Elinnea's page

Pathfinder Card Game, Starfinder Roleplaying Game Subscriber. Organized Play Member. 184 posts (1,953 including aliases). No reviews. 1 list. 1 wishlist. 15 Organized Play characters. 9 aliases.

About Elinnea

Human (Keleshite) Cleric 1
Neutral Good
Perception +5 (trained)
Background Acolyte
Languages Common, Kelish
Str 14 (+2), Dex 12 (+1), Con 10 (+0), Int 10 (+0), Wis 18 (+4), Cha 14 (+2)
HP 16
AC 16 TAC 14
Fort +2 Ref +2 Will +6
Speed 20 ft.
Melee scimitar +3 (1d6+2 slashing); forceful, sweep
Ranged sling +2 (1d6+1 bludgeoning)
Ranged fire ray +2 touch (1d6+4 fire)
Acrobatics -3
Arcana -1
Athletics -2 (+1) T
Crafting -1
Deception +1
Diplomacy +3 T
Intimidation +1
Lore (Sarenrae) +1 T
Lore (Other) -1
Medicine +5 T
Nature +3
Occultism -1
Performance +3 T
Religion +5 T
Society -1
Stealth -3
Survival +5 T
Thievery -3

Use the bonus in parentheses for Athletics checks that have the attack trait,
including Break Open, Disarm, Grapple, Shove, and Trip.

Feats and Abilities
Ancestry feats Natural Ambition
Class feats Expanded Domain (healing)
Skill feats Student of the Canon
Class abilities Channel energy (positive, heal 5/day), domains (fire, healing;
5 Spell Points)
Bulk 3
Worn backpack, chain mail, ordinary clothing, wooden religious symbol
Weapons scimitar, sling with 10 bullets
Stowed bedroll, candles (10), flint and steel, healer’s tools, material
component pouch, rations (3 days), religious text, sheath, waterskin
Wealth 8 silver, 1 copper
Resonance Points 3

The following rules apply to Kyra’s equipment.

Forceful (trait): When you attack with this weapon more than once on
your turn, the second attack adds a +1 circumstance bonus to damage,
and each attack after that adds a +2 circumstance bonus to damage.
Sweep (trait): When you attack with this weapon, you gain a +1
circumstance bonus on your attack roll if you already attempted an attack
this turn against a different creature from your target.
Healer’s Tools: This kit of bandages, herbs, and suturing tools is
necessary for Medicine checks to Administer First Aid, Treat a Disease, or
Treat a Poison.

Feats and Abilities
Kyra’s feats and abilities are described below. Her Natural Ambition feat
grants her Expanded Domain as an additional class feat, which grants her
an additional domain of her deity which she does not already have.

Anathema: Actions fundamentally opposed to your deity’s alignment or
ideals are anathema to your faith. Committing acts that are anathema to
your deity or their tenets take you out of their good graces. If you perform
enough of these actions, you can lose the magical abilities that come from
your deity, such as channel energy, domains, and spellcasting.
The following are anathema to Sarenrae: creating undead, failing to
strike down evil, lying, and succumbing to darkness.
Channel Energy: You gain a pool of positive energy that lets you cast
the heal spell 5 times per day (see the spells section).
Deity and Domains: You revere the deity Sarenrae above all others. Your
devotion to her grants you numerous benefits that include gaining Survival as
a signature skill, the trained proficiency rank in scimitars, and access to several
spells that do not normally appear on the divine spellcasting list. You also gain
a domain, granting you a special power that you can cast using your pool of
Spell Points (5/day).
Spell Points: You gain a pool of 5 Spell Points that allows you to cast
your domain spells—fire ray and healer’s blessing. Each use of these spells
uses 1 Spell Point.
Student of the Canon (General, Skill): When attempting a Religion
check to Read Scripture or to Recall Knowledge about the tenets of faiths,
you treat a critical failure as a failure instead.

Spell Roll +5 DC 15 Spell Points 5
Cantrips (at will): forbidding ward, light, shield, stabilize
1st level (3/day): bless, magic weapon

Kyra can cast the following spells.

Bless ([[A]] Somatic, [[A]] Verbal): You grant yourself and your allies
within 30 feet additional power. They gain a +1 conditional bonus to
attack rolls for up to 1 minute, but you must spend 1 action per round to
concentrate and maintain the spell. Bless can dispel bane.
Fire Ray (1 Spell Point, [[A]] Somatic, [[A]] Verbal): You attempt a ranged
touch Strike against one creature within 60 feet. If you hit, you deal 1d6+4
fire damage to the target.
Forbidding Ward (cantrip, [[A]] Somatic, [[A]] Verbal): You ward one ally
within 30 feet against the attacks and hostile spells of one enemy within
30 feet. The ally gains a +1 conditional bonus to Armor Class and saving
throws against the target enemy’s attacks, spells, and other effects.
Heal: You channel positive energy to heal the living or damage the
undead. There are three ways to cast this spell depending on the number
of actions you spend casting it.
[[A]] Somatic: The spell has a range of touch. You restore 1d8+4 Hit
Points to a willing living target, or deal that amount of positive damage to
an undead target if you succeed at a melee touch attack.
[[A]] Somatic, [[A]] Verbal: The spell has a range of 30 feet and doesn’t
require a touch attack when targeting an undead creature. An undead
target must attempt a Fortitude save, taking half damage on a success, no
damage on a critical success, or double damage on a critical failure.
[[A]] Material, [[A]] Somatic, [[A]] Verbal: You disperse positive energy in a
30-foot aura. This functions as the 2-action version of the spell, but targets
all living and undead creatures in the burst and reduces the amount of
healing or damage to 4.
Healer’s Blessing (1 Spell Point, [[R]] Somatic): When you cast heal to
heal a living creature, you can also cast this spell to increase the amount
of healing by 2.
Light (cantrip, [[A]] Somatic, [[A]] Verbal): An object (Bulk 1 or less) you
touch begins to glow with pure light, casting bright light in a 20-foot
radius like a torch for 1 day. If you cast this spell again, the light on the
last object you cast it on is dismissed.
Magic Weapon ([[A]] Somatic, [[A]] Verbal): One weapon you touch
glimmers with magic and energy. It becomes a +1 magic weapon for 1
minute, gaining a +1 item bonus on attack rolls and dealing another die of
damage on a hit.
Shield (cantrip, [[A]] Verbal): You raise a magical shield of force to
protect yourself. This counts as using the Raise a Shield action to gain a
+1 circumstance bonus to AC until the start of your next turn, though it
doesn’t require a hand to use. While the spell is in effect, you can use the
Shield Block reaction to reduce one attack’s damage to you. The shield
has Hardness 4. After you use Shield Block, the spell is dismissed and you
can’t cast it again for 10 minutes. Unlike a normal Shield Block, you can
also use the spell’s reaction against the magic missile spell.
Stabilize (cantrip, [[A]] Somatic, [[A]] Verbal): You cause one dying
creature within 30 feet to go from 0 Hit Points to 1 Hit Point.

What is a Cleric?
You are the stalwart mortal servant of a deity. Blessed with divine magic,
you can protect and heal your allies and lay waste to your foes.