Mellina Syn'avari  

Details
Class: Race: Alignment: Deity:
Cleric Half-elf NG [Grey]
Level: Size: Age: Gender:
1 Medium 21 female
Height: Weight: Eyes: Hair:
4'4" 78lb blue/green amethyst

Abilities
STR 8 -1
DEX 13 +1
CON 12 +1
INT 14 +2
WSD 17 +3
CHA 15 +2
 
Hit Points
TOTAL wounds subdual
9 0 0
Initiative
TOTAL dex other SPEED
5 1 4 0
Armor Class
FINAL = base + armor + shield + dex + magic + other spell failure armor check penalty
14 11 2 0 1 0 0 10 0

Battle Scores
MELEE = base + str + magic + other
-1 0 -1 0 0
RANGED = base + dex + magic + other
1 0 1 0 0
Saving Throws
TOTAL = base + stat + magic + other
FORT 3 2 1 0 0
REFL 1 0 1 0 0
WILL 5 2 3 0 0

Weapons
Weapon Bonus Damage Critical Range Weight Size Type Special
Shortspear 0 1d6 20/*2 20ft 3 Piercing Medium [1gp]
Light Crossbow 0 1d8 19-20/*2 80ft 4 Piercing Medium [35gp]
Crossbow Bolts *20 2 [2gp]

Armor
Armor Type Bonus Penalty Max Dex % Failure Speed Weight Special
Leather Armour Light 2 0 6 10 30/20 15 [10gp]
Cleric Vestments 6 [0gp - starting outfit]
Amulet of Natural Armour +1 Natural 1 1 [0gp, starting gear.] Also doubles as Silver Holy Symbol

Feats & Special Abilities
Feat / Ability Description/Notes
[Half-elf] Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size. *** Half-elf base land speed is 30 feet. *** Favored Class: Any. When determining whether a multiclass half-elf takes an experience point penalty, her highest-level class does not count.
[Half-elf] Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
[Half-elf] +1 racial bonus on Listen, Search, and Spot checks. +2 racial bonus on Diplomacy and Gather Information checks. These are factored in under the other bonuses section under skills below.
[Half-elf] Elven Blood For all effects related to race, a half-elf is considered an elf.
[Half-elf][Cleric] Languages Automatic Languages: Common and Elven. Bonus Languages: Any (other than secret languages, such as Druidic). *** A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). *** With an int bonus of 1, she has 1 bonus language - Celestial.
[Half-elf] Low-Light Vision A half-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.
[Cleric] Spontaneous Casting A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric turns or commands undead. *** She converts into cure spells, and turns undead.
[Cleric] Turn Undead (Su) Any cleric, has the power to affect undead creatures by channeling the power of his faith through his holy symbol. A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead. *** (http://www.systemreferencedocuments.org/35/sovelior_sage/specialAttacks.html#turn)
[Cleric] Spells A cleric casts divine spells, which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs *** A cleric can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions. *** To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier. *** Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Cleric. In addition, he receives bonus spells per day if he has a high Wisdom score. A cleric also gets one domain spell of each spell level he can cast, starting at 1st level. When a cleric prepares a spell in a domain spell slot, it must come from one of his two domains (see Deities, Domains, and Domain Spells, below). *** Clerics meditate or pray for their spells. Each cleric must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. *** A cleric’s deity influences his alignment, what magic he can perform, his values, and how others see him. A cleric chooses two domains from among those belonging to his deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain. *** If a cleric is not devoted to a particular deity, he still selects two domains to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies. *** Each domain gives the cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The cleric gets the granted powers of both the domains selected. With access to two domain spells at a given spell level, a cleric prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot.
[Cleric] Ex-Clerics A cleric who grossly violates the code of conduct required by his god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. He cannot thereafter gain levels as a cleric of that god until he atones (see the atonement spell description).
[Cleric] Weapon/Armor Profs Clerics are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).
[Cleric] Domains Chosen domains: Renewal (http://www.wizards.com/default.asp?x=dnd/glossary&term=Glossary_dnd_Renewaldomain&alpha=R) and Sun (http://www.wizards.com/default.asp?x=dnd/glossary&term=Glossary_dnd_Sundomain&alpha=S)
[Domain] Renewal Granted Powers: If you fall below 0 hit points, you regain a number of hit points equal to 1d8 + your Charisma modifier. This supernatural ability functions once per day. If an attack brings you to -10 or fewer hit points, you die before this power takes effect. *** SPELLS: 1 Charm Person 2 Restoration, Lesser 3 Remove Disease 4 Reincarnate 5 Atonement 6 Heroes' Feast 7 Restoration, Greater 8 Polymorph Any Object 9 Freedom
[Domain] Sun Granted Powers: Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead. *** SPELLS: 1 Endure Elements 2 Heat Metal 3 Searing Light 4 Fire Shield 5 Flame Strike 6 Fire Seeds 7 Sunbeam 8 Sunburst 9 Prismatic Sphere
Improved Initiative Benefit: You get a +4 bonus on initiative checks. *** Special: A fighter may select Improved Initiative as one of his fighter bonus feats.

