The Witchdaughter's Nightmare

Aren Starlight's page

80 posts. Alias of Jazzai Moonbreaker.


Full Name

Aren Starlight

Race

Human Priestess of True Sight

Classes/Levels

Merciful Healer Cleric/Witch: Healing Patron Mythic Heirophant Aren's Prepared Spells

Gender

Female

Size

Medium

Age

25 5' 9"

Alignment

NG

Strength 10
Dexterity 12
Constitution 16
Intelligence 27
Wisdom 29
Charisma 22

About Aren Starlight

Languages:

Spoken and can Read

Abyssal
Aklo
Aquan
Auran
Celestial
Draconic
Ignan
Infernal
Sylvan
Terran

Spoken Only

Common**
Dwarven
Elven
Giant
Gnome
Goblin
Halfling
Orc
Undercommon

(Languages not known Gnoll and Protean)

Total STAT Base Race/Template "Class" Mythic VOP
10 Str 10
12 Dex 12 -2 +0 +0 +2
16 Con 12 +0 +0 +0 +4
27 Int 14 +0 +3 +2 +8
29 Wis 16 +2 +1 +0 +10
22 Cha 14 +2 +0 +0 +6

Vow of Poverty:

+9 Exalted AC
+4 Deflection AC
+2 Natural AC
+3 Resistance to All Saves
*Heal 1 hp/level/hour
*Permanent Endure Elements
*No need to eat or drink, immunity to starvation, thirst, or dehydration, immune to spells and effects which induce these.
*Permanent Mind Shielding
*Immunity to Suffocation, Drowning and effects that require breathing, such as inhaled poisons.
*DR10/Evil
*Energy Resistance 10 (Fire, Electricity, Cold, Sonic, and Acid,)
*Permanent Freedom of Movement

*Exalted Strike +4 Weapons and Natural Attacks treated as +4 Weapons
*Ability Score Increase +10/8/6/4/2 (Each must be fully applied to a different ability score, but can otherwise be distributed as you will,).
*Can apply metamagic feat for free by sacrificing 1 hp/spell levelx3, which also bestows the Good and Exalted descriptors on the spell; cannot be used on spells with the Evil or Vile descriptors.
*8 Bonus Exalted Feats
*Choose 1 Minor, Medium, and Major Wondrous Magic Item with a required CL to create equal to your level and gain the ability to replicate their effects; cannot be used to gain powers from evil or unique items.

Minor

Feather step Slippers and Vest of Surgery

  • The wearer is always treated as if using a healer's kit when making Heal checks . Once per day, the wearer can make a DC 20 Heal check as if attempting to treat deadly wounds. If the check is successful, it cures 1d4 points of ability damage instead of hit point damage.

  • Allow their wearer to ignore the adverse movement effects of difficult terrain as if subject to the feather step spell, including granting the ability to take 5-foot steps in difficult terrain.

This tattered long white vest looks worn and ragged. Ragged tears where strips have been taken out of it showed signs of it being used for impromptu strips along the bottom. Surprisingly enough it keeps its white look and no matter how many strips are taken from it it never seems to get any shorter. As if the sheer need of the wearer says there will always be more. Tattered strips of this vest are also wrapped around the wearers feet as simple slippers.

Medium

Broom of Flying and the Mask of a thousand Tomes

  • This broom is able to fly through the air as if affected by an overland flight spell (+4 on Fly skill checks) for up to 9 hours per day (split up as its owner desires). The broom can carry 200 pounds and fly at a speed of 40 feet, or up to 400 pounds at a speed at 30 feet. In addition, the broom can travel alone to any destination named by the owner as long as she has a good idea of the location and layout of that destination. It flies to its owner from as far away as 300 yards when she speaks the command word. The broom of flying has a speed of 40 feet when it has no rider.

  • The mask grants its wearer a +10 competence bonus on all Knowledge skill checks, but the wearer is blinded while wearing the mask. The mask must be worn for 10 minutes before the wearer gains its bonus.

The staff was made of golden birch the wood is a beautiful golden color. It is a nice long staff with the top a knotted interwoven lacework of wood topped with such fine tendrils that it looks like hair that hangs down over the top.

Major

Merciful Baldric and Robe of the Archmagi

  • Once per day, a paladin wearing this baldric can select three extra mercies of her level or lower she does not already know and add them to the list of mercies she can use for the day. She has access to these mercies for 24 hours. When the wearer uses a mercy to remove a condition caused by a curse, disease, or poison, the mercy actually cures the source curse, disease, or poison rather than merely suppressing it for 1 hour.

  • +5 armor bonus to AC
  • Spell resistance 18 (Most things will blow through this but I may get lucky and they roll a 1 :P )
  • +4 resistance bonus on all saving throws
  • +2 enhancement bonus on caster level checks made to overcome spell resistance

This long white robe has a simple sun motif along its edges and along the sash that loops over the shoulder and waist. There is nothing fancy about the robe, even the suns are simple with a faded golden thread that has seen better days, giving a sense of a gentle hopeful sun, than that of a bright overbearing one.

