Lucrecia

Ijen Harper's page

142 posts. Alias of fnord72.


Full Name

Ijen Harper

Race

Human Cleric 6

Classes/Levels

Stats:
Init +7, Perc +11, AC 19/t11/ff18, F+8/R+6/W+11, CMD 17, HP 24/24

About Ijen Harper

Ijen Harper
Human Cleric 6
TN Medium humanoid (human) female, age 26, red hair, green eyes
Diety: None
Init +7, Perception +11
Languages: Common, Celestial, Draconic, Abyssal, Osirian, Ancient Osirian, Infernal
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Combat Statistics:

DEFENSE
AC 19 (touch 11, flat-footed 18)
hp 24 (3d8)
CMD 17
DR
Immune
Resist
Vulnerable
Fort +8, Ref +6, Will +11; +2 vs charm/compulsion
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OFFENSE
Speed 30 ft.
Melee
Spiked Gauntlet +4 (1d4/X2) P
+1 Morningstar +5 (1d8+1/X2) B/P
Ranged
Lt Crossbow +7 (1d6/x3) P 80’
Dart +3 (1d4/X2) P 20’
Base Atk +4; CMB +4
Atk Options
Special Actions: Channel Positive Energy (3d6) selective restrict 4 targets 30’
Spells: 4/5+1/4+1/3+1
Cantrips: Detect Magic, Read Magic, Guidance, Stabilize
Level 1: Bless, Command, Hide from Undead, Obscuring Mist, Remove Fear*, Shield of Faith
Level 2: Protection from Evil, Communal, Remove Paralysis*, Restoration, Lesser, Sound Burst
Level 3: Dispel Magic, Nap Stack, Remove Curse*, Searing Light

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Abilities:
Attributes Str 10, Dex 16, Con 14, Int 17, Wis 20, Cha 18

Feats: Craft Wondrous Item, Improved Initiative, Selective Channel, Weapon Proficiency (all simple, dart), Armor Proficiency (light, medium, shields-not tower)

Traits:
Armor Expert: You have worn armor as long as you can remember, either as part of your training to become a knight’s squire or simply because you were seeking to emulate a hero. Your childhood armor wasn’t the real thing as far as protection, but it did encumber you as much as real armor would have, and you’ve grown used to moving in such suits with relative grace.
Benefit: When you wear armor of any sort, reduce that suit’sarmor check penalty by 1, to a minimum check penalty of 0.
Birthmark: 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.
Benefit: This birthmark can serve you as a divine focus for casting spells, and you gain a +2 trait bonus on all saving throws against charm and compulsion effects.

Skills:
Favored Class Cleric: HP: Skills: 6
Skills (2x6 cleric +3x6 Int +6 FC): 46
Total, Ranks, Attribute, Class, Other
Acrobatics (Dex) +3, 0+3+0+0
Appraise (Int)* +3, 0+3+3+0
Bluff (Cha) +5, 1+4+0+0
Climb (Str) +0, 0+0+0+0
Craft (Alchemy) (Int)* +3, 0+3+3+0
Diplomacy (Cha)* +13, 6+4+3+0
Disable Device (Dex)t +3, 0+3+0+0
Disguise (Cha) +4, 0+4+0+0
Escape Artist (Dex) +3, 0+3+0+0
Fly (Dex) +3, 0+3+0+0
Handle Animal (Cha) t +4, 0+4+0+0
Heal (Wis)* +12, 4+5+3+2 Kit
Intimidate (Cha) +4, 0+4+0+0
Knowledge (arcana)*t +12, 6+3+3+0
Knowledge (dung) t +3, 0+3+0+0
Knowledge (eng) t +3, 0+3+0+0
Knowledge (geog) t +3, 0+3+0+0
Knowledge (hist)*t +7, 1+3+3+0
Knowledge (local) t +3, 0+3+0+0
Knowledge (nature) t +3, 0+3+0+0
Knowledge (nobility)*t +7, 1+3+3+0
Knowledge (planes)*t +7, 1+3+3+0
Knowledge (religion)*t +12, 6+3+3+0
Linguistics (Int)*t +9, 3+3+3+0
Perception (Wis) +11, 6+5+0+0
Perform (Oratory) (Cha) +4, 0+4+0+0
Profession (Wis)*t +5, 0+5+3+0
Ride (Dex) +3, 0+3+0+0
Sense Motive*(Wis) +14, 6+5+3+0
Sleight of Hand (Dex)t +3, 0+3+0+0
Spellcraft (Int)*t +12, 6+3+3+0
Stealth (Dex) +3, 0+3+0+0
Survival (Wis) +5, 0+5+0+0
Swim (Str) +0, 0+0+0+0
Use Magic Device (Cha)t +4, 0+4+0+0

Equipment:

