Mayriia Ousslyl | |
Age: | 150 (20) |
Hair: | White with silver strands |
Eyes: | Amethyst |
Height: | 5ft.3in. |
Weight: | 130lbs. |
Race: | Noble-Drow |
Class: | Cleric of Lolth 1 |
Alignment: | Chaotic Evil |
Level: | 1 CR+1 |
Experience: | 0/5,000 |
Hit Points: | 8/8 |
Gold: | 257 |
Current Status: | Active |
Played by (Ravensfaire) |
- Description
- Abilities & Skills
- Feats,Traits, Class Abilities
- Equipment
- Domain Spells
- Spells
- Character Information
Ability | Score | Mod | Temp Score | Temp Mod |
Strength | 10 | +0 | +0 | +0 |
Dexterity | 18 | +4 | +0 | +0 |
Constitution | 10 | +0 | +0 | +0 |
Intelligence | 12 | +1 | +0 | +0 |
Wisdom | 20 | +5 | +0 | +0 |
Charisma | 18 | +4 | +0 | +0 |
Temp Mod Used to track Magic Item bonuses etc
Armor Class | Saving Throws | Base | Bonus | Total | ||
Total | Base 10+4+1= 15 | Fortitude | +2 | +0 | +2 | |
Flat-Footed | 11 | Reflex | +0 | +4 | +4 | |
Touch | 14 | Will | +2 | +5 | +7 |
BAB | Mod | Total Range/Melee | Initiative | CMB | CMD |
+0 | +4/+0 | +4/+0 | +4 | 0+0+0= 0 | +10+0+4+0= 14 |
Skills | Ranks | Stat Bonus | Synergy | Magical Bonuses | Total | |
- | Acrobatics (Dex) | +0 | +4 | +0 | +0 | +4 |
X | Appraise (Int) | +0 | +1 | +0 | +0 | +1 |
X | Bluff (Cha) | +0 | +4 | +0 | +0 | +4 |
- | Climb (Str) | +0 | +0 | +0 | +0 | +0 |
X | Craft (Int) | +0 | +1 | +0 | +0 | +1 |
X | Diplomacy (Cha) | +0 | +4 | +0 | +0 | +4 |
- | Disable Device (Dex) | +0 | +4 | +0 | +0 | +4 |
X | Disguise (Cha) | +0 | +4 | +0 | +0 | +4 |
- | Escape Artist (Dex) | +0 | +4 | +0 | +0 | +4 |
- | Handle Animal (Cha) | +0 | +4 | +0 | +0 | +4 |
X | Heal (Wis) | +0 | +5 | +0 | +0 | +5 |
- | Intimidate (Cha) | +0 | +4 | +0 | +0 | +4 |
X | Knowledge (Religion) (Int) | +1 | +1 | +3 | +0 | +5 |
X | Knowledge (Arcana) (Int) | +0 | +1 | +0 | +0 | +1 |
X | Knowledge (Planes) (Int) | +0 | +1 | +0 | +0 | +1 |
X | Knowledge (History) (Int) | +0 | +1 | +0 | +0 | +1 |
X | Knowledge (Nobility) (Int) | +0 | +1 | +0 | +0 | +1 |
X | Knowledge (Nature) (Int) | +0 | +1 | +0 | +0 | +1 |
X | Linguistics (Int) | +1 | +1 | +3 | +0 | +5 |
X | Perception (Wis) | +1 | +5 | +7 | +0 | +13 |
- | Perform (Cha) | +0 | +4 | +0 | +0 | +4 |
X | Pilot (Dex) | +0 | +4 | +0 | +0 | +4 |
X | Profession (merchant) (Wis) | +0 | +5 | +0 | +0 | +5 |
- | Ride (Dex) | +0 | +4 | +0 | +0 | +4 |
X | Sense Motive (Wis) | +0 | +5 | +0 | +0 | +5 |
- | Sleight of Hand (Dex) | +0 | +4 | +0 | +0 | +4 |
X | Spellcraft (Int) | +0 | +1 | +0 | +0 | +1 |
X | Stealth (Dex) | +1 | +4 | +3 | +0 | +8 |
- | Survival (Wis) | +0 | +5 | +0 | +0 | +5 |
- | Swim (Str) | +0 | +0 | +0 | +0 | +0 |
- | Use Magic Device (Cha) | +0 | +4 | +0 | +0 | +4 |
Where X is a Class Skill
skills per level
3+1 (Favored Class)
Languages Known: Common, Undercommon, Elven, Drow Sign, Abyssal, Infernal, Aklo, Goblin, Draconic
Feats:
Level 1
Cosmopolitan: 2 additional languages, 2 int or wis based skills.