HP/AC/BAB/DR:

HP: 187 +12(MYTHIC)
AC: BLIND26=8 +5(ARMOR)+(SHIELD)+3(NAT ARMOR)+4(DEFLECTION) + 6 (PRIESTESS)
NOT BLIND39=10+1(DEX)+ 9(EXALTED)+5(ARMOR)+(SHIELD)+3(NAT ARMOR)+ 4(DEFLECTION)+1(DODGE)+ 6 (PRIESTESS)

BAB: +12/+7/+2 (With simple weapons Uses wisdom instead of str)

DR10/Evil

SAVES:

TOTAL SAVES BASE MOD MISC FEAT Template VOP RoAM
27 FORT: 10 +3 +0 +1 +6 +3 +4
20 REF: 5 +1 +0 +1 +6 +3 +4
34 WILL: 10 +10 +0 +1 +6 +3 +4

Energy Resistance: 10 (Fire, Electricity, Cold, Sonic, and Acid,)

Permanent Mind Shielding --The subject is protected from all devices and spells that gather information about the target through divination magic (such as detect evil, locate creature, scry, and see invisible). This spell also grants a +8 resistance bonus on saving throws against all mind-affecting spells and effects. Mind blank even foils limited wish, miracle, and wish spells when they are used in such a way as to gain information about the target. In the case of scrying that scans an area the creature is in, such as arcane eye, the spell works but the creature simply isn't detected. Scrying attempts that are targeted specifically at the subject do not work at all.

Immunity--Suffocation, Drowning and effects that require breathing, such as inhaled poisons.

Permanent Freedom of Movement:This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. All combat maneuver checks made to grapple the target automatically fail. The subject automatically succeeds on any combat maneuver checks and Escape Artist checks made to escape a grapple or a pin.

The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, grant water breathing.

Conditional Mods: +2 bonus on saving throws to resist any fear effect, despair effect (such as the crushing despair spell), or similar mind-affecting condition, but not charms or compulsions (such as the charm person and dominate person spells).

+4 perfection bonus on Fortitude saving throws against poisons and drugs (as long as you are subjected to a drug unwillingly).
No need to eat or drink, immunity to starvation, thirst, or dehydration, immune to spells and effects which induce these.

CLASS ABILITIES:

CLERIC: AURA
CHANNEL ENERGY 9D6 (to heal only)

COMBAT MEDIC: A merciful healer does not provoke attacks of opportunity when using the Heal skill to stabilize another creature or casting healing spells.

MERCIFUL HEALER: Fatigued, Dazed, Poisoned, Stunned, Paralyzed

TRUE HEALER: 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.

DOMAIN: HEALING
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.
ORISIONS

WITCH: CANTRIPS
WITCH'S FAMILIAR
HEX HEALING
HEX FLIGHT
HEX WARD
HEX SLUMBER
HEX FERAL SPEECH
HEX (M) WATER LUNG
MAJOR HEX MAJOR HEALING
MAJOR HEX HIDDEN HOME
MAJOR HEX BEAST EYE

Mythic:

Heirophant Recalled Blessing
Mythic Feat 1 Mythic Spell Lore
Mythic Feat 2 Extra Path Ability: Empathic Healing

Mythic Path Ability: Relentless Healing
Mythic Path Ability: Faith's Reach
Mythic Path Ability: Abundant Healing

FEATS:

1 Sacred Vow
1 Vow Of Poverty
3 Blind Fighting
5 Selective Channeling
7 Dodge
9 Contingent Channeling
11 Improved Blind Fighting
13 Channeled Revival
15 Greater Blind Fighting
17 Extra Mercy
Skill Focus: Heal
Skill Focus: Diplomacy
Skill Focus: Sense Motive
Deny the Reaper Story Feat

Exalted Feats:
1 Nymphs kiss (Learn first)
2 Gift of Discernment
3 Nimbus of Light
4 Holy Radiance
5 Intuitive Attack
6 Gift of Faith
7 Words of Creation
8 Vow of Abstinence


Feat Descriptions:

Nymph’s Kiss: +2 circumstance bonus on all Charisma-related checks, and a +1 bonus on all saving throws against spells and spell-like abilities. Starting with the level when you take this feat, you gain 1 extra skill point per level. (16 skill points at 17th lvl)

Intuitive Attack: With a simple weapon of your size or a natural weapon, you may use your Wisdom modifier instead of your Strength modifier on attack rolls.

Nimbus of Light: Good creatures automatically recognize the radiance surrounding you as a sign of your purity and devotion to the powers of good. You gain a +2 circumstance bonus on all Diplomacy and Sense Motive checks made when interacting with good creatures.
Your radiance sheds light as a common lamp: bright light to a radius of 5 feet and shadowy illumination to 10 feet. You can extinguish this radiance at will and reactivate it again as a free action.

