Alika Karela's page

100 posts. Alias of Jesse Heinig.

Full Name

Alika Karela


Human (Varisian)


Cleric (Roaming Exorcist) 2 | 15/15 HP | AC 16 T 12 FF 14 | Fort +4 Ref +2 Will +6 | Initiative +2 | Perception +5 | Channel Energy 5/5 | Rebuke Death 4/6








Neutral Good






Taldane (Common); Celestial, Varisian


Roaming exorcist

Homepage URL

Inspirational picture

Strength 12
Dexterity 14
Constitution 13
Intelligence 14
Wisdom 16
Charisma 14

About Alika Karela

Alika Karela
Female human cleric (roaming exorcist) of Sarenrae 2
NG Medium humanoid (human)
Init +2; Senses Perception +5


AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
HP 15 (8 + 4, +2 Con, +2 favored class)
Fort +4 (+3 base, +1 Con), Ref +2 (+0 base, +2 Dex), Will +6 (+3 base, +3 Wis)


Speed 30 ft.
Melee Scimitar +4 (1d6+1/18-20/x2; slashing)
Melee Dagger +2 (1d4+1/19-20/x2; piercing or slashing)
Melee Battle aspergillum +2 (1d6+1/x2; bludgeoning)
Thrown Javelin +3 (1d6+1/x2; piercing; 30 ft. range)
Cleric Spells Prepared: (CL 2nd; concentration +7)
• 1st (3+d/day)—bless, cure light wounds (d), divine favor, remove fear
• 0 (at will)—detect magic, guidance, light, stabilize

(d) indicates a domain spell.


Str 12, Dex 14, Con 13, Int 14, Wis 16, Cha 14
Base Atk +1; CMB +2 CMD 14
Languages: Common (Taldane); Celestial, Varisian


Level 1
Channel Smite (Combat): You can channel your divine energy through a melee weapon you wield.
Prerequisite: Channel energy class feature.
Benefit: Before you make a melee attack roll, you can choose to spend one use of your channel energy ability as a swift action. If you channel positive energy and you hit an undead creature, that creature takes an amount of additional damage equal to the damage dealt by your channel positive energy ability. If you channel negative energy and you hit a living creature, that creature takes an amount of additional damage equal to the damage dealt by your channel negative energy ability. Your target can make a Will save, as normal, to halve this additional damage. If your attack misses, the channel energy ability is still expended with no effect.

Guided Hand: Your deity blesses any strike you make with that deity’s favored weapon.
Prerequisite: Channel energy class feature, Channel Smite, proficiency with your deity’s favored weapon.
Benefit: With your deity’s favored weapon, you can use your Wisdom modifier instead of your Strength or Dexterity modifier on attack rolls.


Ambassador (Religion): Your natural abilities at mediation and compromise manifested at a young age. For as long as you can remember, you were always more able to solve disputes and carefully settle violent disagreements than others.
Benefit: You gain a +2 trait bonus to Diplomacy checks.

Unhappy Childhood (Campaign): (Religious) You found a holy symbol of the god you worship today while on a job for the crimelord and, intrigued by it, you snuck off to attend services. When he found out, he beat you to within an inch of your life and broke your holy symbol. Your faith let you block out the pain, and you escaped his control and took shelter in the church, where you spent the rest of your youth. You gain a +2 bonus on Concentration checks.

Adventuring Skills

Total skill ranks: 14 (8 roaming exorcist, +4 Int, +2 human)

Climb +2 [0] (1 rank, +1 Str)
Diplomacy +9 (2 ranks, +2 Cha, +3 class skill, +2 trait)
Heal +8 (2 ranks, +3 Wis, +3 class skill)
Knowledge (religion) +7 (2 ranks, +2 Int, +3 class skill)
Perception +5 (2 ranks, +3 Wis) {+1 to detect haunts and incorporeal creatures}
Sense Motive +8 (2 ranks, +3 Wis, +3 class skill) {+1 to detect whether a creature is possessed, enchanted, cursed, or magically controlled}
Spellcraft +7 (2 ranks, +2 Int, +3 class skill)
Swim +2 [0] (1 rank, +1 Str)

Untrained Skills

Acrobatics +2 [0] (+2 Dex)
Bluff +2 (+2 Cha)
Handle Animal +2 (+2 Cha)
Intimidate +2 (+2 Cha)
Ride +2 [0] (+2 Dex)
Survival +3 (+3 Wis)


Total starting wealth: 400 gp

Explorer's outfit (free)
Scimitar (15 gp, 4 lbs.)
Dagger (2 gp, 1 lb.)
Battle aspergillum (5 gp, 4 lbs.)
Javelins, 3 (1 gp ea., 2 lbs. ea.)
Chain shirt (100 gp, 25 lbs.)
Gold holy symbol (100 gp, 1 lb.)
Masterwork backpack (50 gp, 4 lbs.)
• Bedroll (1 sp, 5 lbs.)
• Blanket (5 sp, 3 lbs.)
• Compass (10 gp, ½ lb.)
• Grooming kit (1 gp, 2 lbs.)
• Healer's kit (50 gp, 1 lb.)
• Holy water, 2 (25 gp ea., 1 lb. ea.)
• Trail rations, 4 days (2 gp, 4 lbs.)
• Waterskin (filled) (1 gp, 4 lbs.)
• 629 gp, 9 sp

Total weight carried: 66½ lbs.
Carrying capacity with masterwork backpack: 50/100/150

Special Abilities


Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Cleric (Roaming Exorcist) 2

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.
Dedicated Wanderer: A roaming exorcist is dedicated to her cause and affords no time to other pursuits typical of clerics. A roaming exorcist must choose to channel positive energy. She may choose only one domain from her deity’s list of domains, rather than the normal two domains, and she does not gain Medium Armor Proficiency or Shield Proficiency.

