Shirin al’Kelish”Let the healing light of the sun burn out the darkness within you.“zitiert aus
- The Birth of Light and Truth -Female Keleshite Cleric
NG; Medium Humanoid
Exp: 0 / XXXX (Stand: 01.12.2008)
Patron Deity: Sarenrae [Fire & Glory]
Organization: Church of SarenraeRegion: Katapesh
Init: +0;
Senses: Perception: +3
Aura: Aura of good
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DEFENSE--------------------------------------------------------------------------------------------------------------------------------------
Spoiler (Anzeigen)AC 16; touch 10; flat footed 16
(Dex: +0; Shield: +2; Armor: +4)
CMB: 14 (defensiv)
Hitpoints: 16; 1 HD
Fort +4, Ref +0, Will +6
Special: -
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OFFENSE--------------------------------------------------------------------------------------------------------------------------------------
Spoiler (Anzeigen)Spd 20 ft.
CMB: -1
Attack Options: Channel positive energy (6/day): 1w6
Melee Krummsäbel: -1 (1w6-1 / 19-20 *2)
Ranged: +0 (keine Waffe)
Special Attacks: -
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STATISTICS--------------------------------------------------------------------------------------------------------------------------------------
Spoiler (Anzeigen)Str 9 (-1), Dex 11 (+0), Con 14 (+2), Int 13 (+1), Wis 18 (+4), Cha 17 (+3)
Attributserhöhung : -
Base Atk. +0
Feats: Selective Channeling, Cosmopolitan [Sprachen: Osiriani & Vudrani; Class Skill: Perform [Dancing] & Use Magic device]
Skills: Diplomacy: +7(1); Knowledge [Religion]: +5 (1); Perform [Dancing]: +7(1); Sense Motive: +8(1); Spellcraft: +5(1);
Languages: Common, Kelish, Osiriani, Vudrani, Varisian
Gear: Dagger (2gp), Scimitar (15gp), Shield (heavy wooden) (7gp), Scale Mail (50gp), Backpack (2gp), Bedroll (1sp), Candle, Mirror, small steel (10gp), Rations, Rope (1gp), Sigent Ring&Sealing Wax (5gp), Torch, Waterskin (1gp), Holy symbol (wooden) (1gp), Cleric’s vestments (5gp)
Gold: 0; Silver: 95; Cupper: 32
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MAGIC--------------------------------------------------------------------------------------------------------------------------------------
Spoiler (Anzeigen)Orisons: Create Water: Creates 2 gallons/level of pure water, Detect Magic: Detects spells and magic items within 60 ft, Mending: Makes minor repairs on an object.
1st: 2 per Day
2nd: n.a.
3rd: n.a.
4th: n.a.
5th: n.a.
6th: n.a.
7th: n.a.
8th: n.a.
9th: n.a.
Domains: Domains grant one ability at 1st level and a second ability at 8th level, as noted in their description. Unless otherwise noted, these abilities are activated by using a standard action. The cleric’s (or druid’s) level is used when determining the caster level of these effects. The DC for any save is equal to 10 + the spell’s level + the caster’s Charisma modif ier. In addition, each domain grants a number of bonus spells. These spells are prepared along with the cleric’s other spells for the day. A cleric gains the listed bonus spells from both of his domains.
Fire Domain:
1st - Fire Bolt (Su): As a standard action, you can unleash a fire bolt targeting any foe within 30 feet as a ranged touch attack. The fire bolt deals 1d6 points of fire damage +1 for every two caster levels you possess.
Glory Domain:
Touch of Glory (Su): You can touch a creature as a standard action, giving it a bonus to a single Charisma-based skill check or ability check equal to your caster level. This bonus lasts 3 rounds or until it is used. Once a creature has benefited from touch of glory, it gains no further benefit from this ability for 1 hour.
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CLERIC: talents & class features--------------------------------------------------------------------------------------------------------------------------------------
Spoiler (Anzeigen)The following are class features of the cleric.
• Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, with all types of armor, and with shields (except tower shields). Clerics are also proficient with the favored weapon of their deities. [Scimitar]
• 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. 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 ifficulty 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 4–5. In addition, she receives bonus spells per day if she has a high Wisdom score. Clerics meditate or pray for their spells. Each cleric must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her 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 she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
• Channel Energy (Su): Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of her faith through her holy (or unholy) symbol (see Channel Energy in the Combat Chapter). This power also heals or harms living creatures in the radius. A good cleric (or a neutral cleric who worships a good deity) channels positive energy, damaging undead creatures and causing them to f lee. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy, healing undead and bending them to her will. A neutral cleric of a neutral 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 can cast spontaneous cure or inf lict spells (see spontaneous casting). A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier.