Skill Focus Perception: +2 to perception based skill checks.
Level 3 - Feat: Description
Level 5 - Feat: Description
Level 7 - Feat: Description
Level 9 - Feat: Description
Level 11 - Feat: Description
Level 13 - Feat: Description
Level 15 - Feat: Description
Level 17 - Feat: Description
Level 19 - Feat: Description
Class Abilities:
*Weapon and Armor Proficiency: 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 the detect evil spell for details).
*Spells
*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.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.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
*Orisons
*Spontaneous Casting: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).
*Chaotic, Evil, Good, and Lawful Spells: A cleric can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
*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.
Racial Abilities:
Darkvision: Darkvision 120 ft. Drow can see in the dark up to 120 feet.
Keen Senses: Drow receive a +2 racial bonus on Perception checks.
Spell Resistance: Drow nobles have spell resistance equal to 11 + their character level.
Immunity to magic sleep effects.
+2 racial bonus to saves against enchantment spells.
Spell Resistance: Drow possess spell resistance equal to 6 plus their class levels.
Spell-Like Abilities: Drow nobles can cast Dancing Lights, Deeper Darkness, Faerie Fire, Feather Fall, and Levitate each at will, and have Detect Magic as a constant spell-like ability. A drow noble can also cast Divine Favor, Dispel Magic, and Suggestion once per day each. In some cases, a drow noble's spell-like abilities might vary, although the level of a particular spell-like ability does not. A drow noble's caster level for her spell-like abilities is equal to her character level.
Light Blindness: Abrupt exposure to bright light blinds drow for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
Poison Use: Drow are skilled in the use of poison and never risk accidentally poisoning themselves. Drow favor an insidious toxin that causes its victims to lapse into unconsciousness—this poison allows drow to capture slaves with great ease.
Weapon Familiarity: Drow are proficient with the hand crossbow, rapier, and short sword.
Languages: Drow begin play speaking Elven and Undercommon. Drow with high Intelligence can choose bonus languages from the following: Abyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language, Gnome, or Goblin.
Weapon | Attack Bonus | Damage | Crit | Damage Type | **Cost |
Whip(15ft) | +4 | 1d3 | 20X2 | Slashing | 1gp |
Whip Sword(5ft) | +4 | 1d8 | 18-20X2 | Slashing | 30gp |
Armour / Shield | Armour/Shield Bonus | Max Dex | Armour Check | Arcane Spell Failure | Movement Speed | Weight | Cost |
Bracers of Armor +1 | +1 | N/A | N/A | N/A | N/A | N/A | 1000gp |
Slot | Item | Description |
Head | Item name goes here | Brief item description |
Face | Item name goes here | Brief item description |
Neck | Item name goes here | Brief item description |
Shoulders | Item name goes here | Brief item description |
Torso | Item name goes here | Brief item description |
Arms | Item name goes here | Brief item description |
Hands | Item name goes here | Brief item description |
Right Ring | Item name goes here | Brief item description |
Left Ring | Item name goes here | Brief item description |
Waist | Item name goes here | Brief item description |
Wrist | Bracers of Armor +1 | Gleaming silver bracers marked with Underdark sigils in the Drow Dialect |
Feet | Item name goes here | Brief item description |
Pack | Item name goes here | Brief item description |
List of Items Here: Sacrificial Dagger, Backpack, Beltpouch x3, Waterskin, Rations x10 Days
Statistics of Items Here:
Deception (Trickery) Domain
*Domain Spells: Disguise Self
*Bluff, Disguise and Stealth are class skills
*Sudden Shift (Sp): In the blink of an eye, you can appear somewhere else. As an immediate action, after you are missed by a melee attack, you can teleport up to 10 feet to a space that you can see. This space must be inside the reach of the creature that attacked you. You can use this power a number of times each day equal to 3 + your Wisdom modifier.
Destruction Domain
*Domain Spells: True Strike,
*Destructive Smite (Su): You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Spells per Day
Orisons: 3
Level 1: 3
Domain 1: 1
Spell DCs:10+5+Spell Level=
Spells Known
Orisons:
Bleed: Cause a stabilized creature to resume dying.
Create Water: Creates 2 gallons/level of pure water.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Enhanced Diplomacy: +2 on one Diplomacy or Intimidate check.
Guidance: +1 on one attack roll, saving throw, or skill check.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Spark: Ignites flammable objects.
Stabilize: Cause a dying creature to stabilize.