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.
Domains selected:
Healing Domain
Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Healer's Blessing (Su): At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.
Domain Spells: 1st—cure light wounds, 2nd—cure moderate wounds, 3rd—cure serious wounds, 4th—cure critical wounds, 5th—breath of life, 6th—heal, 7th—regenerate, 8th—mass cure critical wounds, 9th—mass heal.

Roaming Exorcist 1
Unseen Revealed (Ex): At 1st level, a roaming exorcist gains a bonus equal to 1/2 her cleric level (minimum +1) on Perception checks to detect haunts and incorporeal creatures and on Sense Motive checks to determine whether a creature is possessed, under the effects of an enchantment or curse, or otherwise magically controlled.

Roaming Exorcist 2
Spirit Sleuth (Ex): At 2nd level, upon interacting with a rejuvenating spirit or haunt for the first time (such as by attacking the spirit or channeling energy to damage the haunt), a roaming exorcist can attempt a Sense Motive check as a free action to determine the specific course of action required to permanently neutralize the spirit or haunt (DC = 10 + the undead creature’s Hit Dice or the haunt’s CR).


Description: Alika has long black hair, the deep olive complexion common to many Varisians, and sharp brown eyes. She has a thin nose and subdued cheekbones, a strong chin, and the frequent quirk at the corner of the mouth hinting at a smile. She is tough but not particularly muscular, with more of a dancer's build than a warrior's. She tends to wear her hair loose.
Alika usually dresses in traditional Varisian fashion with loose pants, a vest, a halter, and a headscarf (though she does not own a kapenia, because of the tragic circumstances of her youth). While on the road she wears the robes of a priestess of Sarenrae, with a heavy coat of mail armor, a tooled leather pack with several small pouches on the side, and a conspicuous scimitar. She also wears a necklace with a golden holy symbol of Sarenrae that rests openly on her chest.

Hair: Black, long
Eyes: Brown
Height: 5' 5"
Weight: 113 lbs.

Background: Alika is a native of Korvosa, raised there by her Varisian mother. Her father was Kelishite, but he disappeared while she was young; she has only the haziest of memories of him.
Alika's mother worked hard to support the two of them. Times were often hard. Often, her mother had to beg for mercy from thieves or criminals who lurked in their neighborhood and victimized the people of their tenement.
While Alika was six, her mother was brutalized by legbreakers working for a local crime lord because she was late paying rent. She lingered for three days before finally dying of her injuries. With nowhere to turn, Alika took to begging, but the crime lord took her in and made her one of his urchins.
Alika despised the arrangement, but it was the only way she could survive - and she didn't know how to escape. She spent six years trapped in the crime lord's stable of youth, doing simple labor or drudge-work and being fed scraps and occasionally beaten.
By strange serendipity, one day while scavenging through the burned-out shell of a ruined house, she found a golden holy symbol in the form of a sunburst underneath a water bucket in the corner of the blackened husk. Somehow the heat of the fire had not melted it. She knew immediately that if she gave it up, she might be rewarded with some real food - but it was far more valuable. If she sold it herself, she might fetch many coins, but where could she go? She was only a twelve-year-old girl. So she took it the only place she could think of - she snuck off to a temple where she had seen the design.
The temple of Sarenrae in Korvosa is a magnificent structure and one of the architectural wonders of the city. Frightened, she entered and showed the symbol that she found to one of the priests. She fought to hold back tears as she told her story.
Before the sun had set, she had been washed, fed, and given a new robe and a place to stay in the temple.
The temple was her home for the next thirteen years, where she trained in the priesthood of Sarenrae.
Now fully vested, she has trained in the specialized arts of the exorcist, to help find places where unquiet dead and the haunted remain, and put them to rest - and to soothe troubled souls like herself, who did not manage to escape in life.

Personality Traits: Alika is compassionate first and foremost. She still has bad nightmares of her childhood, but she has put her yearning for her lost parents behind her. Instead, she focuses on making life better for other people, and especially on destroying the undead and disrupting old haunts and patterns of unquiet spirits. She has learned to be tough in the face of adversity but when she lets her guard down with someone with whom she is close, she can show vulnerability.
Alika cleaves to Sarenrae's doctrines both out of religious duty and personal choice. She loathes the criminal underworld and strives to see the wicked undone and cast down or brought to justice.
Alika also has a tendency to be a bit motherly to those who are ill or wounded; she will hover around and check on the sick under her care with the attitude of a concerned parent.
She likes children but can be standoffish with them because of her own poor childhood. She is indifferent to animals except for cats. She enjoys traditional Varisian folk music and dancing.