Class Abilities agile feet (9/day) X X X X X X X X X
bit of luck (9/day) X X X X X X X X
channel energy (2d6 (2d6+1 to harm undead); Will DC 14; 5/day) X X X X X
heavenly fire (1d4+2; 10/day) X X X X X X X X X X
Female aasimar Sorcerer 4/Cleric (Sinashakti) 3/Mystic Theurge 10
NG Medium outsider (native)
Init +0; Senses darkvision 60 feet, Perception +8, Sense Motive +13
Languages Celestial, Common, Varisian
Faction Silver Crusade
DEFENSE AC 11 (+1 natural), touch 10, flat-footed 11
CMD 20
HP 142 (4d6+8+3d8+6+10d6+20)
Fort (7) +10, Ref (4) +8, Will (11) +19
Defensive Abilities ring of evasion
Immune None
Resist acid 5, cold 5, electricity 5
OFFENSE Speed 40 ft
Melee
morningstar +8/+3 (1d8-1; 20/x2; B/P)
Ranged
light crossbow +9 (1d8; 19-20/x2; 80 feet)
Special Attacks
channel energy (2d6 (2d6+1 to harm undead); Will DC 14; 5/day), heavenly fire (1d4; 9/day)
Favoured Class
Cleric 1: +1/2 to channel energy damage to harm undead
Cleric 2: +1/2 to channel energy damage to harm undead
Cleric 3: +1 skill point
SQ
agile feet, bit of luck, bloodline arcana, skilled, spell-like ability, spontaneous casting
SPECIAL ABILITIES Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Bloodline Arcana (Empyreal; Celestial): Unlike most sorcerers whose innate magic is powered by force of personality, you use pure willpower to master and fuel your magic. You use your Wisdom, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, maximum spell level you can cast, and the save DCs of your spells. You gain a +2 bonus on all Heal and Knowledge (religion) checks.
Channel Energy (2d6 (2d6+1 to harm undead); Will DC 14; 5/day) (Su): channel energy in a 30-foot burst to heal living creatures 2d6 points of damage, or inflict 2d6+1 points of damage to undead creatures
Deft Dodger (Trait): +1 trait bonus to Reflex saves
Havoc of the Society (Trait): Whenever you cast a spell that deals damage, you gain a +1 trait bonus to the total damage dealt. This damage is considered force damage regardless of the type of damage dealt by the spell.
Heavenly Fire (Sp): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Skilled: aasimars receive a +2 racial bonus on Diplomacy and Perception checks
Spell-like Ability (Sp): aasimars can cast daylight once per day as a spell-like ability
Spontaneous Casting (Su): can spontaneously convert any prepared cleric spell into a cure spell of equal level
COINS PP – 0
GP – 12
SP – 26
CP – 34
EQUIPMENT Carrying Capacity: Light – 30 lbs; Medium – 60 lbs; Heavy = 90 lbs; Current – 24 lbs (Light)
Weapons – morningstar (8 gp, 6 lbs), light crossbow (35 gp, 4 lbs), bolts x 10 (1 gp, 1 lb)
Armour –
Alchemical –
Other Combat Gear –
Scrolls – comprehend languages (25 gp), remove paralysis (150 gp), remove sickness (25 gp)
Potions –
Wands – cure light wounds (50) (750 gp), enlarge person (50) (750 gp)
Other Magic Items – cloak of resistance +1 (1,000 gp, 1 lb), ring of feather falling (2,200 gp, 0 lbs), amulet of natural armour +1 (2,000 gp), magic green gem, rod of lesser extend spell (3,000 gp), ring of evasion
Mundane Gear – MW backpack (55 gp, 4 lbs), explorer’s outfit (free, 7 lbs), healer’s kit (50 gp, 1 lb)
BACKGROUND
Growing up amongst the nomadic wagons of a Varisian gypsy tribe, Therena has always held a great passion for travel and exploration. She always found great joy in seeing new places and meeting new people, even if her extended family tended to treat outsiders with great suspicion. Her tribe revered Desna almost exclusively, and it wasn’t until an extended stopover in Magnimar that Therna learned of Sinashakti. Finding a divine faith that so perfectly exemplified her own philosophy, Therena could think of nothing else for weeks until, in the dead of the night, she left a note and slipped away from the only life she’d ever known. Taken in by Sinashakti cultists in Magnimar, she studied and traveled with them, learning how to find the joy in every circumstance. When she was ready, she struck out on her own.
It wasn’t long before her healing and magical skills found a home in a group of ruddy-cheeked young adventurers, desperate for glory. The intrepid band wandered Varisia for several years, doing good where they could, until real life pulled the group apart. With two married off, and one opening the fighting school he’d always dreamed of, Therena said her fond goodbyes and continued her endless and aimless journeys.
In her heart, she knows she’ll never settle down, either in one place or with one group of people, but that doesn’t mean she can’t share the road for awhile. She traveled to Absalom and joined the Pathfinder Society, knowing such a group would be the perfect mix of exploration, travel, excitement, and an endless supply of new people to meet and work with. After several successful missions, Therena felt a call to return home, took some personal time, and made her way towards Magnimar, to spend some time among the cultists there. Never one to take the short road, however, her route takes her close to Kaer Maga…
DESCRIPTION
Therena stands at 5’9” tall and weighs a little over 110 lbs. Her aasimar heritage presents itself in exotic flowing hair, and bright azure and violet eyes. She dresses simply, though in stout clothing capable of taking a beating on the road, and travels as lightly as possible.