Virtue: Subject gains 1 temporary hp.
Level 1:
Abadar's Truthtelling: As zone of truth, but others know the target is affected by the spell.
Abundant Ammunition: Replaces nonmagical ammunition every round.
Air Bubble: Creates a small pocket of air around your head or an object.
Ant Haul: Triples carrying capacity of a creature.
Abstemiousness: Enhances a small handful of food to feed a creature for a day.
Bane: Enemies take –1 on attack rolls and saves against fear.
Bless: Allies gain +1 on attack rolls and saves against fear.
Bless Water: Makes holy water.
Blessing of the Watch: Like bless, except it lasts 1 hour per level instead of 1 minute per level and only working in the caster’s home city, specifically referring to areas under the jurisdiction of the city watch.
Burning Disarm: A metal object instantly becomes red hot possibly causing the wielder to drop it or take damage.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Clarion Call: Subject can create sound of loud horn by miming action of sounding one and can speak in loud voice heard over great distances.
Command: One subject obeys selected command for 1 round.
Compel Hostility: Compels opponents to attack you instead of your allies.
Comprehend Languages: You understand all spoken and written languages.
Cultural Adaptation: You gain the correct native accent and mannerisms when you speak a language with a spell like tongues, granting you bonuses to interactions with native speakers of that language.
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Curse Water: Makes unholy water.
Dancing Lantern: Animates a lantern that follows you.
Deadeye’s Lore: Gain a +4 sacred bonus on all Survival checks and move faster while tracking.
Deathwatch: Reveals how near death subjects within 30 ft. are.
Decompose Corpse: Turn corpse into clean skeleton.
Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
Detect Charm: Detect strength and location of charms, compulsions, and possession auras on creatures in the area.
Detect the Faithful: You can detect other worshipers of your deity.
Detect Undead: Reveals undead within 60 ft.
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Diagnose Disease: Detect and identify diseases.
Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks.
Dream Feast: Dream of a rich feast and when you awake, you are sated as if you ate and drank a nutritious meal.
Endure Elements: Exist comfortably in hot or cold regions.
Enhance Water: Turn water into alcohol.
Entropic Shield: Ranged attacks against you have 20% miss chance.
Fairness: Prevent creatures from cheating while trading.
Forbid Action: Target obeys your command to not do something.
Gorum's Armor: Suit of armor becomes covered in iron spikes.
Hairline Fractures: Reduce the hardness of a stone object or lower the AC of an earth-type creature.
Haze of Dreams: Distract a target creature with dreams and visions, slowing their speed by half.
Hide from Undead: Undead can't perceive one subject/level.
Infernal Healing: Touch a creature with devils blood, giving it fast healing 1.
Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
Know the Enemy: Gain +10 on a monster Knowledge check.
Liberating Command: Target makes an Escape Artist check as an immediate action and gains a bonus on it.
Lighten Object: Halve the weight of one object for 1 min/level. Size of the object is limited to 1 cubic foot per level.
Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
Magic Weapon: Weapon gains +1 bonus.
Moment of Greatness: Doubles a morale bonus.
Murderous Command: Target is compelled to kill its ally.
Obscuring Mist: Fog surrounds you.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, plus additional protection against selected alignment.
Ray of Sickening: Ray makes the subject sickened.
Read Weather: Precisely forecast natural weather phenomenon that will occur in your area over the next 48 hours.
Reinforce Armaments: Temporarily mitigates the fragile quality in targeted weapon or armor.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Remove Sickness: Suppress disease, nausea, and the sickened condition.
Restore Corpse: Skeletal corpse grows flesh.
Sanctify Corpse: Prevent a corpse from becoming an undead creature.
Sanctuary: Opponents can't attack you, and you can't attack.
Shield of Faith: Aura grants +2 or higher deflection bonus.
Summon Minor Monster: Summon 1d3 Tiny animals.
Summon Monster I: Summons extraplanar creature to fight for you.
Sun Metal: Cause a melee weapon to erupt in flames, dealing extra damage.
Swallow Your Fear: Grants +2 morale bonus to Str and Con, +1 morale bonus to Will saves, and -2 penalty to AC to subjects suffering from a fear effect. Prevents frightened subject from running.
Tap Inner Beauty: You gain a +2 insight bonus on all Charisma ability checks and Charisma-based skill checks.
Unbreakable Heart: Target gains a +4 bonus on saves against mind-affecting effects that rely on negative emotions.
Weapons Against Evil: Enchant one weapon per level to bypass the DR of evil creatures, as long as it is 5 or less and not epic DR.
Character History or Personality information: