Cornelia Fennette | |
Aliases: | - |
Age: | 32 |
Hair: | Light brown |
Eyes: | Dark brown |
Height: | 5' 9" |
Weight: | 148 lbs |
Race: | Human |
Class: | Cloistered Cleric 1 |
Deity: | Hathor |
Alignment: | Lawful Good |
Level: | 1 |
Experience: | 0 |
Hit Points: | 6/6 |
Gold: | 212gp |
Current Status: | Active |
Played by Pendulum |
- Description
- Abilities & Skills
- Feats & Class Abilities
- Equipment
- Domains and Turn Undead
- Spells
- Background
Ability | Score | Mod | Temp Score | Temp Mod |
Strength | 8 | +0 | 8 | +0 |
Dexterity | 18 | +4 | 18 | +0 |
Constitution | 10 | +0 | 10 | +0 |
Intelligence | 14 | +2 | 14 | +0 |
Wisdom | 20 | +5 | 20 | +0 |
Charisma | 16 | +3 | 16 | +0 |
Temp Mod Used to track Magic Item bonuses etc
Armor Class | |
Total | Base 10 + Dexterity 4 + Armor 4 + Shield 2 = 20 |
Flat-Footed | 16 |
Touch | 14 |
Saving Throws | Base | Bonus | Total |
Fortitude | +2 | +0 | +2 |
Reflex | +0 | +4 | +4 |
Will | +2 | +5 | +7 |
BAB | Mod | Total Range/Melee |
+0 | +4(Dex)/-1(Str) | +4/-1 |
Initiative |
(4) Dex = +4 |
Skills | Ranks | Stat Bonus | Synergy | Magical Bonuses | Total | |
X | Appraise (Int) | +0 | +2 | +0 | +0 | +2 |
X | Balance (Dex) | +0 | +4 | +0 | +0 | +4 |
X | Bluff (Cha) | +0 | +3 | +0 | +0 | +3 |
X | Climb (Str) | -1 | +0 | +0 | +0 | -1 |
C | Concentration (Con) | +4 | +0 | +0 | +0 | +4 |
C | Craft(Alchemy) (Int) | +4 | +2 | +0 | +0 | +6 |
C | Decipher Script (Int) | +4 | +2 | +0 | +0 | +4 |
C | Diplomacy (Cha) | +4 | +3 | +0 | +0 | +7 |
X | Disable Device (Int) | +0 | +2 | +0 | +0 | +2 |
X | Disguise (Cha) | +0 | +3 | +0 | +0 | +3 |
X | Escape Artist (Dex) | +0 | +4 | +0 | +0 | +4 |
X | Forgery (Int) | +0 | +2 | +0 | +0 | +2 |
X | Gather Information (Cha) | +0 | +3 | +0 | +0 | +3 |
X | Handle Animal (Cha) | +0 | +3 | +0 | +0 | +3 |
C | Heal (Wis) | +4 | +5 | +0 | +0 | +9 |
X | Hide (Dex) | +0 | +4 | +0 | +0 | +4 |
X | Intimidate (Cha) | +0 | +3 | +0 | +0 | +3 |
X | Jump (Str) | +0 | -1 | +0 | +0 | -1 |
C | Knowledge (Religion, Arcana) (Int) | +4 | +2 | +0 | +0 | +6 |
X | Listen (Wis) | +0 | +5 | +0 | +0 | +5 |
X | Move Silently (Dex) | +0 | +4 | +0 | +0 | +4 |
X | Open Lock (Dex) | +0 | +4 | +0 | +0 | +4 |
X | Perform (Cha) | +0 | +3 | +0 | +0 | +3 |
C | Profession (Scribe) (Wis) | +4 | +5 | +0 | +0 | +9 |
X | Ride (Dex) | +0 | +4 | +0 | +0 | +4 |
X | Search (Int) | +0 | +2 | +0 | +0 | +2 |
X | Sense Motive (Wis) | +0 | +5 | +0 | +0 | +5 |
X | Sleight of Hand (Dex) | +0 | +4 | +0 | +0 | +4 |
C | Speak Language (n/a) | +4 | +0 | +0 | +0 | +4 |
C | Spellcraft (Int) | +4 | +2 | +0 | +0 | +6 |
X | Spot (Wis) | +0 | +5 | +0 | +0 | +5 |
X | Survival (Wis) | +0 | +5 | +0 | +0 | +5 |
X | Swim (Str) | +0 | -1 | +0 | +0 | -1 |
X | Tumble (Dex) | +0 | +4 | +0 | +0 | +4 |
X | Use Magic Device (Cha) | +0 | +3 | +0 | +0 | +3 |
X | Use Rope (Dex) | +0 | +4 | +0 | +0 | +4 |
Where X is Cross Class and C is a Class Skill
Languages Known: Literacy, Common, Auran, Axios, Draconic, Parselmouth, Squeak Speak, Trade Tongue
Skill Tricks:
-
Skill Point Total: Total Here
1st 36
Feats:
1st Level: Extend Spell
Human Bonus: Divine Metamagic (Extend Spell)
Class Abilities:
Lore (Ex):
Thanks to long hours of study, a cloistered cleric has a wide range of stray knowledge. This ability is identical to the bard's bardic knowledge class feature, using the cloistered cleric's class level in place of the bard level.
