[OOC] The Fifth City

Finally joined up with the invite, thanks!! lol My character is 70% done but I do have to write up her background. Hopefully this weekend.
 

log in or register to remove this ad

Kind of blind right now thanks to my chronic eye problem ( tear duct inflammation) acting up again but I'm around, just not able to do much.
 


It's more annoying than anything, at least by now I know that it is a rare (of course) autoimmune disorder I had my whole life - no one ever connected the symptoms because it is so rare. Also means I might be able to do something about it once I find a doctor who knows this and doesn't just think I'm symptom hunting over the internet.
 

Kind of blind right now thanks to my chronic eye problem ( tear duct inflammation) acting up again but I'm around, just not able to do much.

Sorry to hear that. Hope you get some relief soon. Anyway, here's a pathfinderized cleric build for you to work off of. Sorry for the delay. I used everything you've posted, averages for things like height and weight and logical choices where I could. I didn't know what the favored weapon of you deity might be, but that might be something to add once we know.

Tinare of House ?
Female Elf
Cleric 1 0 exp.
Alignment: Neutral Good
Height: 5’11”
Weight: 125 lbs
Hair: ?
Eyes: ?
Age: 145
Patron Deity: Elven Animism--Sunlight on the Water. Under the teachings of Valen.
Str: 10 (0) [0 points]
Dex: 14 (+2) [2 points+2 race]
Con: 12 (+1) [5 points-2 race]
Int: 12 (0) [0 points+2 race]
Wis: 17 (+3) [13 points]
Cha: 14 (+2) [5 points]

Hit Dice: 1d8+1 HP: 9
AC: 17 (4 armor, +2 Dex, +1 Shield)
Flat Footed 4, Touch 12
Init: +2 [+2 Dex]
CMB: 0 CMD: 12
Speed: 30ft
Armor Check Penalty: -3
Arcane Spell Failure: 25%

Saves:
Fortitude +3 [+2 base, +1 Con]
Reflex +2 [+0 base, +2 Dex]
Will +5 [+2 base, +3 Wis.]

BAB: +0
Melee Attack: +0
Rapier +0 1d6 dmg. 18-20/x2 S
Dagger +0 1d4 dmg. 19-20/x2 S or P
Club +0 1d6 dmg. 20/x2 B
Shield bash, light +0 1d3 dmg. 20/x B

Ranged Attack: +2
Icicle +2 (ranged touch) 1d6(cold) 20/x2 r30’
Dagger Thrown +2 1d4 19-20/x2 P or S r10’
Club Thrown +2 1d6 20/x2 B r10’
Short Bow +2 1d6 20/x3 P r60’

Racial Abilities:
•Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
•Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
•Type: Elves are Humanoids with the elf subtype.
•Base Speed: Elves have a base speed of 30 feet.
•Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.
•Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
•Keen Senses: Elves receive a +2 racial bonus on Perception checks.
•Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
•Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
•Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. • Favored Class: Wizard. A multiclass elf’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing.
• Elven religion is based around the idea that the world itself is alive and sentient after a fashion. Every living thing on the world is a actually an extension of the consciousness of the world, sent out to learn and grow and experience. When a living thing dies, its soul carries what it has learned back to the world, and thus the world learns. In addition, 1,000 years ago, an elven hero named Valen led the elves in a great war against darkness. He organized elven society into the three castes it has now and formed the ruling body of the elven people known as the Grey Council. "In Valen's name" is an oft-spoke oath among elves. Clerics are members of the religious caste and follow Valen's teachings. Their spells come from the world itself and they thus have access to most domains, except Death and Evil from the PHB and Deathbound, Drow, Envy, Gluttony, Greed, Hatred, Hunger, Lust, Madness, Orc, Pestilence, Slime, Sloth, Suffering, Tyranny, Undeath, and Wrath domains from the Spell Compendium.

