Sarita Senbi

Amara Calysia's page

No posts. Organized Play character for qwerty1971.


Full Name

Amara Calysia

Race

Human Varisian Female

Skills:
Acrobatics +15, Diplomacy +19, Arcana +12, Planes +13, Religion +15, Sense Motive +19

Classes/Levels

Cleric Desna 14

Stats:
AC 28/T13/FF24| F+14, R+9, W+18 | Init+7| Perception +20

Alignment

NG

Deity

Desna

Strength 16
Dexterity 16
Constitution 16
Intelligence 14
Wisdom 26
Charisma 20

About Amara Calysia

Amara PFS# 114768-54
Female human (Varisian) cleric of Desna 14
NG Medium humanoid (human)
Init +7; Senses darkvision 60 ft.; Perception +20
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COMBAT:

Defense
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AC 28, touch 13, flat-footed 24 (+9 armor, +2 Dex, +1 insight, +2 natural, +4 shield; +2 deflection bonus vs. evil)
hp 115 (14d8+42)
Fort +14, Ref +9, Will +18; +2 resistance vs. evil
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Offense
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Speed 40 ft.
Melee +3 ghost touch adamantine morningstar +15/+10 (1d8+5) or
+3 returning adamantine starknife +15/+10 (1d4+5/×3)
Special Attacks channel positive energy 10/day (DC 23, 9d6)
[dice=Channel]9d6[/dice]

[dice=AD MS1+PA]1d20+14[/dice]
[dice=DMG1]1d8+12[/dice]

[dice=AD MS2+PA]1d20+9[/dice]
[dice=DMG2]1d8+12[/dice]

[dice=AD MS3+PA]1d20+4[/dice]
[dice=DMG3]1d8+12[/dice]


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Statistics:

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Str 14, Dex 14, Con 14, Int 14, Wis 22, Cha 16
Base Atk +10; CMB +13; CMD 25
Languages Ancient Osiriani, Azlanti, Celestial, Common, Infernal, Polyglot, Sylvan, Tien, Varisian, Vudrani

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Feats and Traits:

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Feats: Alignment Channel, Extra Channel, Extra Channel, Improved Channel, Improved Initiative, Selective Channeling, Spell Penetration, Toughness
Traits: sacred conduit, tomb raider
FCB: +14 skill ranks

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Special /Class Abilities:

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Agile Feet (9/day) (Su) For 1 rd, you ignore difficult terrain.
Alignment Channel (Evil) Channel Energy heals or harms outsiders of the chosen alignment.
Bit of Luck (9/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Cleric Channel Positive Energy 9d6 (10/day, DC 23) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
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.
Darkvision (60 feet) You can see in the dark (black and white only).
Dimensional Hop (28 5-ft inc/day) (Sp) As a move action, teleport with no AoO to seen destination. Spend an equal distance to carry others.
Good Fortune (2/day) (Ex) As an immediate action, reroll a die before result is known. Must take 2nd roll.
Selective Channeling Exclude targets from the area of your Channel Energy.

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Spells:

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Domain Spell-Like Abilities (CL 14th; concentration +20)
At will—dimensional hop (140 feet/day)
9/day—bit of luck
Cleric Spells Prepared (CL 15th; concentration +21)
7th—destruction (DC 23), greater restoration, greater teleport[D]
6th—mass cure moderate wounds, greater dispel magic, heal, mislead[D] (DC 22), undeath to death (DC 22)
5th—break enchantment, breath of life (DC 21), disrupting weapon, raise dead, teleport[D]
4th—dimension door[D], divine power, freedom of movement, holy smite (DC 20), greater magic weapon (2)
3rd—bestow curse (DC 19), fly[D], magic circle against evil, magic vestment (2), prayer
2nd—aid[D], align weapon (2), hold person (DC 18), resist energy, spiritual weapon (2)
1st—divine favor (2), protection from evil, shield of faith (3), true strike[D]
0 (at will)—detect magic, guidance, read magic, stabilize
D Domain spell; Domains Luck, Travel

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Skills=70:

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Skills Acrobatics +15 (+19 to jump), Appraise +6, Bluff +6, Climb +6, Diplomacy +19, Disguise +6, Heal +10, Intimidate +6, Knowledge (arcana) +12, Knowledge (history) +6, Knowledge (nobility) +6, Knowledge (planes) +13, Knowledge (religion) +15, Linguistics +11, Perception +20, Profession (librarian) +14, Sense Motive +19, Spellcraft +9, Survival +6 (+8 to avoid becoming lost), Swim +6

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Gear:

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Combat Gear lesser extend metamagic rod, pearl of power (1st level), pearl of power (2nd level), wand of bless (50 charges), wand of cure light wounds (50 charges), wand of endure elements (50 charges); Other Gear +1 mithral breastplate, +1 mithral light steel shield, +1 ghost touch adamantine morningstar, amulet of natural armor +2, +1 returning adamantine starknife, belt of physical perfection +2, circlet of persuasion, cloak of resistance +3, dusty rose prism ioun stone, gloves of swimming and climbing, goggles of night, handy haversack, incandescent blue sphere ioun stone, orange prism ioun stone, phylactery of positive channeling, pink and green sphere ioun stone, ring of feather falling, scarlet and blue sphere ioun stone (acrobatics), wayfinder[ISWG], bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Desna, 9,094 gp, 2 sp

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Magical Items Placement:

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(Belt Slot) Belt of Physical Perfection +4
(Body Slot) ------------------------
(Chest Slot) ------------------------
(Eyes Slot) Goggles of Night
(Feet Slot) Winged Boots
(Hands Slot) Gloves of Swimming and Climbing
(Head Slot) Circlet of Persuasion
(Headband Slot) Phylactery of Positive Channeling
(Neck Slot) Amulet of NA +2
(Shoulder Slot) Cloak of Resistance +3
(Wrist Slot) ------------------------
(Ring Slot 1) ------------------------
(Ring Slot 2) Ring of Feather Falling

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Backstory :

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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.

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Personality:

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Damara is a quiet holy warrior but not very preachy.

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Scenarios:

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Emerald Spires
1-4
6-10
13-16

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Prestige Points 2 spent:

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*Wand of CLW purchased

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Boons:

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* 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