Astara

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Astara
Astara swift.jpg
Class Cleric
Archetype Merciful Healer
Level 5
Race Human
Experience Points 10,000
Details
Full Name Astara Swift
Age 23
Alignment Neutral Good
Homeland Emerald Shire
Favored Class Cleric

A young woman of 23, Astara's brunette hair, brown eyes and pale northern complexion compliment her steadfast demeanor. She stands 5'7 and weighs 155 lbs. She is often seen wearing her traveling leathers under a breastplate, comfortably worn in during her service to the Emerald Shire.

Character Background and History

Character Sheet

ASTARA

Female human cleric of John the Barber 5

NG Medium humanoid (human)

Init +0; Senses Perception +5

Aura aura of good


DEFENSE


AC 18, touch 10, flat-footed 18 (+7 armor, +1 natural)

hp 32 (5d8+5)

Fort +5, Ref +1, Will +9


OFFENSE


Speed 20 ft.

Ranged crossbow +1 (light) +4 (1d8+1/19-20)

Meleee dagger +2 (1d4-1/19-20)

Domain Power Spell-Like Abilities Rebuke Death (8/day)

Spheres (Spell Points 10, Saving Throw DC 17, Magic Skill Bonus 5, Magic Skill Defense 16, Concentration +10): Life Sphere -- Restore Soul, Break Enchantment, Ranged Healing, Mass Healing. Protection Sphere -- Obstruction.


STATISTICS


Str 8, Dex 10, Con 13, Int 13, Wis 20, Cha 13

Base Atk +3; CMB +2; CMD 12

Feats Combat Casting, Extra Channel, Selective Channeling, Skill Focus (Heal)

Skills Acrobatics -3, Acrobatics (Jump) -4, Diplomacy +7, Escape Artist -3, Heal +17, Linguistics +9, Perception +5, Ride -3, Sense Motive +10, Spellcraft +10, Stealth -3

Traits caretaker, classically schooled

Languages Amethytish, Emeraldish, Jadenese, Modron, Obsidianu, Turquoisish, Zirconek

SQ aura of good, bonus feat, channel positive energy (healing) (3d6, DC 13, 6/day) combat medic, merciful healing (sickened), rebuke death (8/day), skilled, willing healer.

Gear agile breastplate +1, crossbow +1 (light), dagger, field provisions box, amulet of natural armor +1, handy haversack, outfit (traveler's), bolts, crossbow (10) (3), blanket, flint and steel, healer's kit (2), soap, small tent, holy symbol (silver), 1 antiplague vial, 473.3 gp.


SPECIAL ABILITIES


Aura of Good (Ex) You have a particularly powerful good aura.

Bonus Feat Humans select one extra feat at 1st level.

Caretaker As the child of an herbalist or an assistant in a temple infirmary, you often had to assist in tending to the sick and wounded. You gain a +1 trait bonus on Heal checks, and Heal is always a class skill for you.

Channel Positive Energy (Healing) (Su) You can unleash a wave of positive energy. You must choose to deal 3d6 points of positive energy damage to undead creatures or to heal living creatures of 3d6 points of damage. Creatures that take damage from channeled energy receive a DC 13 Will save to halve the damage. You can use this ability 6 times per day.

Classically Schooled Your apprenticeship or early education was particularly focused on the direct application of magic. You gain a +1 trait bonus on Spellcraft checks, and Spellcraft is always a class skill for you.

Combat Medic (Ex) A merciful healer does not provoke attacks of opportunity when using the Heal skill to stabilize another creature or when casting healing spells.

Extra Channel You can channel energy an additional two times per day.

Merciful Healing (Su) At 3rd level, a merciful healer can channel positive energy to relieve one or more harmful conditions. The merciful healer chooses one of the following harmful conditions at 3rd level - fatigued, shaken, or sickened. When the merciful healer channels energy she can remove the chosen condition from one living creature that she heals within her channel energy burst. At 6th level, she can choose another condition. It can be one of those she didn't choose at 3rd level, or one of the following conditions - dazed, diseased, or staggered. She can remove the selected condition or the one she chose at 3rd level from up to two creatures within her channel energy burst. She gains another condition at 9th level, and can choose an above condition or one of the following conditions - cursed, exhausted, frightened, nauseated, or poisoned. She can remove that condition, or a condition she previously chose, from one or two creatures within the burst. Finally, at 12th level, she can choose a lower level condition or one of the following conditions - blinded, deafened, paralyzed, or stunned. She can remove that condition or one she previously chose from one, two, or three creatures within her channel energy burst. Feats and effects that affect a paladin's mercy also affect this ability.

Rebuke Death (Sp) You can touch a living creature as a standard action, healing it of 1d4+2 points of damage. You can only use this ability on a creature that is below 0 hit points. You can use this ability 8 times per day.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Willing Healer A merciful healer must choose the Healing domain. She does not gain a second domain. If the cleric worships a deity, that deity must be one that grants the Healing domain. A merciful healer must channel positive energy.

Sphere Magic

Note: I've modified the description of the abilities with the modifiers applied by the chosen talents. To see the original ability descriptions, see Spheres of Power.

I require my holy symbol to cast spells. However I can attempt spell casting with a DC 20 + 1/2 caster level concentration check.


Life


You wield the powers of life.

