Barmaid

Ahrendue Sarrieth's page

12 posts. Alias of Camris.


Full Name

Ahrendue Sarrieth

Race

Half Moon Elf

Classes/Levels

Cleric L4 | HP 28/28 | AC | Fort +3, Ref +3, Will +8 | Channel 9/9 | Meteors 7/7 | Flash 7/7 | Adoration 7/7 |

Gender

F

Size

M

Age

22

Special Abilities

As Cleric of Sune (Merciful Healer)/Sorcerer (Starsoul Bloodline)

Alignment

CG

Deity

Sune

Location

Faerun

Languages

Common, Elven, Illuski, Ulou

Occupation

Priestess of Sune, Artist

Strength 12
Dexterity 14
Constitution 9
Intelligence 14
Wisdom 18
Charisma 16

About Ahrendue Sarrieth

Ahrendue Sarrieth L4
Male half-elf cleric of Sune 4/sorcerer*
CG Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +6

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Defense
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AC 20, touch 13, flat-footed 17 (+7 armor, +2 Dex, +1 dodge)
hp 28 (4d8)
Fort +3, Ref +3, Will +8; +2 vs. enchantments
Immune sleep

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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 silversheen bladed scarf +6 (1d6+2) or
. . cold iron dagger +4 (1d4+1/19-20) or
. . mwk cold iron longspear +5 (1d8+1/×3) or
. . silver dagger +4 (1d4/19-20) or
. . unarmed strike +4 (1d3+1 nonlethal)
Ranged mwk sling +6 (1d4+1)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork cold iron longspear)
Special Attacks
blinding flash 7/day,
channel positive energy 8/day (DC 15, 2d6)
Bloodline Spell-Like Abilities (CL 4th; concentration +7)
. . 6/day—minute meteors
Cleric Spells Prepared (CL 4th; concentration +8)
. . 2nd—lesser angelic aspect, enthrall[D] (DC 16), communal protection from evil[UC], lesser restoration
. . 1st—bless, charm person[D] (DC 15), divine favor, magic stone, stone shield[ARG]
. . 0 (at will)—create water, enhanced diplomacy, mending, stabilize
. . D Domain spell; Domains Sun (Light[APG] subdomain), Charm (Love[APG] subdomain)

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Statistics
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Str 12, Dex 14, Con 9, Int 14, Wis 18, Cha 16
Base Atk +3; CMB +4; CMD 17

Feats
Dodge,
Extra Channel,
Fleet,
Skill Focus (Bluff),
Weapon Focus (bladed scarf)

Traits
cosmic
caravan (the star gazer),
dilettante artist,
planar savant,
supportive

Skills
Acrobatics +3 (-1 to jump),
Appraise +6,
Bluff +9 (+7 for 24 hours when you fail an opposed Charisma based check),
Climb +2,
Craft (clothing) +4,
Diplomacy +9 (+7 for 24 hours when you fail an opposed Charisma based check),
Disguise +4 (+2 for 24 hours when you fail an opposed Charisma based check),
Escape Artist +3,
Heal +9,
Intimidate +3 (+1 for 24 hours when you fail an opposed Charisma based check),
Knowledge (arcana) +6,
Knowledge (history) +7,
Knowledge (nobility) +6,
Knowledge (planes) +7 (+5 for 24 hours when you fail an opposed Charisma based check),
Knowledge (religion) +9,
Perception +6,
Perform (dance) +6 (+4 for 24 hours when you fail an opposed Charisma based check),
Perform (sing) +4 (+2 for 24 hours when you fail an opposed Charisma based check),
Profession (courtesan) +8,
Sense Motive +8,
Spellcraft +6,
Stealth +0, Swim -1,
Use Magic Device +4 (+2 for 24 hours when you fail an opposed Charisma based check);
Racial Modifiers +2 Perception
Languages Common, Elven, Illuski, Ulou

SQ
adoration,
combat medic: no AoO triggered when using Heal checks or casting healing spells,
bloodline (starsoul[APG]),
elf blood,
Merciful Healing (Su) - 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.
vain

Combat Gear
pearl of power (1st level),
wand of cure light wounds,
acid (2),
alchemist's fire (2),
alchemist's kindness[APG] (5),
antiplague[APG] (2),
antitoxin (2),
healer's kit (x10),
holy water (3),
smoke pellet[APG] (2),
smoke pellet, pepper (2);
Other Gear
+1 agile breastplate[APG],
+1 silversheen bladed scarf[ISWG],
cold iron dagger,
mwk cold iron longspear,
mwk sling,
silver dagger,
cracked mossy disk ioun stone,
ioun torch ioun stone[APG],
backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text (Holy Love in Practice)[UE], mess kit[UE], pot, reinforced scarf[UE], soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Sune Firehair, wrist sheath[UE], wrist sheath[UE],
129 gp