Worn/Equipped
+1 Mithral Breastplate 5200g, 15lbs +7/+5/-1 15% 30ft
+1 Cloak of Resistance 1000G, ~
Explorer’s Clothing 0g,
Headband of Wisdom 4000g, ~ +2 Wisdom
Spiked Gauntlet 5g, 1lb
+1 Morningstar 2308g, 6lbs
Crossbow, Lt 35g, 4lbs
Quiver + 20 bolts 2g, 2lbs
Handy Haversack 2000g, 5lbs
Total 14550g 33lbs

In Haversack
Healer's kit 50g, 1lb
Wand CLW 750g, ~ 50 charges
Goblet of Quenching 180g, 1lb
Dungeoneering Kit, Deluxe 130g, 15lbs
Pathfinder’s Kit 10g, 20lbs less backpack

330g

Special Abilities:

Spells: DC 13+ spell level
Spells per Day 4/3+1/2+1/0/0/0/0/0/0/0
2nd Lvl: Aid*, Aid, Align Weapon, Augury, Bear’s Endurance, Blessing of Courage and Life, Bull’s Strength, Calm Emotions, Consecrate, Cure Moderate Wounds, Darkness, Delay Poison, Eagle’s Splendor, Enthrall, Find Traps, Gentle Repose, Ghostbane Dirge, Grace, Heroic Fortune, Hold Person, Instant Armor, Locate Object*, Make Whole, Owl’s Wisdom, Remove Paralysis, Resist Energy, Restoration, Lesser, Share Language, Shatter, Shield Other, Silence, Sound Burst, Spiritual Weapon, Status, Summon Monster II, Undetectable Alignment, Weapon of Awe, Zone of Truth
1st Lvl: Ant Haul, Bane, Bless, Bless Water, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Dancing Lantern, Deathwatch, Detect Chaos/Evil/Good/Law, Detect Undead, Divine Favor, Doom, Endure Elements, Entropic Shield, Hide from Undead, Longstrider*, Magic Stone, Magic Weapon, Obscuring Mist, Protection from Chaos/Good/Law, Remove Fear, Sanctuary, Shield of Faith, Summon Monster I, True Strike*
Cantrips: Bleed, Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food/Drink, Read Magic, Resistance, Spark, Stabilize, Virtue

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).
Channel Energy: Positive energy, 30'radius burst, 1d6 healing or damage, Will DC 10 + 1/2 cleric lvl + cha mod; usable 3 + cha mod/day

Domains: Darkness, Liberation
Granted Power: You manipulate shadows and darkness. In addition, you receive Blind-Fight as a bonus feat.

Darkness: Touch of Darkness (Sp): As a melee touch attack, you can cause a creature's vision to be fraught with shadows and darkness. The creature touched treats all other creatures as if they had concealment, suffering a 20% miss chance on all attack rolls. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Eyes of Darkness (Su): At 8th level, your vision is not impaired by lighting conditions, even in absolute darkness and magic darkness. You can use this ability for a number of rounds per day equal to 1/2 your cleric level. These rounds do not need to be consecutive.
Domain Spells: 1st—obscuring mist, 2nd—blindness/deafness (only to cause blindness), 3rd—deeper darkness, 4th—shadow conjuration, 5th—summon monster V (summons 1d3 shadows), 6th—shadow walk, 7th—power word blind, 8th—greater shadow evocation, 9th—shades.

Liberation Granted Powers: You are a spirit of freedom and a staunch foe against all who would enslave and oppress.
Liberation (Su): You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.
Freedom's Call (Su): At 8th level, you can emit a 30-foot aura of freedom for a number of rounds per day equal to your cleric level. Allies within this aura are not affected by the confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions. This aura only suppresses these effects, and they return once a creature leaves the aura or when the aura ends, if applicable. These rounds do not need to be consecutive.
Domain Spells: 1st—remove fear, 2nd—remove paralysis, 3rd—remove curse, 4th—freedom of movement, 5th—break enchantment, 6th—greater dispel magic, 7th—refuge, 8th—mind blank, 9th—freedom.

Background:

Growing up a street rat is never easy. A hard life that is lived not one day to the next, but from hour to hour, frequently minute to minute. She was lucky that she had managed to survive as long as she had without involuntary assignment to a brothel or slaver. She scurried about the markets, running errands where she could, 'borrowing' when she couldn't. She thought it was her twelfth year when she met Validk . He was a wizened older man, at first she thought he as after her body as so many had hoped before. Validk was different, he saw something in her and he gave her the training she needed to continue to survive, and even to start thriving.
Now she found herself as something of a respected apprentice merchant. Buying and selling goods between various markets within Sothis, though she often found that information brought her the greatest coin.
And yet she yearned for something more. As good as she was becoming, she didn't want to lead the life of a merchant and yearned for adventure. Especially when she heard the stories in the taverns of one adventuring group or another that had returned from the endless sands with bags of treasure. Finding that her passion delved into the currents of divine energy that flowed around people she studied how the priests of the various churches met the needs of their gods and their petitioners. Not finding a draw to anyone god, she did find that she had some innate ability to work with divine magic herself and has pursued a better understanding of how divine magic influences the world.