Deity, Domains, and Domain Spells:
Most cloistered clerics worship deities associated with knowledge and learning.
In addition to any domains selected from his deity's list, a cloistered cleric automatically gains the Knowledge domain as a bonus domain (even if the Knowledge domain is not normally available to clerics of that deity). He gains the Knowledge domain granted power and may select his bonus domain spell from the Knowledge domain or from one of his two regular domains.
Spellcasting:
Add the following spells to the cloistered cleric's class spell list: 0—message; 1st—erase, identify, unseen servant; 2nd—fox's cunning; 3rd—illusory script, secret page, tongues (reduced from 4th level); 4th—detect scrying; 6th—analyze dweomer; 7th—sequester; 9th—vision.
Racial Abilities:
- Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
- Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
- Normal Speed: Humans have a base speed of 30 feet.
- Bonus Feat: Humans select one extra feat at 1st level.
- Skilled: Humans gain an additional four skill points at first level, and an additional one at every level after.
- Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Weapon | Attack Bonus | Damage | Crit | Damage Type |
Light Mace | -1 | 1d6-1 | x2 | Bludgeoning |
Armour / Shield | Armour/Shield Bonus | Max Dex | Armour Check | Arcane Spell Failure | Movement Speed | Weight |
Chain Shirt | +4 | +4 | -2 | 20% | 30ft | 25lb |
Heavy Steel Shield | +2 | - | -2 | - | - | 15lb |
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 | Armor | Mundane Chain Shirt |
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 |
Feet | Item name goes here | Brief item description |
Pack | Item name goes here | Brief item description |
List of Items Here:
Statistics of Items Here:
1st Level Cloistered Cleric of Hathor
Turn Undead Attempts per day: 3 + 3 (Cha) = 6
Cleric Level for Turning = 1
Domains; Healing, Renewal, and Knowledge
HEALING
Granted Power: You cast healing spells at +1 caster level.
Healing Domain Spells
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Cure Light Wounds, Mass: Cures 1d8 damage +1/level (max +25) for many creatures.
Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Regenerate: Subject's severed limbs grow back, cures 4d8 damage +1/level (+35).
Cure Critical Wounds, Mass: Cures 4d8 damage +1/level (max +40) for many creatures.
Heal, Mass: As heal, but with several subjects.
RENEWAL
Granted Power (Su): If you fall below 0 hit points, you regain a number of hit points equal to 1d8 + your Charisma modifier. This ability functions once per day. If
an attack brings you to -10 hit points or lower, you die before this power takes effect.
Renewal Domain Spells
Charm Person: Makes one person your friend.
Restoration, Lesser: Dispels magical ability penalty or regains 1d6 ability damage.
Remove Disease: Cures all diseases affecting subject.
Reincarnate: Brings dead subject back to life in random body.
AtonementFX: Removes burden of misdeeds from subject.
Heroes' Feast: Food for one creature/level cures and grants combat bonuses.
Restoration, GreaterX: As restoration, plus restores all levels and ability scores.
Polymorph Any Object: Changes any subject into anything else.
Freedom: Releases creature from imprisonment.
KNOWLEDGE
Granted Power: Add all Knowledge skills to your list of cleric class skills.
You cast divination spells at +1 caster level.
Knowledge Domain Spells
Detect Secret Doors: Reveals hidden doors within 60'.
Detect Thoughts: Allows "listening" to surface thoughts.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 minute/level.
DivinationM: Provides useful advice for specific proposed actions.
True SeeingM: Lets you see all things as they really are.
Find the Path: Shows most direct way to a location.
Legend LoreMF: Lets you learn tales about a person, place, or thing.
Discern Location: Reveals exact location of creature or object.
Foresight: "Sixth sense" warns of impending danger.
