Difference between revisions of "User:Apheori/Andraste"

A fragment of the Garden of Remembering
(Stuff)
 
(WHEEE)
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== Andraste Nethariea (162761-2) ==
== Andraste Nethariea (162761-2) ==
<pre>
<pre>
Cleric 1 (CN) (0 exp) (0/0 prestige)
Cleric 1 (CN) (1 exp) (0/2 pp/fame)
Allegiances: Groetus, Pathfinder Society, Silver Crusade (sometimes)
Allegiances: Groetus, Pathfinder Society, Silver Crusade (sometimes)


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Speed 20 ft. / 4 sq.
Speed 20 ft. / 4 sq.


6 HP
8 HP




Initiative +0
Initiative +1


Ability Scores
Ability Scores
Str 8 (-1)
Str 8   (-1)
Dex 10
Dex 12  (+1)
Con 6  (-2)
Con 10
Int 15 (+2)
Int 14 (+2)
Wis 17  (+3)
Wis 17  (+3)
Cha 16 (+3)
Cha 14 (+2)


Defenses
Defenses
AC    16 (touch 10, flat-footed 15)
AC    18 (touch 11, flat-footed 17)
Fort  +0
Fort  +2
Ref  +0
Ref  +0
Will  +5
Will  +5




Attacks (BAB +0) (CMB -1) (CMD 9)
Attacks (BAB +0) (CMB -1) (CMD 10)
Shortbow (range 60) (+0 vs AC) (1d6 - 1 piercing)
Longbow (range 100) (+1 vs AC) (1d8 - 1 blunt)
Dagger (-1 vs AC) (1d4 - 1 piercing or slashing)
Dagger (-1 vs AC) (1d4 -1 piercing or slashing)
Unarmed strike (-1 vs AC) (1d3 - 1 blunt)
Unarmed strike (-1 vs AC) (1d3 blunt)


Powers
Powers
Channel energy (positive) (6/day)
Channel energy (positive) (5/day)
30ft burst
30ft burst
will save for turn undead; DC 13
will save DC 12
heals/damages for 1d6
heals/damages for 1d6


Vision of Madness (6/day)
Vision of Madness (6/day)
Touch attack; 3 rounds
Touch attack (-1 vs touch AC); 3 rounds
Choose one of the following: attack rolls, saving throws, or skill checks. The target receives a bonus to the chosen rolls equal to 1/2 your cleric level (minimum +1) and a penalty to the other two types of rolls equal to 1/2 your cleric level (minimum –1).
Choose one of the following: attack rolls, saving throws, or skill checks. The target receives a bonus to the chosen rolls equal to 1/2 your cleric level (minimum +1) and a penalty to the other two types of rolls equal to 1/2 your cleric level (minimum –1).


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Spells: 3 orisons, 2 level 1
Spells: 3 orisons, 2 level 1
Create Water (creates 2 gallons/level of pure water)
Create Water (creates 2 gallons/level of pure water)
Resistance (creature gains +1 on saving throws; touch)
Resistance (creature gains +1 on saving throws; touch, 1 minute)
Stabilize (cause a dying creature to stabilize; touch)
Light (touch; 10 minutes/level)


Bless (allies gain +1 on attack rolls and saves against fear; 50 ft, 1 min./level)
Bless (allies gain +1 on attack rolls and saves against fear; 50 ft, 1 min/level)
Sanctuary (opponents can't attack target, target also can't attack; touch vs will, 1 round/level)
Sanctuary (opponents can't attack target, target also can't attack; touch vs will, 1 round/level)


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Skills
Skills
Acrobatics                -4  (0 - 4)    (dex)
Acrobatics                -4  (1 - 5)    (dex)
Appraise*                  6  (2 + 1 + 3) (int)
Appraise*                  6  (2 + 1 + 3) (int)
Bluff                      3   (3)        (cha)
Bluff                      2   (2)        (cha)
Climb                    -5   (-1 - 4)    (str)
Climb                    -6   (-1 - 5)    (str)
Diplomacy*                7   (3 + 1 + 3) (cha)
Diplomacy*                6   (2 + 1 + 3) (cha)
Disguise                  3   (3)        (cha)
Disguise                  2   (2)        (cha)
Escape artist            -4  (0 - 4)    (dex)
Escape artist            -4  (1 - 5)    (dex)
Fly                      -4  (0 - 4)    (dex)
Fly                      -4  (1 - 5)    (dex)
Heal*                      7  (3 + 1 + 3) (wis)
Heal*                      7  (3 + 1 + 3) (wis)
Intimidate                3   (3)        (cha)
Intimidate                2   (2)        (cha)
Knowledge (religion)*      6  (2 + 1 + 3) (int)
Knowledge (religion)*      6  (2 + 1 + 3) (int)
Perception                5  (3 + 2)    (wis)
Perception                5  (3 + 2)    (wis)
Profession (drug dealer)*  7  (3 + 1 + 3) (wis)
Profession (drug dealer)*  7  (3 + 1 + 3) (wis)
Ride                      -4  (0 - 4)    (dex)
Ride                      -4  (1 - 5)    (dex)
Sense motive*              3  (3)        (wis)
Sense motive*              3  (3)        (wis)
Stealth                  -4  (0 - 4)    (dex)
Stealth                  -4  (1 - 5)    (dex)
Survival                  3  (3)        (wis)
Survival                  3  (3)        (wis)
Swim                      -5   (-1 - 4)    (str)
Swim                      -6   (-1 - 5)    (str)