Class Abilities
• Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities.
• Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).
• Spells: A cleric casts divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A cleric must choose and prepare her spells in advance.
To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
Clerics meditate or pray for their spells. Each cleric must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
• Channel Energy (Su) Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).
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.
• Domains A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.

• Sun Domain
Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.
Sun's Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.
Nimbus of Light (Su): At 8th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal to your cleric level. This acts as a daylight spell. In addition, undead within this radius take an amount of damage equal to your cleric level each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive.
Domain Spells: 1st—endure elements, 2nd—heat metal, 3rd—searing light, 4th—fire shield, 5th—flame strike, 6th—fire seeds, 7th—sunbeam, 8th—sunburst, 9th—prismatic sphere.

• Water Domain
Granted Powers: You can manipulate water and mist and ice, conjure creatures of water, and resist cold.
Icicle (Sp): As a standard action, you can fire an icicle from your finger, targeting any foe within 30 feet as a ranged touch attack. The icicle deals 1d6 points of cold damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Cold Resistance (Ex): At 6th level, you gain resist cold 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to cold.
Domain Spells: 1st—obscuring mist, 2nd—fog cloud, 3rd—water breathing, 4th—control water, 5th—ice storm, 6th—cone of cold, 7th—elemental body IV (water only), 8th—horrid wilting, 9th—elemental swarm (water spell only).

• Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.
• Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
An evil cleric (or a neutral cleric of an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy).

• Bonus Languages A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.

Skills: *Armor Check Penalty -3
Cleric: 2x1+ (+0 Elf)(+1 Int.)=8
Acrobatics +2 [0 ranks, +2 Dex.]
Appraise +1 [0 ranks, +1 Int.]
Bluff +2 [0 ranks, +2 Cha.]
Diplomacy +6 [1 rank, +3 CS, +2 Cha.]
Disguise +2 [0 ranks, +2 Cha.]
Escape Artist +2 [0 ranks, +2 Dex.]*
Heal +7(+9) [1 ranks, +3 CS, +3 Wis,+2 circumstances with kit]
Intimidate +2 [0 rank, +2 Cha.]
Knowledge Religion +5 [1 ranks, +3 CS, +1Int.]
Linguistics +1 [0 ranks, +1 Int.]
Perception +5[0 ranks, +3 Wis.+2 Race]
Ride +2 [0 ranks, +2 Dex.]*
Sense Motive +3 [0 ranks, +3 Wis.]
Spellcraft +1 [0 ranks, +1 Int.]
Stealth +2 [0ranks, +2 Dex.]
Survival +3 [0 ranks, +3 Wis.]
Swim +0 [0 ranks, +0 Str.]*

Languages
Common, Elvish

Feats:
Extra Extra Channel--You can channel energy two additional times per day.

Spells 3 Zero level and 2+1 Domain First level per day. Save DC 10+spell level+3

Suggested Spells
• Orisons Detect Magic, Guidance, Light
• First Level Obscuring Mist (D), Bless, Burning Disarm (spontaneous Cure Light Wounds)

Equipment: 15 gp
Cleric’s Vestments 0 gp
Travelers Outfit 1 gp
Chain Shirt 100 gp
Shield, Light Wooden 3 gp
Short Bow and Quiver of 20 arrows 31 gp
Rapier 20 gp
Dagger x2 4 gp
Club 0 gp
Cleric’s Kit 16 gp
-- This includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.
Healer’s Kit 50 gp (+2 on heal checks 10 uses)

Appearance:

Personality:

Background:
 


Favored weapon for elven clerics is the long sword. And thanks Scotley for helping Lwaxy. :D

Glad to be of service. I'll leave it to Lwaxy to decide on the long sword. I think the math favors the d8 damage of the long sword over the d6 of the rapier even with the chance of extra crits, but she's not going to doing all that much melee fighting I'd guess, so style is just as important as raw damage I'm thinking.
 




Remove ads

Top