Table of Contents

Shadi “Sylisessia” Green

Character Statistics

Strength: 12
Intelligence: 16
Wisdom: 18
Dexterity: 13 (+2 elven) = 15
Constitution: 14 (-2 elven) = 12
Charisma: 15
Luck: 15

Character Class: Gestalt [Cleric/Wizard] level 5
HP: 35
Fort: +4 [Class] +1 [Con]
Ref: +1 [Class] +2 [Dex]
Will: +4 [Class] +4 [Wis]

Base Attack Bonus: +3
Melee: +3 [BAB] +1 [Str]
Ranged: +3 [BAB] +2 [Str]

Special Abilities

Can cast Divine magics as a 5th-level Cleric (regain spells after one hour per day of supplication).

Can cast Arcane magics as a 5th-level Wizard.

Goodly Aura: You generate a powerful Goodly aura. (See 'detect evil'.)

Spontaneous Casting: You can channel stored divine spell energy into healing spells that you did not prepare ahead of time. You can lose any prepared spell that is not a domain spell to cast any cure spell of equal or lower level.

Turn Undead 5 times/day (+2 due to Knowledge: Religion).

Immune to magic sleep effects.

+2 racial bonus against enchantment spells or effects.

Low-Light Vision: See twice as far as a human in starlight, moonlight, torchlight, and other conditions of poor illumination; can still see color and detail under these conditions.

Feats

Scribe Scroll
Brew Potion
Summon Familiar
Martial Weapon Proficiency: Elven (Longsword, Rapier, Longbow, Shortbow)

Clerical Information

Vanartes, Sage of the Seas

Power Level: Greater

Alignment: Neutral Good

Domains: Knowledge, Magic, Water, Travel, Protection, Weather, Good

Chosen Weapon: Quarterstaff

Favored Classes: Wizard, Sorcerer, Bard

This god of knowledge and sorcery is worshipped most strongly in the Seafang Islands as the Sage of the Storm; within these islands, his holy symbol is that of a lighthouse between two crashing waves, and his portfolio expands to include navigation and sea travel. He is the stern enemy of Prosetta, Caller of the Storms, and their confrontations through their mortal followers are like the play of a great and ancient chessboard, with a rivalry developed over centuries.

Cleric Domains

Knowledge

Granted Power: All knowledge skills are class skills, and all divinations are cast at +1 level.

1st Level Domain: Detect Secret Doors - Reveal secret doors within 60 feet.

2nd Level Domain: Detect Thoughts - Allow 'listening' to surface thoughts.

3rd Level Domain: Clairaudience/Clairvoyance - Hear or see at a distance for one minute per level.

Travel

Granted Power: For a total time per day of one round per cleric level, you can act normally regardless of magical effects that impede movement as if you were affected by Freedom of Movement. This is a supernatural ability, and works automatically until it runs out or is no longer needed (up to the total daily limit.)

1st Level Domain: Longstrider - Increase your speed.

2nd Level Domain: Locate Object - Sense direction toward object (specific or type).

3rd Level Domain: Fly - Fly at a speed of 60 feet.

Clerical Spells Per Day

5 0-level cleric spells
3+1+1 1st-level cleric spells
2+1+1 2nd-level cleric spells
1+1+1 3rd-level cleric spells