Equipment proficiencies
Equipment proficiencies
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Broken mind (trait - +2 bonus against madness and confusion)
Broken mind (trait - +2 bonus against madness and confusion)
Birthmark (trait - +2 bonus against charm and compulsion; serves as holy symbol)
Birthmark (trait - +2 bonus against charm and compulsion; serves as holy symbol)
Selective channeling (exclude up to 3 targets (charisma modifier))
Selective channeling (exclude up to 2 targets)


Languages
Languages
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Equipment
Equipment
scale mail (ac +5)
breastplate (ac +6)
buckler
buckler (ac +1)
cold iron dagger
cold iron dagger
shortbow
longbow
arrows (blunt) (x40)
arrows (blunt) (x39)
holy symbol
holy symbol


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silk rope (50ft)
silk rope (50ft)
mirror
mirror
soap
soap (50)
healer's kit (10)
wand of cure light wounds (50)


drug stash (no mechanical use)
pocket kitten
36g
drug stash
176g
</pre>
</pre>

Revision as of 21:36, 4 April 2015

Andraste Nethariea (162761-2)

Cleric 1 (CN) (1 exp) (0/2 pp/fame)
Allegiances: Groetus, Pathfinder Society, Silver Crusade (sometimes)

Elf, size Medium
Speed 20 ft. / 4 sq.

8 HP


Initiative +1

Ability Scores
	Str 8   (-1)
	Dex 12  (+1)
	Con 10
	Int 14  (+2)
	Wis 17  (+3)
	Cha 14  (+2)

Defenses
	AC    18 (touch 11, flat-footed 17)
	Fort  +2
	Ref   +0
	Will  +5


Attacks (BAB +0) (CMB -1) (CMD 10)
	Longbow (range 100) (+1 vs AC) (1d8 - 1 blunt)
	Dagger (-1 vs AC) (1d4 -1 piercing or slashing)
	Unarmed strike (-1 vs AC) (1d3 blunt)

Powers
	Channel energy (positive) (5/day)
		30ft burst
		will save DC 12
		heals/damages for 1d6

	Vision of Madness (6/day)
		Touch attack (-1 vs touch AC); 3 rounds
		Choose one of the following: attack rolls, saving throws, or skill checks. The target receives a bonus to the chosen rolls equal to 1/2 your cleric level (minimum +1) and a penalty to the other two types of rolls equal to 1/2 your cleric level (minimum –1).

Spellcasting: Madness and Void domains, spell DC 13 + spell level

Spells: 3 orisons, 2 level 1
	Create Water (creates 2 gallons/level of pure water)
	Resistance (creature gains +1 on saving throws; touch, 1 minute)
	Light (touch; 10 minutes/level)

	Bless (allies gain +1 on attack rolls and saves against fear; 50 ft, 1 min/level)
	Sanctuary (opponents can't attack target, target also can't attack; touch vs will, 1 round/level)

	Feather Fall (domain) (slows fall rate; 1 round/level)
	Cure Light Wounds (conversion) (cures 1d8 damage + 1/level (max +5); touch)

Skills
	Acrobatics                -4   (1 - 5)     (dex)
	Appraise*                  6   (2 + 1 + 3) (int)
	Bluff                      2   (2)         (cha)
	Climb                     -6   (-1 - 5)    (str)
	Diplomacy*                 6   (2 + 1 + 3) (cha)
	Disguise                   2   (2)         (cha)
	Escape artist             -4   (1 - 5)     (dex)
	Fly                       -4   (1 - 5)     (dex)
	Heal*                      7   (3 + 1 + 3) (wis)
	Intimidate                 2   (2)         (cha)
	Knowledge (religion)*      6   (2 + 1 + 3) (int)
	Perception                 5   (3 + 2)     (wis)
	Profession (drug dealer)*  7   (3 + 1 + 3) (wis)
	Ride                      -4   (1 - 5)     (dex)
	Sense motive*              3   (3)         (wis)
	Stealth                   -4   (1 - 5)     (dex)
	Survival                   3   (3)         (wis)
	Swim                      -6   (-1 - 5)    (str)

Equipment proficiencies
	Weapon familiarity (elf - longbows, longswords, rapiers, and shortbows)
	Simple weapons, heavy flail
	light armor, medium armor, and shields (except tower shields)

Special Abilities
	Low-light vision (elf)
	Elven immunities (elf - sleep, +2 bonus against enchanting)
	Elven Magic (elf - +2 on caster level checks made to overcome spell resistance)
	Keen senses (elf - +2 to perception)
	Faint aura of chaos
	Guarded Mind (void - +2 insight bonus against all mind-affecting effects)

Feats etc
	Broken mind (trait - +2 bonus against madness and confusion)
	Birthmark (trait - +2 bonus against charm and compulsion; serves as holy symbol)
	Selective channeling (exclude up to 2 targets)

Languages
	Common
	Elven
	Sylvan
	Abyssal

Equipment
	breastplate (ac +6)
	buckler (ac +1)
	cold iron dagger
	longbow
	arrows (blunt) (x39)
	holy symbol

	pickpocket's outfit
	silk rope (50ft)
	mirror
	soap (50)
	healer's kit (10)
	wand of cure light wounds (50)

	pocket kitten
	drug stash
	176g