layer Name: Sethite<br/>Character Name: Laurana<br/>Character Gender: Female<br/>Character Race: Elf<br/>Character Class: Cleric<br/><br/>XP and Level: 3000 xp, lvl 3<br/>Alignment: Neutral Good<br/>Patron Deity: Ehlonna<br/>Size: Medium<br/>Movement: 30 ft<br/><br/>Age: 130 years<br/>Height: 5"<br/>Weight: 90 lbs<br/>Skin: white<br/>Hair: golden blonde<br/>Eyes: blue<br/>Breast Size: 9" (C cup)<br/>Pubic Hair: golden blonde<br/><br/>Description:<br/>Laurana is not so tall, young elf girl with long blonde hair. She is wearing white cloth, pink ribbon around her right arm and skin shoes. She hasn’t any jewelery.<br/><br/>Background:<br/>Laurana spend most of her short (as for elf) life in the elven village, in the woods in the east. She was training for a cleric of the Ehlonna, Lady of the Woods, mother of the forest creatures. One day, when she was far from her village, she was captured by the Solvess rangers, who sold her directly to the king’s troops. Her magic was way to weak to help her break free.<br/><br/><br/>Strength: 8 (-1)<br/>Dexterity: 16 (+3)<br/>Constitution: 10 (+0)<br/>Intelligence: 10 (+0)<br/>Wisdom: 16 (+3)<br/>Charisma: 16 (+3)<br/><br/>Hit Points: 17<br/>Initiative: +3 (+3 dex)<br/><br/>Armor Class: 13 (10 +3 dex)<br/>Touch Armor Class: 13 (10 +3 dex)<br/>Flat-footed Armor Class: 10 (10)<br/><br/>Fort Save: +4 (+4 base +0 con)<br/>Ref Save: +4 (+1 base +3 dex)<br/>will Save: +7 (+4 base +3 wis)<br/><br/>Base Attack Bonus: +2<br/>Grapple: +1 (+2 bab -1 str)<br/>Melee Attacks: +1 (+2 bab -1 str)<br/>Ranged Attacks: +4 (+2 bab +2 dex)<br/>Unarmed Attacks: +1 (+2 base -1 str)<br/>Unarmed Damage: 1d3-1<br/><br/>Skills: 12 (2 per level)<br/>Appraise: +0 (+0 int)<br/>Balance: +3 (+3 dex)<br/>Bluff: +3 (+3 cha)<br/>Climb: -1 (-1 str)<br/>Concentration: +5 (5 ranks +0 con)<br/>Craft (Other): +0 (+0 int)<br/>Diplomacy: +5 (2 ranks +3 cha)<br/>Disguise: +3 (+3 cha)<br/>Escape Artist: +3 (+3 dex)<br/>Forgery: +0 (+0 int)<br/>Gather Information: +3 (+3 cha)<br/>Heal: +5 (2 ranks +3 wis)<br/>Hide: +3 (+3 dex)<br/>Intimidate: +3 (+3 cha)<br/>Jump: -1 (-1 str)<br/>Knowledge (Religion): +5 (5 ranks +0 int)<br/>Listen: +5 (+3 wis +2 misc)<br/>Move Silently: +3 (+3 dex)<br/>Ride: +3 (+3 dex)<br/>Search: +2 (+0 int +2 misc)<br/>Sense Motive: +3 (+3 wis)<br/>Spot: +5 (+3 wis +2 misc)<br/>Survival: +3 (+3 wis)<br/>Swim: -1 (-1 str)<br/>Use Rope: +3 (+3 dex)<br/><br/>Languages: 2 (2 base +0 int)<br/>Common<br/>Elven<br/><br/>Feats:<br/>Eschew Materials<br/>Improved Turning<br/><br/>Racial Abilities:<br/>Low-Light Vision<br/>Weapon Proficiency: Longsword, Rapier, Longbow, Shortbow<br/>+2 Listen, Search, Spot<br/>Keen Senses: Hidden Doors<br/><br/>Class Abilities:<br/>Weapon Proficiency: All Simple<br/>Armor Proficiency: Light, Medium Heavy<br/>Shield Proficiency<br/>Divine Spells<br/>Turn Undead (6/day, lvl4, check 1d20+5, damage 2d6+7)<br/>Speak with Animals 1/day<br/>Greater Turning 1/day<br/><br/>0th Level Spells: (4 per day, DC 13)<br/>* Create Water: Creates 2 gallons/level of pure water.<br/>Cure Minor Wounds: Cures 1 point of damage.<br/>* Detect Magic: Detects spells and magic items within 60 ft.<br/>Detect Poison: Detects poison in one creature or object.<br/>Guidance: +1 on one attack roll, saving throw, or skill check.<br/>Inflict Minor Wounds: Touch attack, 1 point of damage.<br/>* Light: Object shines like a torch.<br/>* Mending: Makes minor repairs on an object.<br/>Purify Food and Drink: Purifies 1 cu. ft./level of food or water.<br/>Read Magic: Read scrolls and spellbooks.<br/>Resistance: Subject gains +1 on saving throws.<br/>Virtue: Subject gains 1 temporary hp.<br/><br/>1st Level Spells: (3 per day, DC 14)<br/>Bane: Enemies take -1 on attack rolls and saves against fear.<br/>* Bless: Allies gain +1 on attack rolls and saves against fear.<br/>Bless Water M: Makes holy water.<br/>Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.<br/>Command: One subject obeys selected command for 1 round.<br/>Comprehend Languages: You understand all spoken and written languages.