Skills
Skill Name Ability Skill Mod = Ability Mod + Ranks + Other
[No ranks] Str-based Str -1 -1 0 0
[No ranks] Dex-based Dex 1 1 0 0
[No ranks] Con-based Con 1 1 0 0
[No ranks] Int-based Int 2 2 0 0
[No ranks] Wis-based Wis 3 3 0 0
[No ranks] Cha-based Cha 2 2 0 0
[Half-elf] Listen Wis 4 3 0 1
[Half-elf] Search Int 3 2 0 1
[Half-elf] Spot Wis 4 3 0 1
[Half-elf] Gather Information Cha 4 2 0 2
[Half-elf] Diplomacy Cha 8 2 4 2
Concentration Con 5 1 4 0
Knowledge (Religion) Int 6 2 4 0
Heal Wis 7 3 4 0

Spell List
Name Level Ready? Count Cast Time Range Save Description/Effect
Detect Magic [Divination] 0 yes 1 Standard 60ft cone None [Components: V, S] [Duration: Concentration, up to 1 min./level (D)] [Spell Resistance: No] *** You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. *** 1st Round: Presence or absence of magical auras. *** 2nd Round: Number of different magical auras and the power of the most potent aura. *** 3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.)
Light [Evocation [Light]] 0 yes 1 Standard Touch None [Components: V, M/DF] [Target: Object touched] [Duration: 10 min./level (D)] [Spell Resistance: No] *** This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function. *** A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level.
Read Magic [Divination] 0 yes 1 Standard Personal None [Components: V, S, F] [Target: You] [Duration: 10 min./level] *** By means of read magic, you can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level). *** Read magic can be made permanent with a permanency spell. *** Focus: A clear crystal or mineral prism.
Bless [Enc/Comp/MA] 1 yes 1 Standard 50ft None [Components: V, S, DF] [Area: The caster and all allies within a 50-ft. burst, centered on the caster] [Duration: 1 min./level] [Spell Resistance: Yes (harmless)] *** Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects. *** Bless counters and dispels bane.
Cure Light Wounds [Conj/Heal] 1 yes 1 Standard Touch Will half [Components: V, S] [Target: Creature touched] [Duration: Instantaneous] [Spell Resistance: Yes (harmless); see text] *** When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). *** Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
Charm Person [Enc/Charm/MA] 1 (DOM) yes 1 Standard 25+5/2 Will neg [Components: V, S] [Target: One humanoid creature] [Duration: 1 hour/level] [Spell Resistance: Yes] *** This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw. *** The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person’s language to communicate your commands, or else be good at pantomiming.

Gear
Gear Location Weight Description/Special
Backpack Back 2 [2gp]
Blanket, Winter Backpack 3 [5sp]
Flint and Steel Backpack 0 [1gp]
Healer's Kit Backpack 1 [50gp] [10/10 charges]
Spell Component Pouch Waist 2 [5gp]
Parchment (sheet) *5 Backpack/Pouch 0 [1gp]
Ink (1 oz) Backpack 0 [8gp]
Inkpen *2 Backpack/Pouch 0 [2sp]
Signal Whistle Pouch 0 [8sp]
Rations, Trail (per day) *3 Backpack 3 [15sp]

Treasure/Money
Item Location Value Weight Description/Special
Personal Coins Pouch 82.00 gp 0.56 PP: 7 *** GP: 11 *** SP: 10 *** CP: 0

Experience
No Experience Assigned.