Clerical Spell List

Spell Level Description
Create Water 0th Creates 2 gallons per level of pure water.
Cure Minor Wounds 0th Cures 1 point of damage.
Detect Magic 0th Detect spells and magic items within 60 feet.
Detect Poison 0th Detects poison in one creature or object.
Guidance 0th +1 on one attack roll, saving throw, or skill check.
Light 0th Object shines like a torch.
Mending 0th Makes minor repairs on an object.
Purify Food and Drink 0th Purifies 1 cubic foot per level of food or water.
Read Magic 0th Read scrolls and spellbooks.
Bane 1st Enemies take -1 on attack rolls and saves against fear.
Bless 1st Allies gain +1 on attack rolls and saves against fear.
Bless Water 1st Makes holy water.
Cause Fear 1st One creature of 5 HD or less flees for 1d4 rounds.
Comprehend Languages 1st You understand all spoken and written languages.
Cure Light Wounds 1st Cures 1d8 damage + 1/level (max +5).
Detect Evil 1st Reveals creatures, spells, or objects of selected alignment.
Divine Favor 1st You gain +1 per three levels on attack and damage rolls.
Endure Elements 1st Exist comfortably in hot or cold environments.
Hide from Undead 1st Undead can't perceive one subject per level.
Magic Weapon 1st Weapon gains +1 bonus.
Protection from Evil 1st +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Remove Fear 1st Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Sanctuary 1st Opponents can't attack you, and you can't attack.
Aid 2nd +1 on attack rolls and saves against fear, 1d8 temporary HP + 1/level (max +10).
Augury 2nd Learn whether an action will be good or bad.
Bull's Strength 2nd Subject gains +4 to Str for 1 min./level.
Calm Emotions 2nd Calms creatures, negating emotion effects.
Consecrate 2nd Fills area with positive energy, making undead weaker.
Cure Moderate Wounds 2nd Cures 2d8 damage +1/level (max +10).
Darkness 2nd 20 foot radius of supernatural shadow.
Eagle's Splendor 2nd Subject gains +4 to Cha for 1 min./level.
Enthrall 2nd Captivates all within 100 feet + 10 feet/level.
Find Traps 2nd Notice traps as a rogue does.
Gentle Repose 2nd Preserves one corpse.
Hold Person 2nd Paralyzes one humanoid for one round/level.
Make Whole 2nd Repairs an object.
Owl's Wisdom 2nd Subject gains +4 to Wis for 1 min./level.
Resist Energy 2nd Ignore 10 (or more) points of damage/attack from specified energy type.
Lesser Restoration 2nd Dispels magical ability penalty or repairs 1d4 ability damage.
Silence 2nd Negates sound in 15-foot radius.
Status 2nd Monitors condition and position of allies.
Zone of Truth 2nd Subjects within range cannot lie.
Create Food and Water 3rd Feeds three humans (or one horse) per level.
Cure Serious Wounds 3rd Cures 3d8 damage + 1 / level (max +15).
Daylight 3rd 60 foot radius of bright light.
Dispel Magic 3rd Cancels spells and magical effects.
Invisibility Purge 3rd Dispels invisibility within 5 feet per level.
Prayer 3rd Allies receive a +1 bonus on most rolls, enemies receive a -1 penalty on most rolls.
Remove Blindness/Deafness 3rd Cures normal or magical conditions.
Remove Curse 3rd Frees object or person from curse.
Remove Disease 3rd Cures all diseases affecting subject.
Searing Light 3rd Ray deals 1d8/two levels damage, more against undead.
Speak with Dead 3rd Corpse answers one question/two levels.
Water Breathing 3rd Subjects can breathe underwater.
Water Walk 3rd Subject treads on water as if solid.

Wizardly Information

Wizardly Spells Per Day

4 0-level wizard spells
3+1 1st-level wizard spells
2+1 2nd-level wizard spells
1+1 3rd-level wizard spell

Arcane Magical Writings

Deciphering Arcane Writings

To decipher an arcane magical writing (such as a single spell in written form in another's spellbook or scroll), a character must make a Spellcraft check (DC 20 + spell level). If the skill check fails, the character cannot attempt to read that particular spell again until the next day. A read magic spell automatically deciphers a magical writing without a skill check. If the person who created the magical writing is on hand to help the reader, success is also automatic.

Once a character deciphers a particular magical writing, she does not need to decipher it again. Deciphering a magical writing allows the reader to identify the spell and gives some idea of its effects (as explained in the spell description.) If the magical writing was a scroll and the reader can cast arcane spells, she can attempt to use the scroll.

Borrowed Spellbooks

Using a borrowed spellbook to prepare a spell you already know requires that the writing first be deciphered (as above), and then requires a Spellcraft check vs DC 15 + spell level. If the check succeeds, the reader can prepare the spell; if the check fails, they cannot try to prepare the spell from the same source again until the next day. She must repeat the check to prepare the spell again, no matter how many times she has prepared it before.

Adding Spells to a Wizard's Spellbook

Regardless of the spell's source (a scroll, another spellbook, or some other source), the wizard must first decipher the magical writing (as above). Then, she must spend a day studying the spell. At the end of the day, she must make a Spellcraft check (DC 15 + spell level.) If the check succeeds, she understands the spell and can copy it into her spellbook. This process leaves spellbooks unharmed, but any scroll used for this purpose goes blank.

