Rima Kell

Amalie Hirtzel's page

91 posts. Alias of Bimpnottin Daergel.


Full Name

Amalie Hirtzel

Alignment

CG

Occupation

Herbalist/Healer

Strength 12
Dexterity 10
Constitution 14
Intelligence 12
Wisdom 11
Charisma 18

About Amalie Hirtzel

Backstory:

Born to a family of Asmodean worshipers (father is a priest). The insistence on causing pain and suffering to others stopped "making sense" to her at a pretty young age. She found herself caring about how others felt far more than made sense to her family. She began sneaking away from things to spend time at a Sarenite shrine. The priests there taught her how to brew healing tonics and how to appropriately manage herbal remedies. Bolstered by her newfound knowledge, she announced over dinner one night that she was leaving the Church to further learn restorative magics at the Sarenite shrine. Her father, enraged at this betrayal, beat her mercilessly. She managed to escape, despite the odds, but lives now with the wounds her father inflicted upon her, one leg permanently lame.

During her flight, she felt her spirit bolstered by an unknown force that kept her moving despite the pain. When she made her way into the dark alleys and hidden places of the city, she found that she had a knack for helping those around her in pain and in need. It was through this help that she discovered that her family had been slaughtered because of her flight. Though she felt no lost love for her father, it was the loss of her brothers and sisters that pushed her to a very dangerous brink. Knowing that she would never have the physicality to take retribution by force of blade, she turned to her healing arts, offering health to any that required it. She dropped her given name, loathe to give it to anyone else, in favor of a totally fabricated one (Amalie Hirtzel is her new name).

Role:

Intended to be a healer first, and foremost. She has no stance against violence or causing harm, rather, she takes issue with those that would cause harm for nothing but pleasure and power. She is willing to enter the fray, although she's not hyper-effective beyond setting up flanking. However, her mystery allows her to be in the thick of things and not draw attention while keeping comrades alive.

Character Sheet:

AMALIE HIRTZEL
NG Female Human (Chelaxian) oracle 2
Init +1; Senses Perception +0,
Languages Common, Infernal
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AC 12, touch 10, flat-footed 12
hp 17 (2HD)
Fort +2, Ref +0, Will +3
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Speed 20 ft.
Base Atk +1; CMB +1; CMD 12
Special Actions Channel (1d6, DC 15, 5/day),
Known Oracle Spells (CL 2nd):
1st (5/day) - decompose corpse (DC 15), magic stone (DC 15), cure light wounds (DC 15), detect undead
0th (at will) - create water, detect magic, detect poison, light, purify food and drink (DC 14), read magic, mending
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Armor - Leather (+2 AC, +6 max dex, 10% arcane failure, 0 AC penalty)
Weapon Attacks
Quarterstaff - 1d20+2; 1d6 (Double Weapon)
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Abilities Str 12, Dex 10, Con 14, Int 12, Wis 11, Cha 18
Special Qualities Bonus Feat, Bonus Oracle Spell (2x), Lame, Life Mysteries, Orisons, Safe Curing, Skilled
Feats Extra Revelation, Selective Channeling
Skills Acrobatics +1, Acrobatics (Jump) -3, Appraise +1, Bluff +5, Craft (Alchemy) +6, Diplomacy +9, Disguise +5, Escape Artist +1, Fly +1, Intimidate +4, Knowledge (History) +6, Knowledge (Religion) +6, Profession (Hebalist) +5, Ride +1, Sense Motive +4, Spellcraft +6, Stealth +2
Possessions
Funds:
77 gp | 9 sp | 0 cp
Equipment:
1x Leather Armor (25 gp per unit / 25 total gp) - (20 lbs per unit / 20 total lbs)
1x Quaterstaff (0 gp per unit / 0 total gp) - (4 lbs per unit / 4 total lbs)
2x Dagger (2 gp per unit / 4 total gp) - (1 lbs per unit / 2 total lbs)
1x Backpack (2 gp per unit / 2 total gp) - (2 lbs per unit / 2 total lbs)
1x Alchemist's Tools (5 gp per unit / 5 total gp) - (5 lbs per unit / 5 total lbs)
10x Vials (1 gp per unit / 10 total gp) - (0 lbs per unit / 0 total lbs)
5x Sunrod (2 gp per unit / 10 total gp) - (1 lbs per unit / 5 total lbs)
1x Bedroll (0.1 gp per unit / 0.1 total gp) - (5 lbs per unit / 5 total lbs)
1x Flint and Steel (1 gp per unit / 1 total gp) - (0 lbs per unit / 0 total lbs)
10x Sewing Needle (0.5 gp per unit / 5 total gp) - (0 lbs per unit / 0 total lbs)
2x 50 feet silk thread (5 gp per unit / 10 total gp) - (0 lbs per unit / 0 total lbs)

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Special Quality Descriptions
Bonus Feat Humans select one extra feat at 1st level.
Bonus Oracle Spell (2x) Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
Channel (Su) You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 15 Will save to halve the damage. You can use this ability 5 times per day.
Ex-Asmodean (Ex-Asmodean ~ Save Bonus) You, or perhaps your family, were once worshipers of Asmodeus, but something happened that made you lose your faith. Perhaps your family was asked to give up something dear as a sacrifice, such as the life of a newly born brother or sister. Maybe the church used your family as a scapegoat to cover up a crime someone higher in the church committed. Or perhaps you simply met someone who opened your eyes and showed you the truth-that Asmodeus does not care for his followers, and that the deity of your new religion does. In any event, you left the church, and as a result, your family was punished; they were either put in prison, exiled from Kintargo, or perhaps even executed. Ever since, you've vowed to some day get revenge against the church. Choose one: you gain a +1 trait bonus on attack rolls and weapon damage rolls or you gain a +1 trait bonus on the save DCs of your spells against agents of House Thrune and worshipers of Asmodeus, including most (but not all) devils.
Focused Mind Your childhood was either dominated by lessons of some sort (be they musical or academic) or by a horrible home life that encouraged your ability to block out distractions to focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.
Curse Lame - One of your legs is permanently wounded, reducing your base land speed by 10 feet. Your speed is never reduced due to encumbrance.
Mystery You draw upon the divine mystery of Life to grant your spells and powers.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Safe Curing (Su) Whenever you cast a spell that cures the target of hit point damage, you do not provoke attacks of opportunity for spellcasting.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Selective Channeling Can choose up to CHA mod (4) targets to not receive the effects of my channeling.