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Tracked Resources
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Acid - 0/2
Adoration (7/day, DC 16) (Su) - 0/7
Alchemist's fire - 0/2
Alchemist's kindness - 0/5
Antiplague - 0/2
Antitoxin - 0/2
Blinding Flash (4 rds, 7/day, DC 16) (Su) - 0/7
Cleric Channel Positive Energy 2d6 (8/day, DC 15) (Su) - 0/8
Cold iron dagger - 0/1
Healer's Kit - 10/10
Holy water - 0/3
Minute Meteors (1d4+2 fire damage, 6/day, DC 15) (Sp) - 0/6
Pearl of power (1st level, 1/day) - 0/1
Silver dagger - 0/1
Smoke pellet - 0/2
Smoke pellet, pepper - 0/2
Torch - 0/10
Trail rations - 0/5
Wand of cure light wounds - 0/50

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Special Abilities
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Adoration (7/day, DC 16) (Su) Target must save or lose one attack against you.
Blinding Flash (4 rds, 7/day, DC 16) (Su) Creatures within 20' are dazzled. Those with fewer HD than your Cleric level must save or be blinded for 1d4r.
Cleric Channel Positive Energy 2d6 (8/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Light)
Cleric Domain (Love)
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Minute Meteors (1d4+2 fire damage, 6/day, DC 15) (Sp) Summon fiery column in 30 ft (5 ft wide and 30 ft high) that deals fire dam (Ref neg).
Starsoul Dazzle foes who fail a save vs. your Evocation spells for 1 rd/spell level.
Vain -2 to Cha checks for 24h after failing an opposed Cha check

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FREE ARCHETYPE

Merciful Healer
A merciful healer has the following class features.
Channel Energy (Su)
As the cleric ability, save that a merciful healer must channel positive energy, and when she does, she cannot choose to target undead. This ability is otherwise identical to the cleric ability of the same name.
Combat Medic (Ex)
A merciful healer does not provoke attacks of opportunity when using the Heal skill to stabilize another creature or casting healing spells.
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.
True Healer (Su)
At 8th level, when a merciful healer channels holy energy, she can choose to apply the benefits of merciful healing or to reroll any 1s when determining how much damage she heals with the holy energy. She must choose which benefit to take before she rolls to see how much damage she heals.

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Appearance:
Ahrendue’s loveliness is more than just skin deep, which only magnifies her flawless skin, violet eyes, and jet black hair with glints like stars in the night sky.
She turns heads wherever she goes, a serene, effortless beauty who can intimidate and tie the tongues of even the most determined suitors.
She stands 5 foot, 5 inches tall and weighs a slender 125 pounds.
Her favorite colors are as seasonal as the plumage of the migratory songbirds favored by her goddess and she has several separate outfits, which she accents by wearing matching scarves and feathers in her hair.
She looks utterly harmless normally, but she is never unarmed while she can wear a chain shirt under her clothing and wears an innocent looking bladed scarf. When adventuring, however, Ahren is all business, donning form fitting scale mail and carrying a dangerous-looking glaive she’s trained with for several years in her temple.

Personality
Ahrendue’s laugh and spirit can warm the coldest heart, proving both infectious and unflappable. She has a vivacious, positive attitude about everything, fully believing she and her friends can overcome any setback with time, thought, and patience. She has an absolute zeal for making friends and influencing people for the better. Supportive to a fault, she always puts others before herself and she has a genuine concern for everyone’s happiness, going out of her way to bring cheer to others during darker times.
She likes to encourage the creation and support of works of art and their creators; treating them as worshipful in their own right.
Midnight is her time of worship, and dancing dreamily under the brilliant spray of stars is her form.

Relations
Contessa Ysabelle Sarravau: Chancellor of the Lady’s College of Silverymoon. Elderly Bard/Aristocrat, knows everyone, gracefull, unstoppable, makes previous generations style chic again.
Sgt, Vernor: Silver Guard, Pessimistic Ranger, escort along the north roads.
Nozzuurk the Grey: Untalented but enthusiastic best friend at the college.
Khessot Kegmantle: Forgemaster at a smithy in Silverymoon, gruff student of Ahrendue, secret student embarrassed at learning what she has to teach.

