| Cordelia Sinclair | |
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| Aliases: | Cordy |
| Age: | 114 |
| Hair: | Golden Blonde |
| Eyes: | Blue with specks of purple |
| Height: | 5'0 |
| Weight: | 90 lbs |
| Race: | Elf |
| Class: | Cloistered Cleric5/ Divine Oracle1 |
| Alignment: | CG |
| Level: | 6 |
| Experience: | 24,908/21,000 till lvl 7 |
| Hit Points: | 42/42 |
| Gold: | 13,335 |
| Current Status: | Moved to New Site |
| Played by Misamo | |
Cordelia is rather studious, books and charts often always in her grasp. She is rather shy but will speak to those that address her, polite and gentle to a fault. She follows the deity Thoth.
Gallery
AC = 20 (26AC with Mind Domain for 6 rounds)
Touch AC: 13
Fort = 5
Reflex= 4
Will= 10
Spells per Day:
0= 4
1= 5+1
2= 5+1
3= 3+1
Spell DCs:
10+5+Spell Level=14 + Spell Level
Domain Abilities:
Balance: Once per day, as a free action, you can add your Wisdom modifier to your Armor Class. This bonus lasts for one round per cleric level.
Good: Granted Power You cast good spells at +1 caster level.
Knowledge: You cast divination spells at +1 caster level.
Oracle: You cast all divination spells at +2 caster levels.
Domain Spells:
Good:
1. Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
2. Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10).
3. Magic Circle against Evil: As protection spells, but 10' radius and 10 min./level.
Balance:
1. Make Whole: Repairs an object.
2. Calm Emotions: Calms creatures, negating emotion effects.
3. Clarity of Mind: +4 bonus on saves against mind-affecting spells and abilities, allows reroll of concealment miss chance.
Oracle:
1.Identify: Determines single feature of magic item.
2.Augury: Learns whether an action will be good or bad.
3.Divination: Provides useful advice for specific, proposed action.
Knowledge:
1.Detect Secret Doors: Reveals hidden doors within 60'.
2.Detect Thoughts: Allows "listening" to surface thoughts.
3.Clairaudience/Clairvoyance: Hear or see at a distance for 1 minute/level.
Init: +3
| Ability | Score | Mod | Temp Score | Temp Mod |
| Strength | 8 | -1 | +10 | +0 |
| Dexterity | 16 | +3 | +0 | +0 |
| Constitution | 12 | +1 | +0 | +0 |
| Intelligence | 16 | +3 | +18 | +4 |
| Wisdom | 19 | +4 | +21 | +5 |
| Charisma | 16 | +3 | +0 | +0 |
Temp Mod Used to track Magic Item bonuses etc
| Armor Class | |
| Total | Base 10 + Dexterity 3 + +2 Mithril Traveler's Plate 7= 20 |
| Flat-Footed | 10 |
| Touch | 13 |
| Saving Throws | Base | Bonus | Total |
| Fortitude | +4 | +1 | +5 |
| Reflex | +1 | +3 | +4 |
| Will | +6 | +4 | +10 |
| BAB | Mod | Total Range/Melee |
| +3 | +Dex/+Str | +3/+1 |
| Initiative |
| Dex = +3 |
| Skills | Ranks | Stat Bonus | Synergy | Magical Bonus | Total | |
| X | Appraise (Int) | +0 | +4 | +0 | +0 | +4 |
| X | Balance (Dex) | +0 | +3 | +0 | +0 | +3 |
| X | Bluff (Cha) | +0 | +2 | +0 | +0 | +2 |
| X | Climb (Str) | +0 | +0 | +0 | +0 | +0 |
| C | Concentration (Con) | +9 | +1 | +0 | +0 | +10 |
| C | Craft (Int) | +0 | +4 | +0 | +0 | +4 |
| C | Decipher Script (Int) | +9 | +4 | +0 | +0 | +13 |
| C | Diplomacy (Cha) | +0 | +2 | +0 | +0 | +2 |
