3; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse, Alertness
Skills Acrobatics +7 (2 Ranks, 2 Dex, 3 CS), Climb +6 (1 Rank, ), Perception +6 (2 Ranks, 1 Wisdom, 3 CS), Perform (dance) +5 (3 Ranks, 2 Dex), Stealth +18 (1 Rank, 2 Dex, 8 Size, 4 Race, 3 CS), Survival +2 (1 Rank, 1 Wis); Racial Modifiers +4 Climb, +4 Stealth
SPECIAL ABILITIES
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
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DM Only
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SPELLBOOK TATTOOS
(All Tattoos are in Thassilonian)
Left Arm: Comprehend Languages, Shield, Disguise Self
Right Arm: Endure Elements, Identify, Ray of Enfeeblement