i' amandil ar' i' lindar - The Cleric and The Bard
Jan 7, 2014 0:56:37 GMT 7
Post by melody_ca on Jan 7, 2014 0:56:37 GMT 7
i' amandil
===== IMAGE =====
Black n White: s20.postimg.org/dlcagwvcd/melo_finale.jpg
Appearance: Hair: Short Red, Eyes: Right-Green Left-Blue, Skin: Fair a bit pale, Height: 155cm
{Melody Claire-Anette}
Half Elf - Half Human (Mother Half Elf - Half Human, Father Half Elf - Half Human), Female
Neutral Good, 22 years old (equivalent to 14 - 15 years old in human age)
Date of Birth : 7th of July
Cleric 3
(hp 1, skill 2, racial)
Half Elf - Half Human (Mother Half Elf - Half Human, Father Half Elf - Half Human), Female
Neutral Good, 22 years old (equivalent to 14 - 15 years old in human age)
Date of Birth : 7th of July
Cleric 3
(hp 1, skill 2, racial)
===== IMAGE =====
Black n White: s20.postimg.org/dlcagwvcd/melo_finale.jpg
Appearance: Hair: Short Red, Eyes: Right-Green Left-Blue, Skin: Fair a bit pale, Height: 155cm
{===== LANGUAGE =====}Common (Silvarion)
Elven
Halfling (Background Bonus)
Elven
Halfling (Background Bonus)
{===== PRIMARY STATISTICS =====}STR 14 (+2) = 14
DEX 11 (+0) = 9 + 2 (racial)
CON 11 (+0) = 13 - 2 (racial)
INT 10 (+0) = 8 + 2 (racial)
WIS 16 (+3) = 16
CHA 14 (+2) = 14
DEX 11 (+0) = 9 + 2 (racial)
CON 11 (+0) = 13 - 2 (racial)
INT 10 (+0) = 8 + 2 (racial)
WIS 16 (+3) = 16
CHA 14 (+2) = 14
{===== BATTLE STATISTICS =====}HP 18 (7+5+1+5)
AC 15 = 10 + 0 (dex) + 4 (armor) + 1 (buckler) -> if two handed, AC 14
Base Attack +2 (cleric)
Fort +4 = +3 (cleric) + 0 (con) + 1 (CoR)
Ref +3 = +1 (cleric) + 1 (dex) + 1 (CoR)
Will +7 = +3 (cleric) + 3 (wis) + 1 (CoR)
CMB +4 = 2 (BAB) + 2 (STR)
CMD +14 = 10 + 2 (BAB) + 2 (STR) + 0 (dex)Init +1 (dex)
==Weapon==
*Scimitar, MWattack : +6 [+2 (bab) + 3(wis) + 1(MW)] | damage: 1d6 + 2, crit 18–20/×2
attack 2 handed : damage: 1d6 + 3 *Daggerattack: +4 [+2 (bab) + 2(str)] | damage: 1d4 + 2
==Skill List==
[skill rank: 2 + 0 (int)] = (2+1)+2+(2+1)
6 Diplomacy 1/3/2+2(racial)-2(anxious)
8 Heal 2/3/3
5 Knowledge (Religion) 2/3/0
9 Sense Motive 1/3/3+2(racial)
4 Spellcraft 1/3/0
7 Profession [Doctor] 1/3/3
AC 15 = 10 + 0 (dex) + 4 (armor) + 1 (buckler) -> if two handed, AC 14
Base Attack +2 (cleric)
Fort +4 = +3 (cleric) + 0 (con) + 1 (CoR)
Ref +3 = +1 (cleric) + 1 (dex) + 1 (CoR)
Will +7 = +3 (cleric) + 3 (wis) + 1 (CoR)
CMB +4 = 2 (BAB) + 2 (STR)
CMD +14 = 10 + 2 (BAB) + 2 (STR) + 0 (dex)Init +1 (dex)
==Weapon==
*Scimitar, MWattack : +6 [+2 (bab) + 3(wis) + 1(MW)] | damage: 1d6 + 2, crit 18–20/×2
attack 2 handed : damage: 1d6 + 3 *Daggerattack: +4 [+2 (bab) + 2(str)] | damage: 1d4 + 2
==Skill List==
[skill rank: 2 + 0 (int)] = (2+1)+2+(2+1)
6 Diplomacy 1/3/2+2(racial)-2(anxious)
8 Heal 2/3/3
5 Knowledge (Religion) 2/3/0
9 Sense Motive 1/3/3+2(racial)
4 Spellcraft 1/3/0
7 Profession [Doctor] 1/3/3
{===== FEATS =====} -Channel Smite --> before melee, choose to spend one use of your channel energy ability as a swift action. channel positive to undead, additional damage equal to the damage dealt by your channel positive energy ability. Will save, as normal, to halve this additional damage. If misses, the channel energy ability is still expended with no effect.
-Guided Hand --> With your deity’s favored weapon, you can use your Wisdom modifier instead of your Strength or Dexterity modifier on attack rolls.
-Guided Hand --> With your deity’s favored weapon, you can use your Wisdom modifier instead of your Strength or Dexterity modifier on attack rolls.