Talents


Break Enchantment
Your cure ability heals an additional 1d8 hit points. Your restore ability removes all magic from the target that has a duration. This may be used against curses including cursed equipment, although it does not remove the curse from the equipment, but instead suppresses the effect long enough for the item to be removed. You must succeed at a magic skill check against each magical effect in order to remove it. You may choose not to remove certain effects if you so desire (for example, you may target only harmful effects and not beneficial ones). This counts as using the break enchantment or remove curse spell against those spells and effects that specify they can only be removed through those spells. This has no effect on instantaneous effects.
Mass Healing
You may spend an additional spell point when using a cure ore invigorate to affect an additional creature per 2 caster levels (minimum: 1). All targets must be within range.
Ranged Healing
Your cure, invigorate, and restore abilities have a range of Close rather than Touch.
Restore Soul
Your cure ability heals an additional 1d8 hit points. When restoring a target, the target is also cured of all ability drain and temporary negative levels.

Abilities


Cure
Casting time 1 standard action
Range 35 ft.
Target creature touched
Duration Instantaneous
Saving throw Will half (harmless)
Cost 1 spell point
You channel positive energy to cure 3d8 points of damage + 1 point per caster level. You may optionally spend a spell point to affect 2 additional targets.
Invigorate
Casting time 1 standard action
Range 35 ft.
Target creature touched
Duration 1 hour
Saving throw None (harmless)
Cost free
As a standard action, you may invigorate a touched creature, granting them temporary hit points equal to your caster level (minimum: 1). Unlike normal temporary hit points, this ability can only be used on an injured target and cannot raise a target’s current hit points plus their temporary hit points to be higher than their total hit points. This benefit lasts for 1 hour. Temporary hit points, even from different sources, do not stack; only the highest bonus applies.
Restore
Casting time 1 standard action
Range 35 ft.
Target creature touched
Duration Instantaneous; see text
Saving throw None (harmless)
Cost 1 spell point
As a standard action, you may touch a target and spend a spell point to restore their physical and mental health. This accomplishes all of the following:
  • Heals 1d4 points of ability damage to one ability score of your choice.
  • Removes some or all magic that has a duration (see Break Enchantment talent).
  • Removes the fatigued condition or lessens exhaustion to fatigued.
  • Removes the sickened condition or lessens nauseated to sickened.
  • Removes the shaken condition or lessens frightened to shaken, or panicked to frightened.
  • Removes the staggered condition.
  • Removes the dazzled condition.
If the condition targeted is part of an on-going effect, this suppresses the effect for a number of round equal to your caster level. This cannot be used to remove curses or instantaneous effects.

Protection


You are a user of the magics of preservation.

Talents


Obstruction (Aegis)
You may create an aegis that absorbs damage. The target gains DR/- equal to 1/2 the caster level (minimum: 1). Once this aegis has absorbed damage equal to 10 x the caster level, the aegis ends even if its duration has not yet expired.

Abilities


Aegis
Casting time 1 standard action
Range touch
Target creature touched
Duration 1 hour per caster level
Saving throw Will negates (harmless)
Cost 1 spell point
As a standard action, you may touch a creature and spend a spell point, granting them an aegis for 1 hour per caster level. Unwilling targets are allowed a Will save to resist gaining an aegis. You can choose to use one of the following Aegis:
Deflection: You grant the target a +1 Deflection bonus to AC, +1 per 5 caster levels.
Obstruction: The target gains DR/- equal to 1/2 the caster level (minimum: 1). Once this aegis has absorbed damage equal to 10 x the caster level, the aegis ends even if its duration has not yet expired.
Certain protection talents grant you additional wards or aegis, and are marked (ward) or (aegis) respectively.
Ward
Casting time 1 standard action
Range Up to 10 ft + 5 ft per caster level
Target current location
Duration Concentration; 1 spell point for 1 round per caster level
Saving throw Will negates (harmless)
Cost free
As a standard action, you may create an ward centered on yourself with a radius of up to 10 ft + 5 ft per caster level, but can also be made so small as to only cover yourself. Wards remain as long as you concentrate, but you may spend a spell point to allow them to remain for 1 round per caster level without concentration. Wards remain in the location they were created, even if you move. When you gain the Protection sphere, you gain the following ward:
Barrier: You may create a ward that stops attacks, movement, breath weapons, and any spells or sphere effects that must travel to their destination (such as destructive blasts, ghost strikes, or spells that require ranged touch attacks). Other spells or sphere effects, however, such as teleportation effects, mind-altering magic, and gaze attacks may all bypass this ward. Ethereal creatures are technically stopped by the barrier, but can usually find a way around it (as the barrier does not cut through objects, and so usually stops at ground level).
A barrier has hit points equal to 4 + your caster level and a Break DC of 15 + 1/2 your caster level. If an attack is directed at a target through the barrier, the attack first deals its damage to the barrier itself. If this damage is enough to destroy the barrier, the attack continues on to its intended target, although damage dealt to the barrier is subtracted from any damage done to the target or targets. Burst-effect attacks such as splash weapons, fireball spells, or others attempting to travel through the barrier explode at the barrier’s edge and also must overcome the barrier’s hp to damage targets on the other side.
If you maintain your barrier through concentration, its HP is renewed each round on your turn.


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