| X | Disable Device (Int) | +0 | +4 | +0 | +0 | +4 |
| X | Disguise (Cha) | +0 | +2 | +0 | +0 | +2 |
| X | Escape Artist (Dex) | +0 | +3 | +0 | +0 | +3 |
| X | Forgery (Int) | +0 | +4 | +0 | +0 | +4 |
| X | Gather Information (Cha) | +0 | +2 | +0 | +0 | +2 |
| X | Handle Animal (Cha) | +0 | +2 | +0 | +0 | +2 |
| C | Heal (Wis) | +9 | +5 | +0 | +0 | +14 |
| X | Hide (Dex) | +0 | +3 | +0 | +0 | +3 |
| C | Intimidate (Cha) | +0 | +2 | +0 | +0 | +2 |
| X | Jump (Str) | +0 | +0 | +0 | +0 | +0 |
| C | Knowledge(Int) | +9 | +4 | +0 | +3 | +16 |
| X | Listen (Wis) | +4 | +5 | +0 | +2 | +11 |
| X | Move Silently (Dex) | +0 | +3 | +0 | +0 | +3 |
| X | Open Lock (Dex) | +0 | +3 | +0 | +0 | +3 |
| X | Perform (Cha) | +0 | +2 | +0 | +0 | +2 |
| C | Profession (Wis) | +0 | +5 | +0 | +0 | +5 |
| X | Ride (Dex) | +0 | +3 | +0 | +0 | +3 |
| X | Search (Int) | +5 | +4 | +0 | +2 | +11 |
| X | Sense Motive (Wis) | +0 | +5 | +0 | +0 | +5 |
| X | Sleight of Hand (Dex) | +0 | +3 | +0 | +0 | +3 |
| C | Speak Language | +6 | +0 | +0 | +0 | +6 |
| C | Spellcraft (Int) | +9 | +4 | +0 | +0 | +13 |
| X | Spot (Wis) | +4 | +5 | +0 | +2 | +11 |
| X | Survival (Wis) | +0 | +5 | +0 | +0 | +5 |
| X | Swim (Str) | +0 | +0 | +0 | +0 | +0 |
| X | Tumble (Dex) | +0 | +3 | +0 | +0 | +3 |
| X | Use Magic Device (Cha) | +0 | +2 | +0 | +0 | +2 |
| X | Use Rope (Dex) | +0 | +3 | +0 | +0 | +3 |
Where X is Cross Class and C is a Class Skill
Knowledges: Religion,Nature,Arcana
Craft: Bowmaking
Languages: Abyssal, Carnivon, Celestial, Common, Draconic, Infernal, Literacy, Runner Tongue, Sylvan, Trade Tongue, Undercommon, and Wildlander.
Skill Tricks:
Skill Tricks go here
Skill Point Total: 72
Feats:
~Level 1: Spellcasting Prodigy~
Benefit: For the purpose of determining bonus spells, treat the ability score that controls your spellcasting (Charisma for bards, Wisdom for divine spellcasters, or Intelligence for wizards) as 2 points higher than its actual value.
~Level 3: Sacred Healing~
Prerequisite: Ability to turn undead.
Benefit: As a swift action, you can expend a turn undead attempt no 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.
~Level 6:Skill Focus (Knowledge)~
Benefit: You get a +3 bonus on all skill checks with that skill.
Class Abilities:
Cloistered Cleric:
Turn or Rebuke Undead (Su): Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead). 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.
Divine Oracle:
Oracle Domain: Upon adopting the divine oracle class, the character gains access to the Oracle domain. The character gains the granted power associated with the domain (+2 caster level for divination spells), and can choose the spells in that domain as her daily domain spells.
Scry Bonus (Su): A divine oracle adds a +1 sacred bonus to the save DC of all her divination (scrying) spells.
Domain Abilities:
Granted Power: Once per day, as a free action, you can add your Wisdom modifier to your Armor Class. This bonus lasts for one round per cleric level.
Good: Granted Power You cast good spells at +1 caster level.
Knowledge: You cast divination spells at +1 caster level.
Oracle: You cast all divination spells at +2 caster levels.