Wizardly Spellbook

Spell Level Type Description
Arcane Mark 0th Univ Inscribe a personal rune (visible or invisible).
Dancing Lights 0th Evoc Create torches or other lights.
Detect Magic 0th Div Detect spells and magic items within 60 ft.
Detect Poison 0th Div Detect poison in one creature or small object.
Disrupt Undead 0th Necro Deal 1d6 damage to one undead.
Flare 0th Evoc Dazzle one creature (-1 on attack rolls).
Mage Hand 0th Trans Five pound telekinesis.
Mending 0th Trans Make minor repairs on an object.
Message 0th Trans Whispered conversation at distance.
Open/Close 0th Trans Open or close small or light things.
Prestidigitation 0th Univ Perform minor tricks.
Ray of Frost 0th Evoc Ray deals 1d3 cold damage.
Read Magic 0th Div Read scrolls and spellbooks.
Comprehend Languages 1st Div You understand all spoken and written languages.
Magic Missile 1st Evoc 1d4+1 damage; +1 missile per two levels above first (max 5).
Burning Hands 1st Evoc 1d4/level fire damage (max 5d4).
Feather Fall 1st Trans Objects or creatures fall slowly.
Sleep 1st Ench Put 4 HD of creatures into magical slumber.
Mage Armor 1st Conj Gives subject +4 armor bonus.
Alarm 1st Abjur Ward an area for 2 hours per level.
Grease 1st Conj Makes a 10-foot quare or one object slippery.
Charm Person 1st Ench Makes one person your friend.
Disguise Self 1st Illus Changes your appearance.
Arcane Lock 2nd Abjur Magically lock a portal or chest.
Web 2nd Conj Fills 20-foot radius spread with sticky spiderwebs.
Continual Flame 2nd Evoc Makes a permanent, heatless torch.
Darkness 2nd Evoc 20-foot radius of supernatural shadow.
Flaming Sphere 2nd Evoc Creates a rolling ball of fire. 2d6 damage, lasts one round per level.
Blur 2nd Evoc Attacks miss subject 20% of the time.
Invisibility 2nd Evoc Subject is invisible for 1 minute per level or until it attacks.
Mirror Image 2nd Illus Creates decoy duplicates of you (1d4 +1 per three levels, max 8.)
Misdirection 2nd Illus Misleads divinations for one creature or object.
Knock 2nd Trans Opens locked or magically sealed door.
Levitate 2nd Trans Subject moves up and down at your direction.
Dispel Magic 3rd Abjur Cancels magical spells and effects.
Tongues 3rd Div Speak any language.
Magic Circle Against Evil 3rd Abjur Protection from Evil, 10 foot radius, 10 minutes per level.
Explosive Runes 3rd Abjur Deals 6d6 damage when read.
Water Breathing 3rd Trans Subjects can breathe underwater.
Slow 3rd Trans One subject / level takes only one action per round, -2 to AC, -2 to attack rolls.
Haste 3rd Trans One subject per level moves faster, +1 on attack rolls, AC, and Reflex saves.
Lightning Bolt 3rd Trans Electricity deals 1d6/level damage.
Arcane Sight 3rd Div Magical auras become visible to you.
Nondetection 3rd Abjur Hides subject from divination and scrying.

Languages

Common, Elvish, Thieves' Cant, Goblinoid

Skill Att Ranks Mods Total
Concentration 2 [Con] 6 +8
Craft: Alchemy 3 [Int] 4 +7
Diplomacy 2 [Cha] 6 +8
Heal 4 [Wis] 8 +12
Knowledge: Arcana 3 [Int] 2 +5
Knowledge: Religion 3 [Int] 5 +8
Spellcraft 3 [Int] 2 +5

Familiar

'Smoky' (Cat, Int 7, +2 BAB, 12 HP, Fort +3, Refl +2, Will +3, +2 armor, +2 to Move Silently, Listen, Spot, when cat in range, Share Spell, Touch)

Equipment

Item Effects
Holy symbol Required for many holy spells.
Clothes Three sets normal, one set fancy).
Framed backpack Lightens the load.
Winter cape Warm and cozy.
Dragon clockwork lighter A gnomish contraption that creates fire by spraying sparks out of its mouth. Worth approx 25 gp.
Potion brewing kit Fulfills the basic requirements of Craft: Alchemy. Includes 500gp of potion supplies.
Spellbook Shadi's spellbook.
Paper and quill
Dice and cards
Sewing kits
Bag of Holding This small bag weighs 15 pounds, and holds up to 250 lbs / 30 cubic feet of material.
Tent
Sleeping bag
Staff of Striking Acts as a staff +3 in combat. Has 24 charges; can use up to three charges during a strike to inflict 1d6 extra damage per charge.
Two daggers

Personal Information

Historical Information

Home Environment

Home climate was a tropical forest region (always warm) - an elven city (roughly 2000 to 5000 people, center of elven government) named Greenleaf

Family Background

Poor economic status

Negative religious social standing (seen as part of a negative religious group)

Rudimentary family defense readiness

Neutral family ethics in public and private

Historical commitment to religious organizations

Family unknown in social circles

Apolitical; family has no interest in politics

Power structure is based on family elders

Ancestral hero (disbelieved in his time)

Educational Background

Religious eeducation

Knowledge of agriculture / herbalism

Healing trade

Life Events

Early Childhood: survived a massive plague that swept the region

Youth: Participated in a battle to defend the community

Pivotal: Cultural shift - inducted into the Order of the Night Star

Family Relations

Both parents are still alive

Oldest; one younger sibling (Lonnie)

No grandparents

Extended family: five living relatives

Some friends and associates in the past, but no close ones

Enemy of the family has it in for Shadi

Advanced instructor trained her in mystical arts

Alignment Scorecard

G: 18
E: 0
N: 11
C: 9
L: 5
X: 10

Result: Neutral Good