• Channel Positive Energy: When you channel positive energy, you unleash a wave of positive energy in a 30-foot burst. All undead in this radius take 1d6 points of positive energy damage plus 1d6 points of positive energy damage for every two cleric levels you have attained beyond 1st (1d6 at 1st level, 2d6 at 3rd, 3d6 at 5th, and so on) and must f lee from you (as if frightened) for 1d4 rounds + your Charisma modifier. Undead in this radius are allowed a Will save that negates the frightened condition and results in half damage. The DC of this save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead who take damage greater than their hit points crumble to dust and are destroyed by the power of your deity. If a f leeing undead is subject to channeled negative energy, it is not controlled, but does receive a new saving throw to dispel the f lee effect. Living creatures within the area are healed a like amount by this wave of positive energy. You can choose whether or not to include yourself in this effect. Hit points gained above a living creature’s total are lost.
• Domain Powers (Su): Each cleric must choose a deity. Each deity has a number of domains associated with its faith, and its clerics must choose two of these domains to focus on. 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 both of the listed powers and bonus spells granted by her domains at each of the listed levels. See the Spells Chapter for more information. If your cleric is not devoted to a particular deity, you still select two domains to represent her spiritual inclinations.
• Orisons (Sp): Clerics can prepare a number of orisons, or 0-level spells, each day. They can cast these spells at will as a spell-like ability. The number of orisons a cleric can prepare each day is noted in Table 4–5 under “Spells per day.” Orisons are treated like any other spell cast by the cleric in terms of duration and other variables based on level. Orisons cannot be channeled through spontaneous casting.
• 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 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 of an evil deity) can’t convert prepared spells to cure spells but can convert them to inf lict spells (an inf lict spell is one with “inf lict” 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 inf lict 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 (see channel energy).
• Chaotic, Evil, Good, and Lawful Spells: A cleric can’t cast spells of an alignment opposed to her own or her deity’s. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
• Bonus Languages: A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.
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KELESHITE: racial traits--------------------------------------------------------------------------------------------------------------------------------------
Spoiler (Anzeigen)
• +2 to one ability score: Human characters get a +2 bonus on one ability score of their choice at creation, to represent their varied nature: +2 Charisma
• 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: Cosmopolitan
• Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
• Weapon Training: proficient with the longbow
• Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
• Favored Class: Cleric (+1 Skill / level)
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BACKGROUND--------------------------------------------------------------------------------------------------------------------------------------
Spoiler (Anzeigen)Beschreibung:Hintergrund:Shirin hatte in ihrer Heimat viel gelernt, doch ihr Wissensdurst ist ungebrochen. Die Feuerpriesterin besitzt die Gabe fremde Sprachen schnell zu erlernen und in fremden Kulturen schnell Kontakte zu knüpfen. Als sie beschließt ihren Horizont in der Ferne zu erweitern, empfehlen ihre Lehrmeister ihr eine Orden, einer vollkommen fremden Kultur. Sie würde mit den üblichen Handelsrouten in die Grenzregion Varisia segeln. Dort, so sagte man Shirin, gäbe es einen Bund – den Cyphers Orden – die sich unter anderem auch mit der Magie des Feuer beschäftigen. In ihrem Wissensdurst erlernt Shirin in nur 2 Monaten die Sprache der Grenzländer, unterzeichnet mit ihrer Kirche die Verträge mit einem Kapitän und tritt die lange Reise in eine ungewisse Zukunft an.
Inzwischen hält sich die Priesterin einige Tage in der Hafenstadt Rätselhalfen auf und hat die ersten Kontakte mit dem Orden geknüpft. Sie kann sich fast akzentfrei in der Sprache der Einheimischen verständigen und hat schon lange keine Worte in der gemeinen Sprache mehr wechseln müssen.
Shirin betrachtete ihre Wahlheimat mit gemischten Gefühlen. Es gibt hier so viel zu lernen und jeder Tag hält sie erneut in Atem. Doch die Kälte und die Eigenbrötlerei Rätselhafens machten der Sarenrae Gläubigen zu schaffen. Um der tristen Nacht zu entgehen und weitere nützliche Kontakte zu knüpfen hat sie einen Vertrag als Tänzerin mit Saul Vancaskerkin im Lokal „Goldener Goblin“ unterschrieben. Die langen Nächte bringen ihr neben lüsternen Blicken weitere Münzen und die geifernde Anerkennung der meist männlichen Gäste. Und auch wenn sie abends immer spät und alleine ihr Zimmer betritt, so hatte sie am frühen morgen des nächsten Tages meist eine Unterredung mit den Mitgliedern des Ordners. Bisher hat sie viel von den Varisern über die Kunst magische Gegenstände zu erschaffen erfahren. Doch morgen würde dies anderes.
Am nächsten Tag gilt es ein anderes Problem zu erörtern. Shirin konnte nur ahnen worum es geht. Sie denkt an die dunkle Wolke am Himmel, als sie sich erschöpft am Nachmittag in ihr Bett wirft, um noch etwas Schlaf vor ihrem abendlichen Auftritt zu erhaschen.
Character Trait Hedge Magician
Campaign Trait Researching the Blot
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