{===== SPECIAL ABILITIES =====}[Half-Elf Half-Human]
Size: MediumSpeed: 30 ft
Low-Light Vision
Elven Magic: +2 racial bonus on CL vs. SR, +2 racial bonus to Spellcraft for identifying magic items
Elven Immunities: Immune to magical sleep, +2 racial bonus to saving throw vs. enchantment
Keen Senses: +2 racial bonus on Perception checks
Weapon Familiarity: Longbows, longswords, rapiers, and shortbows proficiency. Treat any "elven"weapons as martial weapons
[House Rules]
+1 DC to spells
+2 to Diplomacy, Bluff, and Sense Motive
+2 to all social skill
Incurable Disease: STR (1d6), DEX (1d4)
[Cleric]
Aura
channel energy 2d6 --> healing energy wave , 5x/day
domains
orisons
[Deity]
Sarenrae (http://pathfinder.wikia.com/wiki/Sarenrae)
Favoured weapon : Schimitar
[Domain]
*GLORY --> VS Undead, DC increase 2
-Touch of Glory --> touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.
-Domain Spells: 1st—shield of faith, 2nd—bless weapon
*HEALING
-Rebuke Death --> touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
[Background Trait & Drawback]
RESCUED
+2 trait bonus whenever you use cure spells to heal damage
*NAIVE
–2 penalty to AC against attacks with improvised weapons and a –2 penalty to CMD against dirty trick combat maneuvers
*ANXIOUS
–2 penalty on Diplomacy checks and must speak slowly due to the concentration required. Unless stated otherwise, you are assumed to not be speaking at a volume above a whisper.
*DOUBT
Whenever you fail a skill or ability check, you take a –4 penalty on that type of skill or ability check for the next hour
Size: MediumSpeed: 30 ft
Low-Light Vision
Elven Magic: +2 racial bonus on CL vs. SR, +2 racial bonus to Spellcraft for identifying magic items
Elven Immunities: Immune to magical sleep, +2 racial bonus to saving throw vs. enchantment
Keen Senses: +2 racial bonus on Perception checks
Weapon Familiarity: Longbows, longswords, rapiers, and shortbows proficiency. Treat any "elven"weapons as martial weapons
[House Rules]
+1 DC to spells
+2 to Diplomacy, Bluff, and Sense Motive
+2 to all social skill
Incurable Disease: STR (1d6), DEX (1d4)
[Cleric]
Aura
channel energy 2d6 --> healing energy wave , 5x/day
domains
orisons
[Deity]
Sarenrae (http://pathfinder.wikia.com/wiki/Sarenrae)
Favoured weapon : Schimitar
[Domain]
*GLORY --> VS Undead, DC increase 2
-Touch of Glory --> touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.
-Domain Spells: 1st—shield of faith, 2nd—bless weapon
*HEALING
-Rebuke Death --> touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
[Background Trait & Drawback]
RESCUED
+2 trait bonus whenever you use cure spells to heal damage
*NAIVE
–2 penalty to AC against attacks with improvised weapons and a –2 penalty to CMD against dirty trick combat maneuvers
*ANXIOUS
–2 penalty on Diplomacy checks and must speak slowly due to the concentration required. Unless stated otherwise, you are assumed to not be speaking at a volume above a whisper.
*DOUBT
Whenever you fail a skill or ability check, you take a –4 penalty on that type of skill or ability check for the next hour
{===== SPELLS =====}
> slot: 4 Lvl. 0 Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food n Drink, Resistance, Stabilize
> slot: 3+1 Lvl. 1 Bless, Cause Fear, Comprehend Languages, Cure Light Wound (1d8+1/level, max +5), Detect Evil, Detect Undead, Divine Favor, Doom, Endure Elements, Protection from Evil, Remove Fear, Shield of Faith, Summon Monster I
> slot: 2+1 Lvl. 2 Aid, Align Weapon, Augury, Bear's Endurance, Bull's Strength, Calm Emotions, Consecrate, Cure Moderate Wounds, Darkness, Death Knell, Delay Poison, Desecrate, Eagle's Splendor, Enthrall, Find Traps, Gentle Repose, Hold Person, Inflict Moderate Wounds, Make Whole, Owl's Wisdom, Remove Paralysis, Resist Energy, Restoration-Lesser, Shatter, Shield Other, Silence, Sound Burst, Spiritual Weapon, Status, Summon Monster II, Undetectable Alignment, Zone of Truth
> slot: 4 Lvl. 0 Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food n Drink, Resistance, Stabilize
> slot: 3+1 Lvl. 1 Bless, Cause Fear, Comprehend Languages, Cure Light Wound (1d8+1/level, max +5), Detect Evil, Detect Undead, Divine Favor, Doom, Endure Elements, Protection from Evil, Remove Fear, Shield of Faith, Summon Monster I
> slot: 2+1 Lvl. 2 Aid, Align Weapon, Augury, Bear's Endurance, Bull's Strength, Calm Emotions, Consecrate, Cure Moderate Wounds, Darkness, Death Knell, Delay Poison, Desecrate, Eagle's Splendor, Enthrall, Find Traps, Gentle Repose, Hold Person, Inflict Moderate Wounds, Make Whole, Owl's Wisdom, Remove Paralysis, Resist Energy, Restoration-Lesser, Shatter, Shield Other, Silence, Sound Burst, Spiritual Weapon, Status, Summon Monster II, Undetectable Alignment, Zone of Truth