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Saorla, priestess of the three Goddesses

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Saorla, priestess of the three Goddesses Empty Saorla, priestess of the three Goddesses

Post  Saorla Sun May 20, 2012 5:48 pm

-Player Info-
Name: Momo
IM(AIM, MSN, Yahoo): tekken3julia

Saorla, priestess of the three Goddesses Picture4-4

-Character Info-

Name: Saorla
Age: 156 (Appears to be in her mid-20s)
Race: Elf
Alignment: Chaotic Good

Class: Cleric

Deity: Angharradh
Domain:
Knowledge, Protection
Level: 1
ECL: 1

-Background-

Saorla is an interesting character. Her father is unknown as well as her mother, who dropped her on the steps of the temple when she was days old. The older priests and priestesses believed she was a blessing from the goddesses themselves, and raised her to that standard. In turn, she began to believe it herself. She receives visions and "direct orders" from the goddesses, and Saorla believes she is just more than a simple cleric. In her teens she began to travel the world, learning different cultures and languages, spreading the word of the goddesses.

Personality-wise she is head-strong, stubborn, and willful. She holds her head high and is a devout follower of her faith. She is pure in all sense of the word, and has an air of power about her. She is knowledgeable, cultured, and refined. Even if she is firmly comfortable in her beliefs, she loves everyone and has a protective soul to her. She is a good friend to have and to have on your side.

Languages: Common, Elven, Draconic, Celestial

-Traits/Flaws-

-Quick-
You are fast, but less sturdy than average members of your race.
Benefit
Your base land speed increases by 10 feet (if you don't have a land speed, apply the benefit to whichever of your speeds is highest).
Drawback
Subtract 1 from your hit points gained at each level, including 1st (a result of 0 is possible).
Special
You must have a Constitution of 4 or higher to select this trait.
Roleplaying Ideas
Characters with this trait typically try to stay away from physical combat, but a rare few might relish it, striving to see if their superior speed is enough to best hardier warriors.

Noncombatant
You are relatively inept at melee combat.
Effect
You take a -2 penalty on all melee attack rolls.



-Abilities-

Strength(STR)12+1
Dexterity(DEX)16+3
Constitution(CON)14+2
Intelligence(INT)14+2
Wisdom(WIS)17+3
Charisma(CHA)14+2


-Equipment-
Currency (32 Gold, 7 Silver)
Holy symbol, silver
Healer's Kit(10 uses)
Cleric's Vestments
Explorer's Outfit
Holy Water [Flask]
Backpack [Empty]
Bedroll
Paper [sheet] x 3
Rope, Hempen [50 ft.]
Sealing Wax
Waterskin
Crossbow, Light(1d8.)(Crit:19-20/x2)(Ranged Attack+3)
-Bolts(10)
Scale Mail(+4 AC, Max Dex: 3, Armor Check -4)

-Combat-
HP: 9
Initiative: 3
Speed: 40 feet (30 Racial + 10 Traits)

Melee Attack: 1
Ranged Attack: 3

Armor Class: 17

-Saving Throws-
Fortitude: 4
Reflex: 3
Will: 5

Racial Traits:
•Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
•Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
•Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
•Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
•+2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
•Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.


Class Abilities:
-Turn Undead: Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).
-Spontaneous Spellcasting: A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures. A neutral cleric of a neutral deity must choose whether his turning ability functions as that of a good cleric or an evil cleric. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells.


Skills:16
Concentration (Con) : 2 + 2 + (Misc.) = 4
Craft(Needs a Specific discipline)(Int) : 1 + 2 + (Misc.) = 3
Diplomacy (Cha) : 1 + 2 + (Misc.) = 3
Heal (Wis) : 4 + 3 + 2(Healer's Kit) = 9
Knowledge (Arcana) (Int) : 1 + 2 + (Misc.) = 3
Knowledge (Architecture) (Int) : 2 + (Misc.) = 2
Knowledge (Dungeoneering) (Int) : 2 + (Misc.) = 2
Knowledge (Geography) (Int) : 2 + (Misc.) = 2
Knowledge (History) (Int) : 1 + 2 + (Misc.) = 3
Knowledge (Local) (Int) : 2 + (Misc.) = 2
Knowledge (Nature) (Int) : 2 + (Misc.) = 2
Knowledge (Nobility) (Int) : 2 + (Misc.) = 2
Knowledge (Religion) (Int) : 2 + 2 + (Misc.) = 4
Knowledge (The planes) (Int) : 1 + 2 + (Misc.) = 3
Profession (Wis) : 1 + 3 + (Misc.) = 4
Spellcraft (Int) : 1 + 2 + (Misc.) = 4
Listen (Wis) : 1 + 3 + 2 = 4
Spot (Wis) : 0 + 3 + 2 = 4
Search (Int) : 0 + 2 + 2 = 4


Feats:
--Point Blank Shot [General]--
Benefit
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Special
A fighter may select Point Blank Shot as one of his fighter bonus feats.

--Precise Shot [General]--
Prerequisite
Point Blank Shot.
Benefit
You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.
Special
A fighter may select Precise Shot as one of his fighter bonus feats.

Spells:

[Granted Powers]

Knowledge Domain: Add all Knowledge skills to your list of cleric class skills.

You cast divination spells at +1 caster level.

Protection Domain: You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.

-Level 0-(3)

Cure Minor Wounds: Cures 1 point of damage.

Detect Magic: Detects spells and magic items within 60 ft.

Read Magic: Read scrolls and spellbooks.

-Level 1-(2+1)

Cure Light Wounds: Cures 1d8 damage +1/level (max +5).

Summon Monster I: Calls extraplanar creature to fight for you.

Sanctuary: Opponents can’t attack you, and you can’t attack. [Protection Domain]

-Level 2-(Spells per day)(Spells known)


-Level 3-(Spells per day)(Spells known)

-Level 4-(Spells per day)(Spells known)

-Level 5-(Spells per day)(Spells known)

-Level 6-(Spells per day)(Spells known)

-Level 7-(Spells per day)(Spells known)

-Level 8-(Spells per day)(Spells known)

-Level 9-(Spells per day)(Spells known)

Saorla
Newb
Newb

Posts : 6
Points : 10
Join date : 2012-04-30

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