Spells per Day:
Level 0: 3
Level 1: 3+1
Spell DCs:
10+5+Spell Level= 15+
Level 0: 15
Level 1: 16
Spells Known:
Cleric Spells Level 0
Cleric Spells Level 1
Character History:
To worship Hathor, is to be the mediator of life. To abolish conflict and leave only contentment and peace in your wake. Cornelia Fenette seeks to bring the peace wherever she goes, having vowed personally to never commit an act of violence, and to prevent unnecessary violence. Understanding however, that it is human nature, she realizes it would be impossible to see an eternal peace. Never the less, she studies languages and politics while under the guidance and protection of Hathor. It is her dream to negotiate between kingdoms, organizing fair trade agreements, and ideal land settlements. However she may assist in keeping the peace on the largest scale, and perhaps unifying the countryside under one banner. For the betterment of society, she strives to help wherever she may.
Originally being raised outside the church, she grew up as a small girl around books and fine literature. Her father owned a bookstore that doubled as their home with room above for her and her parents. Naturally she spent most of her time sprawled out on the floor in the back with a mountain of texts piled all around, her monthly interest spread out before her across several different books. Often she joked with her father about how she would eventually and one day read every book in his store, to which he simply tousled her hair and smiled, remarking he knew she'd get there eventually. She remembers him fondly, and occasionally thinks about returning to the village she grew up in.
Cornelia's mother was a barmaid, working for an inn and tavern called 'The Eternal Harvest'. While she worked long evening hours and many nights of the week, the early mornings and afternoons were spent with Cornelia before the young girl retreated to the fortress of books. Together they usually shared a modest breakfast before walking together down mainstreet to the general store. When the days groceries were picked up, they returned home to the top floor of the bookstore/home combo, and prepared lunch and dinner for cooking later. As with her father, Cornelia's mother left a fond and lasting memory in her mind. She recalls warmly the washing of vegetables and the day her mother let her use the knife to cut them for the first time. Perhaps she'll return one day to the village and meet them both once more, to tell them all about what her letters simply couldn't describe.
When Cornelia left her parents at the age of eighteen to begin travelling along the open road, she used many techniques she had picked up in books to earn money in the oddest of jobs. From one town to the next across the countryside, you couldn't identify her real occupation just by looking at her. Sometimes she had the iodine stained hands of a doctor, others it was blisters on her fingers from fletching hundreds of arrows. Still there were other times where she was stained and slightly wounded by her jobs, mixing acids and venoms in strange orders to create antitoxin and other potions. Not all jobs required her booksmarts however, as there was the occasional village she stopped in to serve as her mother did, a kindly barmaid or even sometimes a humble cook. What everyone that employed her did know, was she was smart, kind, and always left a town behind with a warm reputation. She would be welcome back at any time, anywhere she had visited before.
Her travels had eventually taken her to the borders of Therafim after twelve years, and it was not long until she thought about travelling to the city for an extended stay. She had always sent a letter back home just before leaving each village or small town she had stayed at… but a city. It was an entirely new thing for her. It was also intriguing in the fact that such a large city would surely hold many more potential occupations, and books to both flex her knowledge and attempt to quench her never ending thirst for it. In time she reached the city of Avalon, and quickly bounced from tavern to tavern every few days until finally discovering the temple of Hathor. This was where her life would change dramatically.
The Temple of Hathor was everything she was looking for, and more. She sought after the job of scribe there, apprenticing and quickly impressing a priestess there that worked as her superior. Already knowing how to read and write, the translating and interpretation of various scripts in different languages came rather easy to her. Ever hoping to expand her already broad grasp of the written word, she started to learn new languages so that more scrolls might be read and translated to Common. After picking up an astounding four extra languages than she had arrived with, the head priestess of the temple saw it fit to honor Cornelia as an official Cloistered Cleric of Hathor. After all, her fingers stained with ink and head swelling with knowledge of… everything, she would prove to be quite an asset to the church.
After two years of succesful service to the church, and eight months of being a Cloistered Cleric quickly learning how to weild her divine gift, Cornelia began to grow restless. After having spent twelve years travelling the countryside and experiencing so much before this brief period of rest and translation, the urge to seek more varied experiences was rearing its head once more. Though she very much adored her devotion to Hathor and the good she was doing with the translation and record keeping with the many, many scrolls in the basement of grand Temple, she needed more. There would have to be a solution to this sudden instance of wanderlust. It was then that she thought about the bands of treasure seekers and tomb raiders she had read so much about before in her fathers bookstore. Perhaps… Perhaps she should find work as one. The very next day, after this thought she went to speak with the High Priestess, and after two days of talking a solution was found.
So it is, that now Cornelia has begun to travel within the city seeking adventuring bands to tag alongside. For riches and fame, certainly not. To bring the word of Hathor and leave peace behind her, certainly. Most of all, however, she seeks to sate her desire for travels far and wide, while still tending the Temple of Hathor whenever she might. Such it would be then, that all of her humble desires would be sated, and she would be bringing the best for everone in all of her travels. Who knows, she might even meet someone with which to create her own family within her travels too. Wherever the roads take here, and wherever a community has need for her, she will be found.