Background
Ahrendue Sarrieth grew up as an orphan in the temple of the Firehair in the northern city of Silverymoon. Her destitute mother left her there, counting on the followers of the Goddess of Love and Passion to look after her child.
They did exactly that, taking her in as a daughter of the church to train in the ways of art and music.
Ahren’s mother passed away sometime later, a fact the young acolyte discovered after joining the clergy and using divinations to find her. Ahren never knew her Moon Elven father, but studied the elven language and history in the hope of someday making contact with him. To that end, she carries messages between the temples of her goddess in an effort to ask other elves about him. To pay for these trips, she paints portraits of sitting nobles and sometimes teaches history, dance and music to their privileged children.
Always eager to share her talents and ethos, she has taken an assistant teaching position at the Lady’s College in Silverymoon; she teaches both music and dance to sorcerers and bards. From her position there she is able to hear rumors among the students and teachers; and sometimes is chosen to accompany an older or more frail Professor in their duties.

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Elephant in the Room: No Feat Taxes:

No Feat Taxes website
Removed Feats: Feats that have been completely removed from the game, usually due to redundancy with new or altered feats:
• Combat Expertise
• Deadly Aim
• Exotic Weapon Proficiency
• Improved Bull Rush
• Improved Disarm
• Improved Feint
• Improved Grapple
• Improved Overrun
• Improved Sunder
• Improved Trip
• Improved Two-Weapon Fighting
• Improved Unarmed Strike
• Martial Weapon Proficiency
• Mobility
• Power Attack
• Scorpion Style
• Stand Still
• Throw Anything
• Weapon Finesse

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NEW FEATS
Feat Notes==================
Deft Maneuvers: --Combines the effects of Improved Disarm, Improved Trip, and Improved Feint.
Greater Hamstring: --Victims of your hamstring combat maneuvers cannot move for the rest of their turn.
Iron Guard: --Gain the benefit of a rogue’s evasion class feature when using a shield.
Powerful Maneuvers --Combines the effects of Improved Bull Rush, Improved Overrun, and Improved Sunder.
Enables the use of the hamstring combat maneuver without attacks of opportunity.
Powerful Stride --Once per day, take a 10-foot step in place of a 5-foot step.
Savage Charge --Use Vital Strike as part of a charge or Spring Attack.
Scorpion Stance --Replaces Scorpion Style. Allows the use of bull rush, hamstring, overrun, and trip combat maneuvers against larger foes.
Unarmed Combatant --Combines the effects of Improved Grapple and Improved Unarmed Strike.
Weapon Proficiency --Allows you to make attack rolls with a single fighter weapon group normally.
Whirling Cleave --Take a single 5-foot step during a Cleave or Great Cleave.

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Altered Feats:
Agile Combatant=> Formerly titled Agile Maneuvers. Includes the hamstring combat maneuver and acknowledges the changes to Weapon Finesse.
Catch Off-Guard=> Combines the effects of Catch Off-Guard and Throw Anything.
Deflect Arrows=> Characters with Shield Focus may take this feat to deflect arrows with their shield.
Dodge Combines the effects of Dodge and Mobility.
Greater Shield Focus=> The AC bonus granted by Shield Focus now affects ranged touch attacks (including rays and similar magical effects).
Greater Two-Weapon Fighting=> Combines the effects of Improved Two-Weapon Fighting and Greater Two-Weapon Fighting.
Improvised Weapon Mastery=> Solely increases the damage dealt by improvised weapons, as Catch Off-Guard already removes all penalties to attack.
Natural Spell=> Now works with the wizard’s change shape class feature.
Rapid Reload=> Slings and sling staves may now be reloaded as a free action.
Shield Focus=> Grants an additional +4 bonus to AC against ranged attacks.
Two-Weapon Fighting=> Verbiage changed to reflect the changes to Weapon Finesse.

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*Risky Strike and Defensive Stance*
In place of Power Attack, Deadly Aim, Fight Defensively, and Combat Expertise, players are granted two new combat options: Risky Strike and Defensive Stance. Both are usable by any character with a base attack bonus of at least +1, and neither option requires a feat to access.

Risky Strike
Prerequisite: Base attack bonus +1.
You can choose to take a –1 penalty on all attack rolls and combat maneuver checks to gain a +2 bonus on all damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a onehanded weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls.
This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use Risky Strike before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Defensive Stance
Prerequisite: Base attack bonus +1.
You can choose to take a -1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, the penalty increases by -1 and the dodge
bonus increases by +1.
You must choose to use Defensive Stance before making an attack roll and its effects last until your next turn.