Racial Abilities:
- +2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
- Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
- Normal Speed: Elves have a base speed of 30 feet.
- Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
- Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
- Keen Senses: Elves receive a +2 racial bonus on Listen, Spot and Search skill checks.
- Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
| Weapon | Attack Bonus | Damage | Crit | Damage Type |
| Masterwork Longbow | +5 | 1d8 | x3 | - |
| Armour / Shield | Armour/Shield Bonus | Max Dex | Armour Check | Arcane Spell Failure | Movement Speed | Weight |
| +2 Mithril Travelers Plate | +5 | +6 | -1 | 15% | 20ft | - |
| Slot | Item | Description |
| Head | Intelligence Crown | +2 to Int |
| Face | Item name goes here | Brief item description |
| Neck | Wisdom Necklace | +2 Wis |
| Shoulders | Item name goes here | Brief item description |
| Torso | Item name goes here | Brief item description |
| Arms | Item name goes here | Brief item description |
| Hands | Strength Gloves | +2 Str |
| 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:
Longbow
Quiver x49 arrows
Chainmail
Adventurer Pack
Holy Symbol
Books
Statistics of Items Here:
Oil of Greater Magic Weapon +1(Cl5th)
Cleric scroll of Continual Flame (375 gp)
Spells per Day:
0= 4
1= 5+1
2= 5+1
3= 3+1
Spell DCs:
10+5+Spell Level=14 + Spell Level
Spells Known:
Domain Spells:
Good:
1. Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
2. Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10).
3. Magic Circle against Evil: As protection spells, but 10' radius and 10 min./level.
Balance:
1. Make Whole: Repairs an object.
2. Calm Emotions: Calms creatures, negating emotion effects.
3. Clarity of Mind: +4 bonus on saves against mind-affecting spells and abilities, allows reroll of concealment miss chance.
Oracle:
1.Identify: Determines single feature of magic item.
2.Augury: Learns whether an action will be good or bad.
3.Divination: Provides useful advice for specific, proposed action.
Knowledge:
1.Detect Secret Doors: Reveals hidden doors within 60'.
2.Detect Thoughts: Allows "listening" to surface thoughts.
3.Clairaudience/Clairvoyance: Hear or see at a distance for 1 minute/level.
Cloistered Spells:
Lvl 0:message
Lvl 1: erase, identify, unseen servant
Lvl 2: fox's cunning
Lvl 3: illusory script, secret page, tongues
Quests Cordelia has gone on
http://therafim.wikidot.com/washroom-warriors
http://therafim.wikidot.com/ur-awakening-part-2
http://therafim.wikidot.com/deadside-blue
http://therafim.wikidot.com/vinifrix-the-beast-boss
http://therafim.wikidot.com/the-dark-one-part-three
http://therafim.wikidot.com/the-eye-of-the-sun
http://therafim.wikidot.com/the-grinning-man
http://therafim.wikidot.com/toys-in-the-attic
http://therafim.wikidot.com/eye-tyrant-in-the-big-city
http://therafim.wikidot.com/the-dark-one-part-one
http://therafim.wikidot.com/zombies
http://therafim.wikidot.com/return-to-the-marsh-of-madness
http://therafim.wikidot.com/slavers-blood-harvest
http://therafim.wikidot.com/in-the-fane-of-the-flayed-one
http://therafim.wikidot.com/the-secret-of-the-whispering-wall
http://therafim.wikidot.com/walker-of-the-wastes
http://therafim.wikidot.com/tunnel-tentacles
Character History:
Cordelia was born to elven parents but she never got to know either of them. Both were killed when she was still a baby and she was handed off to humans due to her parents lived in the nation of the Coutraman Confederacy. Even though she was exceptionally bright she was made to do the tasks her foster parents didn't want their children to do, mainly cleaning due to her frail little body and healing any wounds the children came home with. After finding that this was not how she wanted to spend her life the nervous frightened elf headed for Avalon and the Academy, where she would be of more help and be able to live without feeling like she was being looked down on for being different.






