Player Name: Valerian<br/>Character Name: Alesia<br/>Character Gender: Female<br/>Character Race: Elf, High<br/>Character Class: Cloistered Cleric<br/><br/>XP and Level: 3000 xp, lvl 3<br/>Alignment: Neutral Good<br/>Patron Deity: Boccop<br/>Size: Medium<br/>Movement: 30 ft<br/><br/>Age: 130 years<br/>Height: 5'1"<br/>Weight: 102 lbs<br/>Skin: Pale<br/>Hair: Light brown<br/>Eyes: Green<br/>Breast Size: 34B<br/>Pubic Hair: Light brown<br/><br/>Description:<br/>Petite, pale, and feminine, always preferring the gentler way whenever possible, Alesia can be a little shy, but will always speak up if she thinks she can be of help in calming a situation.  Her large eyes give her a look of innocence, though they are also very alert and intelligent.  She is normally quick to smile and thoughtful, trusting except when proven wrong.  Then, like many elves, she can be deeply angered, though she is rarely hasty even then.  She keeps her hair long but tied neatly back out of the way, and dresses practically when possible.<br/><br/>Background:<br/>After a largely sheltered childhood, then an adolescence filled with books and learning, knowing little of humans beyond the stories, only child Alesia and her parents were unprepared for the first human raiders.  Her village put up a valiant struggle, but they were overwhelmed at last by sheer numbers.  Most escaped into the woods, but Alesia, who had stayed by the side of some wounded, was captured.  The men instantly saw her worth as an intact slave, possibly even a prize for the king himself, and kept her pure.<br/><br/>Unlike many in such a situation, this strengthened her faith in the deities.  Her parents had instilled this in her from an early age, in their own quiet way, and she saw no reason to change now.  As desperate as things were, she was convinced that she was there to provide comfort to the other captives being taken to serve the king's pleasure, perhaps even to touch the heart of the king himself and make him see the error of his ways.<br/><br/>Their sudden escape has left her a bit confused, but she still feels this to be the way things should be, and is trying to find her way as best she can, trying to keep the fugitives together and on the path to safety.<br/><br/>Strength: 10 (+0)<br/>Dexterity: 12 (+1)<br/>Constitution: 10 (+0)<br/>Intelligence: 14 (+2)<br/>Wisdom: 15 (+2)<br/>Charisma: 16 (+3)<br/><br/>Hit Points: 13<br/>Initiative: +1 (+1 dex)<br/><br/>Armor Class: 11 (10 +1 dex)<br/>Touch Armor Class: 11 (10 +1 dex)<br/>Flat-footed Armor Class: 10 (10)<br/><br/>Fort Save: +3 (+3 base +0 con)<br/>Ref Save: +2 (+1 base +1 dex)<br/>will Save: +5 (+3 base +2 wis)<br/><br/>Base Attack Bonus: +1<br/>Grapple: +1 (+1 bab +0 str)<br/>Melee Attacks: +1 (+1 bab +0 str)<br/>Ranged Attacks: +2 (+1 bab +1 dex)<br/><br/>Skills: 48 (8 per level)<br/>Appraise: +2 (+2 int)<br/>Balance: +1 (+1 dex)<br/>Bluff: +3 (+3 cha)<br/>Climb: +0 (+0 str)<br/>Concentration: +0 (+0 con)<br/>Control Shape: +2 (+2 wis)<br/>Craft (Other): +2 (+2 int)<br/>Decipher Script: +8 (6 ranks +2 int)<br/>Diplomacy: +9 (6 ranks +3 cha)<br/>Disguise: +3 (+3 cha)<br/>Escape Artist: +1 (+1 dex)<br/>Forgery: +3 (1 rank +2 int)<br/>Gather Information: +3 (+3 cha)<br/>Heal: +8 (6 ranks +2 wis)<br/>Hide: +1 (+1 dex)<br/>Intimidate: +3 (+3 cha)<br/>Jump: +0 (+0 str)<br/>Knowledge (Arcana): +3 (1 rank +2 int)<br/>Knowledge (Architecture and Engineering): +3 (1 rank +2 int)<br/>Knowledge (Dungeoneering): +3 (1 rank +2 int)<br/>Knowledge (Geography): +3 (1 rank +2 int)<br/>Knowledge (History): +3 (1 rank +2 int)<br/>Knowledge (Local): +3 (1 rank +2 int)<br/>Knowledge (Nature): +3 (1 rank +2 int)<br/>Knowledge (Nobility and Royalty): +3 (1 rank +2 int)<br/>Knowledge (Psionics): +3 (1 rank +2 int)<br/>Knowledge (Religion): +7 (5 ranks +2 int)<br/>Knowledge (The Planes): +3 (1 rank +2 int)<br/>Listen: +4 (+2 wis +2 misc)<br/>Move Silently: +1 (+1 dex)<br/>Perform (other): +3 (+3 cha)<br/>Psicraft: +3 (1 rank +2 int)<br/>Ride:  +1 (+1 dex)<br/>Search: +4 (+2 int +2 misc)<br/>Sense Motive: +2 (+2 wis)<br/>Spellcraft: +3 (1 rank +2 int)<br/>Spot: +4 (+2 wis +2 misc)<br/>Survival: +2 (+2 wis)<br/>Swim: +0 (+0 str)<br/>Use Magic Device: 4 (1 rank +3 cha)<br/>Use Psionic Device: 4 (1 rank +3 cha)<br/>Use Rope: +1 (+1 dex)<br/><br/><br/>Languages: 10 (2 base +2 int +6 ranks)<br/>Abyssal<br/>Celestial<br/>Common<br/>Draconic<br/>Dwarven<br/>Elven<br/>Feline<br/>Infernal<br/>Orc<br/>Sylvan<br/><br/>Feats:<br/>Eschew Materials (You can cast any spell that has a material component costing 1 gp or less without needing that component. (The casting of the spell still provokes attacks of opportunity as normal.) If the spell requires a material component that costs more than 1 gp, you must have the material component at hand to cast the spell, just as normal.)<br/>Sacred Healing (As a swift action, you can expend a turn undead attempt to augment your ability to tend to the wounds of others. You gain a +5 bonus on Heal checks and a +2 bonus per die on the damage healed by any conjuration (healing) spells you cast. This benefit lasts until the end of your current turn.)<br/><br/>Racial Abilities:<br/>Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.<br/>Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.<br/>Weapon Proficiency: Elves receive the Martial Weapon Pro­fi­ciency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. Elves esteem the arts of swordplay and archery, so all elves are familiar with these weapons.<br/>An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it. An elf’s senses are so keen that she practically has a sixth sense about hidden portals.<br/><br/>Favored Class: Wizard. A multiclasself’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing (see XP for Multiclass Char­acters, page 60). Wizardry comes naturally to elves—indeed, they sometimes claim to have invented it, and fighter/wizards are especially common among them.<br/><br/>Class Abilities:<br/>Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).<br/><br/>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). Clerics who don’t worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.<br/><br/>Spells: A cleric casts divine spells.<br/><br/>Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can “lose” any prepared spell that is not a 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).<br/><br/>Chaotic, Evil, Good, and Lawful Spells: A cleric can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). For example, a good cleric (or a neutral cleric of a good deity) cannot cast evil spells. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions (see Chapter 11: Spells).<br/><br/>Turn or Rebuke Undead (Su): Any cleric, regardless of alignment, has the power to affect undead creatures (such as skeletons, zombies, ghosts, and vampires) by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead, page 159).<br/><br/>Knowledge Domain: You cast divination spells at +1 caster level.<br/>Magic Domain: Use scrolls, wands, and other devices with spell completion or spell trigger activation as a wizard of one-half your cleric level (at least 1st level). For the purpose of using a scroll or other magic device, if you are also a wizard, actual wizard levels and these effective wizard levels stack.<br/><br/>Oracle Domain: You cast divination spells at +2 caster levels.<br/><br/>0th Level Spells: (4 per day, DC 12)<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 13)<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/>2nd Level Spells: (2 per day, DC 14)<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 Wisfor 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 15-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/>1st Level Domain Spells: (1 per day, DC 13)<br/>*Detect Secret Doors: Reveals hidden doors within 60 ft.<br/>Nystul’s Magic Aura: Alters object’s magic aura.<br/>IdentifyM: Determines single feature of magic item.<br/><br/>2nd Level Domain Spells: (1 per day, DC 14)<br/>Detect Thoughts: Allows “listening” to surface thoughts.<br/>Identify: Determines properties of magic item.<br/>*AuguryM, F: Learns whether an action will be good or bad.<br/><br/>Money: 0 gold, 0 silver, 0 copper<br/>Weight Allowance: 33 light, 66 medium, 100 heavy, 200 lift, 500 push/drag<br/><br/>Gear:<br/>One set of clothes.