ValeriaBasis (Anzeigen)Volk: Mensch
Klasse: Cleric
Geschlecht: weiblich
Gesinnung: RN
Religion: Pharasma
Stufe: 2
Aktionspunkte: ? 6 (1d6) ?
Konzentration: +5
Traits: Birthmark und
Sacred Touch.
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Alter: 24
Größe: 1,65 m
Gewicht: 50 kg
Augenfarbe: Grün
Haarfarbe: Schwarz
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Initiative: +0
Sinne: Perception +2
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Defensivwerte (Anzeigen)TP: 26 (11+6+6+3)
RK: 17 (touched: 10, flat-footed: 17)
CMD: +13
Rettungswürfe: Zähigkeit +5, Reflexwurf +0, Willenswurf +6 (+2 trait bonus vs. charm and compulsion effects, +2 vs. charm and compulsion effects durch das Harrowed-Feat. Insgesamt +4 noch dagegen.)
Spezialfähigkeiten: Channel Energy (Su): Heal 1d6 HP on living creatures, 4/day, Sacred Touch: Mit Berührung automatisch stabilisieren.
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Offensivwerte (Anzeigen)Geschwindigkeit: 30 ft. (6 Felder)
Raum und Reichweite: 5 ft. / 5 ft.
Grundangriff: +1
CMB: +3
Nahkampf: +4 Morningstar (Masterworked), 1d8+2, x2; +3 Dagger, 1d4+2, 19-20.
Fernkampf: +1 Icicle (Sp) 1d6 Kälte-Schaden, x2; siehe ansonsten unten.
Spezialangriffe: Icicle (Sp) (SA, 30 ft. range, ranged touch attack, 1d6 cold damage, 6/day); Gentle Rest (Sp): (SA, +3 melee touch attack, staggered for 1 round (living), undead are staggered for 3 rounds, already staggered targets sleep, 6/day).
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Zauber (Anzeigen)Domänen: Repose, Water.
bekannte Zauber: Siehe die Cleric Spell List!
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Skills (Anzeigen)Diplomacy +6
Knowledge (Religion) +6
Knowledge (Nobility) +6
Spellcraft +6
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Volks- und Klassenmerkmale (Anzeigen)Volksmerkmale [Mensch]:
Human Racial Traits
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. (Constitution +2)
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level. (Feat: Toughness)
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). (Bonus-Sprach: Thassilonian)
Bevorzuge Klasse: Cleric (+1 TP per Level)
Klassenfertigkeiten [Kleriker]:
Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity.
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).
Spells: A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare her spells in advance.
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. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.
Domains: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action. Cleric domains are listed at the end of this class entry.
Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
An evil cleric (or a neutral cleric who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
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 channels positive or negative energy (see Channel Energy).
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Ausrüstung (Anzeigen)Morningstar (Masterworked) 308 gp
Chainmail (Masterworked) 250 gp
Harrow Deck 100 gp
4 Schrifrollen der leichten Wundheilung 100 gp
2 Schriftrollen Schutz vor Bösem 50 gp
Buckler 15 gp
Spell component pouch 5 gp
Backpack 2 gp
Pouch Belt 1 gp
Dagger 1 gp
Flint and Steel 1 gp
Light Load mit 56,5 lb.
Vermögen: 37 gp
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Beschreibung (Anzeigen)Valeria trägt eine fein verarbeitete Kettenrüstung. Zur ihrer Selbstverteidigung trägt sie einen Morgenstern und in ihrem Gürtel hängt ein Dolch, die Waffe Pharasmas. Zum Selbstschutz ist auch bei Valeria am Unterarm eine Tratsche festgemacht, um Waffenschläge zu parieren, falls sie jemand versucht anzugreifen. Besonders auffällig ist bei Valeria ein Geburtsmal Pharasmas an der rechten Hand, das innen einen gräulichen weißen Ton und außen eher aus kühlem Blau besteht. Dieses Geburtsmal schaut fast wie ein Tattoo aus, doch es ist fest in der Haut verankert und Valeria ist damit seit je her aufgewachsen. Auch wenn das chelaxianische Blut in Valeria dominiert, ist zur Hälfte auch varisianisches Blut in ihren Adern.
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Hintergrund (Anzeigen)Valeria ist als Kind eines Chelaxianers und einer Varisianerin. Valeria selbst wuchs in Korvosa auf nicht direkt im chelaxianischen Reich selbst. Cheliax selbst, war nie ein Reich gewesen, was für Pharasma Priester ein gar so guter Fleck war. Manche standen Pharasma skeptisch gegenüber, weil sie den Tod Arodens eigentlich hätte wissen müssen, aber die Anhänger Aroden oder ihn selbst nicht vorgewarnt hatte. Doch die Wahrheit kennt wahrscheinlich nur die Göttin selbst. Auch die Übernahme Cheliax durch diabolische Herrscher gefiel nicht jedem. So fühlte sich Valerias Vater einfach wohler in Varisia als direkt in Cheliax selbst. Dort lernte er auch eine Varisianerin kennen, die es ihm angetan hatte. Das Kind, dass sie geboren hatten, schien unter einem ganz besonderen Stern geboren zu sein. Es kam mit einem Zeichen Pharasmas zur Welt, bei dem sich später herausstellte, dass sogar die Berührung durch die Hand mit diesem Symbol ansonsten tödliche Wunden schließen konnte.
Valeria selbst nahm mit vollem Herzen den Glauben ihres Vaters an. Aber auch die Beschäftigung mit dem Harrow Kartendeck machte ihr seit je her sehr viel Spaß und das hatte sie von ihrer Mutter gelernt. Bald verschmolz die "Kraft" Harrow Kartenlegens mit dem Glauben. Als Valeria älter war, sah sie in den Karten Ansprachrohr Pharasmas, was die Zukunft anbelangt. Der siebte Turm soll ihres Glaubens mit dem Schicksal und indirekt mit Pharasma zusammenhängen. Auch wenn Valeria noch der ultimative Beweis fehlt. Sie ist sich allerdings sehr sicher, dass über das Harrow Kartendeck die Göttin selbst ihr Leben leitet und dass es kein Zufall ist, dass sie als Pharasma Priesterin auch die Kunst beherrscht das Kartendeck zu legen.
Valeria verehrt alle Aspekte Pharasmas gleichermaßen, aber der Schicksalsaspekt Pharasmas hat für Valeria eine ganz besondere, persönliche Bedeutung.
Valeria bekam später von einem Pfadfinder, der auch Pharasma-Priester und ein guter Freund war, die Sprache Thassilionian beigebracht, was Valeria später durch ein paar Kopien seiner Aufzeichnungen, der er Ihr aus Freundschaft überließ, verfeinern konnte.