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About Amara CalysiaAmara PFS# 114768-54
COMBAT:
Defense -------------------- AC 33, touch 17, flat-footed 30 (+9 armor, +3 deflection, +3 Dex, +1 insight, +2 natural, +5 shield; +2 deflection bonus vs. evil, +2 deflection vs. evil) hp 123 (15d8+45) Fort +19, Ref +13, Will +22; +2 resistance vs. evil, +2 resistance vs. evil Defensive Abilities fortification 25% -------------------- Offense -------------------- Speed 40 ft. Melee +3 darkwood quarterstaff +14/+9/+4 (1d6+16) or +3 ghost touch adamantine morningstar +14/+9/+4 (1d8+12) or dagger +11/+6/+1 (1d4+9/19-20) Special Attacks channel positive energy 14/day (DC 25, 8d6) [dice=AD MS1+PA]1d20+14[/dice]
[dice=AD MS2+PA]1d20+9[/dice]
[dice=AD MS3+PA]1d20+4[/dice]
-------------------- Statistics:
-------------------- Str 16, Dex 16, Con 16, Int 14, Wis 26, Cha 20 Base Atk +11; CMB +11; CMD 31 Languages: Abyssal, Ancient Osiriani, Celestial, Common, Infernal, Necril, Polyglot, Sylvan, Varisian -------------------- Feats:
-------------------- Alignment Channel, Extra Channel, Extra Channel, Extra Channel, Improved Channel, Improved Initiative, Power Attack, Selective Channeling, Shield Focus, Spell Penetration -------------------- Traits and Drawbacks:
-------------------- sacred conduit, tomb raider FCB: +15 skill ranks -------------------- Special /Class Abilities:
-------------------- Agile Feet (11/day) (Su) For 1 rd, you ignore difficult terrain. Alignment Channel (Evil) Channel Energy heals or harms outsiders of the chosen alignment. Cleric Channel Positive Energy 8d6 (14/day, DC 25) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Cleric Domain (Liberation) Granted Powers: You are a spirit of freedom and a staunch foe against all who would enslave and oppress. Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet. Dimensional Hop (30 5-ft inc/day) (Sp) As a move action, teleport with no AoO to seen destination. Spend an equal distance to carry others. Fortification 25% You have a chance to negate critical hits on attacks. Freedom's Call (30 ft., 15 rounds/day) (Su) Allies in 30 ft aura suppress confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions. Liberation (15 rounds/day) (Su) Act as if you had freedom of movement for 15 rounds/day. Power Attack -3/+6 You can subtract from your attack roll to add to your damage. Selective Channeling Exclude targets from the area of your Channel Energy. -------------------- Spells:
-------------------- Domain Spell-Like Abilities (CL 15th; concentration +23) At will—dimensional hop (150 feet/day) Cleric Spells Prepared (CL 15th; concentration +23) 8th—holy aura, phase door[D], greater spell immunity 7th—destruction (DC 25), holy word (DC 25), greater restoration, greater teleport[D] 6th—banishment (DC 24), mass cure moderate wounds, greater dispel magic[D], heal, heroes' feast 5th—break enchantment[D], breath of life (DC 23), mass cure light wounds, disrupting weapon (2), raise dead 4th—cure critical wounds, death ward, dimension door[D], divine power, holy smite (DC 22), greater magic weapon, restoration 3rd—invisibility purge, magic circle against evil, magic vestment, prayer, protection from energy, remove curse[D], searing light 2nd—align weapon (2), cure moderate wounds, remove paralysis[D], lesser restoration, spiritual weapon (2) 1st—cure light wounds, divine favor (2), longstrider[D], protection from evil, shield of faith (2) 0 (at will)—create water, detect magic, read magic, stabilize D Domain spell; Domains Liberation, Travel -------------------- Skills=75:
-------------------- Acrobatics +18 (+22 to jump), Appraise +7, Bluff +6, Climb +3, Diplomacy +19, Disguise +6, Escape Artist +3, Fly +3, Heal +17, Intimidate +6, Knowledge (arcana) +11, Knowledge (history) +11, Knowledge (nobility) +11, Knowledge (planes) +11, Knowledge (religion) +11, Linguistics +11, Perception +22, Profession (librarian) +17 (+22 Day Job Rolls), Ride +3, Sense Motive +22, Spellcraft +11, Stealth +3, Survival +9 (+11 to avoid becoming lost), Swim +3 -------------------- Gear:
-------------------- lesser extend metamagic rod, pearl of power (1st level), pearl of power (2nd level), pearl of power (3rd level), wand of cure moderate wounds, wand of endure elements (50 charges), acid (2), alchemist's fire (3), holy water (3); Other Gear +1 light fortification mithral breastplate, mwk mithral light steel shield, mwk darkwood quarterstaff, +3 ghost touch adamantine morningstar, dagger, amulet of natural armor +2, bag of holding iv, belt of physical perfection +4, cloak of resistance +4, dusty rose prism ioun stone, goggles of night, headband of mental prowess +6 (Wis, Cha), ring of feather falling, ring of protection +3, scarlet and blue sphere ioun stone (acrobatics), stone of good luck (luckstone), wayfinder[ISWG], winged boots, backpack, bedroll, belt pouch, candle (10), flint and steel, pot, silk rope (50 ft.), soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Desna, 2,450 gp -------------------- Magical Items Placement:
--------------------- (Belt Slot) Belt of Physical Perfection +4
-------------------- Backstory :
-------------------- Amara is a Varisian cleric of Desna. Amara grew up in a small, serene village nestled between sprawling forests and shimmering lakes. From an early age, she was fascinated by the tales of travelers who passed through her home, sharing stories of adventure and the wonderment found beyond the hills. However, it was not just those legendary journeys that captivated Amara; it was also the steadfast faith of her mother, a devoted follower of Desna—the goddess of dreams, luck, and exploration. Inspired by both her mother's unwavering devotion and the beauty around her, Amara committed herself to serving as a cleric for Desna at just thirteen years old. As part of this calling, she learned how to channel positive energy to heal others and foster hope where despair once lingered. She's travelled over a lot of Golorian acting as a helper along the road. She met up with a team of other adventurers to ransack the Emerald Spire complex including a Paladin of Iomedae, a Dromaar Shoanti Barbarian, an Elven Wizard, a cunning Halfling thief and a Wild Aiuvarin Druid of sorts. After a few other adventures they finished the Spire and then moved to the desert to tackle some gnolls and hyenas. -------------------- Personality:
-------------------- Damara is a quiet holy warrior and not very preachy. -------------------- Scenarios:
-------------------- Emerald Spires 04-08 04-12 04-26 Feast of Dust -------------------- Prestige Points 2 spent:
-------------------- *Wand of CLW purchased -------------------- Boons:
-------------------- * 04-08 Shehidron Brand: +2 Profane to Fort * 04-12 Ochor Romboid: Power Attack * 04-26 Rune of Life: CON is 19 for hit point death. * All Emerald Spire boons * River Kingdoms Country Estate * River Kingdoms Training Grounds: +2 to initiative * +5 to Day Job checks |