Description
Very light purple tresses flow down the back of this woman's head, spilling like a scintillating waterfall down to splash about her shoulders. She stands only about 4'4" in height, her diminutive form tinged by tapered elven ears that poke out of her hair and mark her blood and heritage.

Her eyes are a strange bluish-green hue, that seem to change indeterminately from one colour to the other if one stares at it too long. Her lips are full and pouty, always ready with a smile for a friend or stranger. A light scent of jasmine drifts about her, not too tangy, not too strong, but just enough to be pleasant.

She wears a short, white-grey robe of the elven sun god, the clerical vestments painted with a mixture of good and neutral symbols on them. Clinging tightly around her form and tied off at her waist with a thin sash, her robe reaches down only to around her knees, and is slitted at both sides, so as to allow for better mobility rather than any sort of glamour. Her legs are bared below the knee, and the only piece of armour she wears underneath her robe seems to be a thin leather breastplate.

An amulet of some kind can be seen hanging about her neck, its emblem dipping just out of sight past her cleavage, where it rests between her petite breasts. A pair of doeskin ankle-high boots complete her travelling outfit.

Personality
No Personality Assigned.

Background
Mellina Syn'avari was born in a town of sylvan elves, her father being an elf, while her mother a human, whom was abruptly brought back to their town by her adventurer father while pregnant, with the intent to stay and raise a family in the town, much to the chagrin of the other, more reclusive elves!

Relations were always strained after that between the couple and the other elves, even though her father retired from adventuring to stay home with her mother, and the fact that being a human, her mother would eventually pass away before most of them anyway. The two of them stayed in the temple, for that was the only place in town non-elves were permitted to reside as refugees, but the temple priests cared for her and helped bring her to childbirth. And so Mellina was born in the altar room of the temple, under the illumination of the dawning sun glinting off of the marble altar.

The child was considered an aberration and more, not only due to being a half-elf living in a nest of elves, but also due to her naturally light amethyst-hued hair, a distinct trait that marked her as vastly different from all the other elves, and even both her parents. All the mystics and sorcerors could not fathom what this meant, although obviously they all agreed that the gods had a hand in this, marking her.. somehow. But still, though the elves were mostly cordial to the family, of whom the two women spent most of their times in the temple, that ultimately did nothing but keep them under a greater veil of suspicion.

Most of the other elves tried to do everything in their power to convince her father to abandon the both of them, though they failed to sway him, and Mellina grew up under the care and tutelage of her parents. She turned to study and worship the sylvan gods at their temple, for of the entire town, the priests always seemed to welcome them with open arms. Though she did not care for the elven deities in particular, she was intrigued by the study of magic as it pertained to divinity, and she followed the ideals of the elven priests, if not the figurehead god himself.

At least within the temple, she found, the elven priests judged and accepted her not by what she looked like, but instead who she was and what she could do. She showed herself to be a good initiate, and quickly rose through the novice ranks until she was ready to ascend to the clergy proper.

After she had come of age, the tension between the elves and her temple/family grew to a boil once she was allowed by the temple to participate in a ritual of the Dawning of the Sun Lord, which was seen as most of the other elves to be blasphemous.

To alleviate this, which looked like it was going to escalate into a civil war, she stepped forth and offered an agreement - she would try her luck against the famed Mistress Rayne and her dungeon, of which they had heard scattered rumours about, but knew not what was true and what was not, and if she survived and brought back riches to her hometown - well, then that would be a sign that the gods were siding with her.

Her parents took some convincing, but she was adamant about it and would not be swayed - and eventually she secured the agreement of all parties involved and set off for Mazetown. It was for the overall health and good of the town, after all, plus it would give her an opportunity to see the world! After all, she assumed that she could just make it out again whenever she wanted, if things got too hot.

Finally, the night before she left, a magical amulet was left outside the temple steps as a gift to her, which turned out to be an Amulet of Natural Armour +1. Though the donor was sworn by all the elves to be unknown and unseen, the symbol on the amulet was a grey fig leaf, emblem of the elven gods, and also well known as a symbol of the Grey temples. She brought it along with her, slipping it around her neck as she made her uneventful journey to the heart of Mazetown.