Acrobatics - Damage / Current HP. Crit: 18-20/ 2 1-hand, S
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1 Lady Emyralda (Core) Player: Lady Emyralda (Core) Female halfling cleric of Sarenrae 3, Scarab Sages faction - CR 2 Neutral Good Humanoid (Halfling); Deity: Sarenrae; Age: 25; Height: 2' 11" ; Weight: 30 lb. Character Number: STR STRENGTH 9-1 DEX DEXTERITY CON CONSTITUTION INT INTELLIGENCE WIS WISDOM CHA CHARISMA FORTITUDE (CONSTITUTION) REFLEX +5 (DEXTERITY) +1 AC Ability Score Modifier Temporary Saving Throw WILL +6 = = (WISDOM) +3 Total Touch AC CM Bonus CM Defense Main hand: +3, 1d4-1 Both hands: +3, 1d = Armor Shield Dex 18 = Base Attack Initiative Speed Total 14 Base Size +1 Flat-Footed AC BAB Strength Masterwork cold iron scimitar Mithral chain shirt Natur Deflec Dodge Misc 15 Size Misc +0 = BAB Strength Dexterity Size 13 = HP ft Ability Resist Misc Temp Notes Damage / Current HP Crit: 18-20/ 2 1-hand, S Max Dex: +6, Armor Check: - Spell Fail: 10%, Light Skill Name Total Ability +5 DEX (3) Speed greater/less than 30 ft. : -4 to jump +1 INT (1) +1 STR (-1) +3 DEX (3) +5 DEX (3) +6 WIS (2) +5 INT (1) +5 INT (1) +7 WIS (2) +6 WIS (2) +3 DEX (3) +2 WIS (2) +7 INT (1) +7 DEX (3) +2 WIS (2) -1 STR (-1) Ranks Acrobatics - Appraise - Bluff - Climb - Diplomacy - Disguise - Escape Artist - Fly - Heal 1 Intimidate - Knowledge (planes) 1 Knowledge (religion) 1 Perception 3 Profession (midwife) 1 Ride - Sense Motive - Spellcraft 3 Stealth - Survival - Swim - Feats Armor Proficiency (Light) Armor Proficiency (Medium) Extra Channel Selective Channeling Shield Proficiency Temp
2 Feats Simple Weapon Proficiency - All Birthmark Reactionary Traits Gear Total Weight Carried: 16/67.5 lbs, Light Load (Light: 22.5 lbs, Medium: 45 lbs, Heavy: 67.5 lbs) Artisan's outfit (Free) - Backpack (empty) 0.5 lbs Bedroll 1.25 lbs Cleric's vestments 1.5 lbs Courtier's outfit 1.5 lbs Holy symbol, silver (Sarenrae) 1 lb Inkpen - Masterwork cold iron scimitar 2 lbs Mithral chain shirt 6.25 lbs Money <In: Dropped to ground lbs)> lbs Parchment x4 - Sturdy, perfectly fitting shoes accented with percious - Trail rations x lbs Wand of cure light wounds (5 charges) - Waterskin 1 lb Special Abilities Aura (Ex) Cleric Channel Positive Energy 2d6 (8/day, DC 14) (Su) Cleric Domain (Fire) Cleric Domain (Healing) Fearless Spontaneous Casting Spell-Like Abilities Fire Bolt 1d6+1 fire (5/day) (Sp) Rebuke Death (5/day) (Sp) Experience & Wealth Experience Points: 6/9 Current Cash: 1,611 gp Scarab Sages: Fame: 8, PP: 8 Sourcebooks Used Advanced Player's Guide Traits / Character Traits Web Enhancement - Reactionary (trait) Advanced Player's Guide Traits / Character Traits Web Enhancement / Ultimate Campaign - Birthmark (trait) Inner Sea Races / Inner Sea World Guide - Shoanti (language) Tracked Resources Cleric Channel Positive Energy 2d6 (8/day, DC 14) (Su) Trail rations Wand of cure light wounds (5 charges) Common Halfling Languages Spells & Powers Shoanti Cleric spells memorized (CL 3rd; concentration +5) Melee Touch +2 Ranged Touch +6 2nd consecrate, cure moderate wounds D, lesser restoration 1st bless, burning hands D (DC 13), remove fear, shield of faith 0th (at will) detect magic, guidance, mending, read magic [D] Domain spell; Domains Fire, Healing
3 Lady Emyralda (Core) Abilities & Gear Extra Channel You can channel divine energy more often. Prerequisite: Channel energy class feature. Benefit: You can channel energy two additional times per day. Feat Cleric Channel Positive Energy 2d6 (8/day, D Class Ability (Cleric) Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol (see Channel Energy). This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. Special: If a paladin with the ability to channel positive energy takes this feat, she can use lay on hands four additional times a day, but only to channel positive energy. Selective Channeling You can choose whom to affect when you channel energy. Prerequisite: Cha 13, channel energy class feature. Benefit: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy. Normal: All targets in a 30-foot burst are affected when you channel energy. You can only choose whether or not you are affected. Feat Birthmark Trait You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and, as a physical manifestation of your faith, increases your devotion to your god you gain a +2 trait bonus on all saving throws against charm effects as a result. Appears In : Character Traits Web Enhancement, Advanced Player's Guide Traits, Ultimate Campaign Reactionary Trait You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus to Initiative checks. Appears In : Character Traits Web Enhancement, Advanced Player's Guide Traits 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 /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. Fearless Racial Ability (Halfling) +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck. Aura (Ex) Class Ability (Cleric) A cleric or warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil on page 266 of the Core Rulebook for details). Fire Bolt 1d6+1 fire (5/day) (Sp) Class Ability (Cleric,Dragon Sh As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire 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. Rebuke Death (5/day) (Sp) Class Ability (Ancient Guardian You can 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.
4 Spontaneous Casting Class Ability (Cleric) 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). Lady Emyralda (Core) Abilities & Gear Wand of cure light wounds (5 charges) Wand Cure Light Wounds When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
5 Gallows of Madness: A Foul Breed - Lady Emyralda (Core) (Adventure Journal) 1436 gp Gallows of Madness: A Foul Breed - Lady Emyralda (Core) (Prestige Journal) Date (game world) : 0000/00/00; Date (real world) : 2017/02/15 Scarab Sages ; Prestige Award: 4; Prestige Spent: 0 Gallows of Madness: A Foul Breed - Lady Emyralda (Core) (Adventure Journal) Gallows of Madness: A Foul Breed - Lady Emyralda (Core) (Adventure Journal) 1539 gp GoM: What Lurks in the Woods - Lady Emyralda (Core) (Prestige Journal) Scarab Sages ; Prestige Award: 4; Prestige Spent: 0
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