Venis was originally making her living as a courtesan and mistress to various wealthy scholarly nobles before being abducted by, raped by, and experimented on by the outsiders. A devout follower of Calistra, her goal in life is to please the goddess of trickery, lust and revenge in order to gain the powers needed to take vengeance upon the outsiders for what they did to her against her will.
As a member of the company, she is less useful as a combatant and more helpful both buffing her party members with luck and providing them with information.
Female Elf Cleric of Calistria 6
CN Medium humanoid (elf)
Init +6; Senses low-light vision; Perception +4
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 39 (6d8+6)
Fort +5, Ref +3, Will +9; +2 vs. enchantments
Speed 30 ft.
dagger +7 (1d4+3/19-20)
longspear +7 (1d8+4/×3)
unarmed strike +7 (1d3+3 nonlethal)
whip +7 (1d3+3 nonlethal)
sling +5 (1d4+3)
channel positive energy 3/day (DC 13, 3d6)
Spell-Like Abilities (CL 6th; concentration +8)
1/day—comprehend languages, detect magic, detect poison, read magic
Domain Spell-Like Abilities (CL 6th; concentration +12)
At will—lore keeper
7/day—bit of luck
6 rounds/day—remote viewing
Cleric Spells Prepared (CL 6th; concentration +12):
speak with dead Domain (DC 17),
summon monster III
detect thoughts Domain (DC 16),
silence (DC 16),
summon monster II
comprehend languages Domain,
sanctuary (DC 15),
summon monster I
0 (at will)—
Domains Knowledge, Luck
Str 16, Dex 12, Con 10, Int 12, Wis 18, Cha 10
Base Atk +4; CMB +7; CMD 18
Death by Snu-Snu[Campaign]
warrior of old
Acrobatics +1 (+5 to jump with a running start),
Knowledge (arcana) +5,
Knowledge (dungeoneering) +5,
Knowledge (engineering) +5,
Knowledge (geography) +5,
Knowledge (history) +5,
Knowledge (local) +5,
Knowledge (nature) +5,
Knowledge (nobility) +5,
Knowledge (planes) +5,
Knowledge (religion) +5,
Profession (courtesean) +8,
Sense Motive +8,
Use Magic Device +5
Languages Abyssal, Celestial, Common, Elven
good fortune (1/day),
variant channeling (luck variant channeling)
The Cleric has an aura corresponding to his deity's alignment.
Bit of Luck (7/day) (Sp)
Target takes the higher of 2d20 for a d20 roll.
Cleric Channel Positive Energy 3d6 (3/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Knowledge)
Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.
Cleric Domain (Luck)
Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
+4 to Concentration checks to cast while on the defensive.
Comprehend Languages (1/day) (Sp)
With Intelligence 11+, cast Comprehend Languages once per day.
Detect Magic (1/day) (Sp)
With Intelligence 11+, cast Detect Magic once per day.
Detect Poison (1/day) (Sp)
With Intelligence 11+, cast Detect Poison once per day.
Elven Immunities - Sleep You are immune to magic sleep effects.
Good Fortune (1/day) (Ex)
As an immediate action, reroll a die before result is known. Must take 2nd roll.
Lore Keeper (At will) (Sp)
By touch, learn about a creature with a Knowledge check result of 25.
See twice as far as a human in low light, distinguishing color and detail.
Luck Variant Channeling (±2 Sacred)
Bonus to one roll/penalty on all rolls
Read Magic (1/day) (Sp)
With Intelligence 11+, cast Read Magic once per day.
Remote Viewing (6 rounds/day) (Sp)
Use clairvoyance/clairaudience as a spell-like ability.
Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Don't make concentration checks for violent movement, gain a +2 bonus on all other concentration checks
+2 on concentration checks when casting defensively or grappling.