<br/>Cure Light Wounds: Cures 1d8 damage +1/level (max +5).<br/>Curse Water M: Makes unholy water.<br/>Deathwatch: Reveals how near death subjects within 30 ft. are.<br/>Detect Chaos: Reveals creatures, spells, or objects of selected alignment.<br/>Detect Evil: Reveals creatures, spells, or objects of selected alignment.<br/>Detect Good: Reveals creatures, spells, or objects of selected alignment.<br/>Detect Law: Reveals creatures, spells, or objects of selected alignment.<br/>Detect Undead: Reveals undead within 60 ft.<br/>Divine Favor: You gain +1 per three levels on attack and damage rolls.<br/>Doom: One subject takes -2 on attack rolls, damage rolls, saves, and checks.<br/>Endure Elements: Exist comfortably in hot or cold environments.<br/>Entropic Shield: Ranged attacks against you have 20% miss chance.<br/>Hide from Undead: Undead can’t perceive one subject/level.<br/>Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).<br/>Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.<br/>Magic Weapon: Weapon gains +1 bonus.<br/>* Obscuring Mist: Fog surrounds you.<br/>Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.<br/>Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.<br/>Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.<br/>Protection from Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.<br/>Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.<br/>* Sanctuary: Opponents can’t attack you, and you can’t attack.<br/>Shield of Faith: Aura grants +2 or higher deflection bonus.<br/>Summon Monster I: Calls extraplanar creature to fight for you.<br/><br/>1st Level Domain Spells: (1 per day, DC 14)<br/>* Calm Animals: Calms (2d4 + level) HD of animals.<br/>Endure Elements: Exist comfortably in hot or cold environments.<br/><br/>2nd Level Spells: (2 per day, DC 15)<br/>Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).<br/>Align Weapon: Weapon becomes good, evil, lawful, or chaotic.<br/>Augury M F: Learns whether an action will be good or bad.<br/>Bear’s Endurance: Subject gains +4 to Con for 1 min./level.<br/>Bull’s Strength: Subject gains +4 to Str for 1 min./level.<br/>Calm Emotions: Calms creatures, negating emotion effects.<br/>Consecrate M: Fills area with positive energy, making undead weaker.<br/>Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).<br/>Darkness: 20-ft. radius of supernatural shadow.<br/>Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.<br/>Delay Poison: Stops poison from harming subject for 1 hour/level.<br/>Desecrate M: Fills area with negative energy, making undead stronger.<br/>Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.<br/>Enthrall: Captivates all within 100 ft. + 10 ft./level.<br/>Find Traps: Notice traps as a rogue does.<br/>Gentle Repose: Preserves one corpse.<br/>* Hold Person: Paralyzes one humanoid for 1 round/level.<br/>Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).<br/>Make Whole: Repairs an object.<br/>Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.<br/>Remove Paralysis: Frees one or more creatures from paralysis or slow effect.<br/>Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.<br/>Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.<br/>Shatter: Sonic vibration damages objects or crystalline creatures.<br/>Shield Other F: You take half of subject’s damage.<br/>Silence: Negates sound in 20-ft. radius.<br/>Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.<br/>* Spiritual Weapon: Magic weapon attacks on its own.<br/>Status: Monitors condition, position of allies.<br/>Summon Monster II: Calls extraplanar creature to fight for you.<br/>Undetectable Alignment: Conceals alignment for 24 hours.<br/>Zone of Truth: Subjects within range cannot lie.<br/><br/>2nd Level Domain Spells: (1 per day, DC 15)<br/>Heat Metal: Make metal so hot it damages those who touch it.<br/>* Hold Animal: Paralyzes one animal for 1 round/level.<br/><br/>Money: 0 gold, 0 silver, 0 copper<br/>Weight Allowance: 26 light, 53 medium, 80 heavy, 160 lift, 400 push/drag<br/><br/>Gear:<br/>none besides the clothes she's wearing