Gift of Discernment: If you take a moment (a free action) to contemplate an action you are about to perform, you know with certainty whether that action will adversely affect your alignment and standing with your deity (if any). This knowledge is identical with that provided by a phylactery of faithfulness.

Gift of Faith: You gain a +2 bonus on saving throws to resist any fear effect, despair effect (such as the crushing despair spell), or similar mind-affecting condition, but not charms or compulsions (such as the charm person and dominate person spells).

Holy Radiance: At will, as a free action, you can empower the radiance surrounding you into a blazing glow that sheds bright light in a 10-foot radius (and shadowy illumination out to 20 feet). Undead within 10 feet of you take 1d4 points of damage per round they remain within your halo.

Sacred Vow: You gain a +2 perfection bonus on Diplomacy checks.

Words of Creation: You can use the Words of Creation to enhance bardic music, to help cast good spells and create good magic items, and to enhance the process of creation

Vow of Abstinence: +4 perfection bonus on Fortitude saving throws against poisons and drugs (as long as you are subjected to a drug unwillingly).

TRAITS:

Spirit Sense: You are so attuned to the spiritual world that it is hard to get the jump on you. You gain a +2 trait bonus on Perception checks to avoid being surprised and to detect invisible or incorporeal creatures.

Seeker: You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

SKILLS:

Total/Rank/Trnd/Mod/Misc/DtR/SF/NK/SV/Racial/Trait/Fam
7 Appraise--------------7=0+0+7
7 Craft------------------7=0+0+7
41 Diplomacy-----------41=17+3+6+0+0+6+2+2+2+0+3 (2 For good Creatures) NoL
6 Fly--------------------6=3+3
39 Heal------------------39=17+3+9+0+4+6+
23 Know(Arcana)--------23=15+0+8
23 Know(History)--------8=0+0+8
23 Know(Nature)--------23=15+0+8
8 Know(Nobility)--------8=0+0+8
26 Know(Planes)--------26=15+3+8
26 Know(Religion)------26=15+3+8
21 Linguistics-----------21=10+3+8+
6 Profession------------6=0+0+6
35 Sense Motive--------35=17+3+9+0+0+6 (2 For good Creatures) NoL
28 Spellcraft-------------28=17+3+8
25 Use Magic Device----25=17+0+6+0+0+0+2
30 Perception-----------30=17+3+9+0+0+0+0+0+0+1

Legendary Item: White Staff:

Legendary Abilities: Intelligent: Skill Ranks, Intelligent Darkvision, Intelligent Blindsense

14 Int 2 2
20 Wis 4 4 2
14 Cha 2 2

Skill Heal 10+5+3

Languages: Celestial, Common, Sylvan

Priestess of True Sight:

Speed: The character's speed is now determined by the surrounding environment, to display the care with which they must tread. In grassy areas or areas where living organisms cover the ground, the character's speed is reduced by 5 feet, as they are able to 'see' the life energy of the ground they tread upon. Their speed is reduced by another 5 feet in areas of sparse 'living terrain', and another 5 feet if no living substance is part of the terrain. Acrobatics skill check are required to move faster than this speed. Creatures that fail this check fall prone.

Skills: The character automatically succeeds at Perception checks made to spot living creatures, but suffers a -5 penalty to all other sight based Perception checks in noticing specific details about a character and what they are doing. I.E. Drawing a weapon, potion, casting a spell. Any creature she cannot perceive via these senses, causes her to be treated as per the blinded condition (below) and she automatically fails any visual Perception checks.

Special Qualities

Blind Eyes See All: The character is completely blind and, as such, cannot make out normal terrain, read normal writing, ect. However, the character can see the spiritual energies of all living things, as well as magical auras and the presence of good in a being's soul. The character is treating as being under the effects of permanent Death Watch, Detect Alignment, and Detect Magic abilities. The character can also perceive the Abyssal, Aklo, Aquan, Auran, Celestial, Draconic, Ignan, Infernal, Sylvan, and Terran alphabets, as they are semi-mystical in nature. The letters seem to glow with an appropriate energy.

Fate's Loom Laid Bare: Once per day, as a full-round action, the character can sense the strands of fate about one particular thing within 'sight' (I.E., get the GM to disclose information about a particular nearby subject to some extent,). If the character chooses, they can manipulate the strands of fate, granting either them-self or another person an automatic 20 on the next roll pertaining to that subject. However, fate is fickle, and turns on the priestess, causing her next roll to be a natural 1.

Blessed By Fate: The character gains a bonus to AC and all saves equal to his/her CHA modifier.

Ability Scores: DEX-2, CHA+2

Level Adjustment: +0

Blinded: The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength- and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.

Questions:

The above character creation used in making the character.
Cleric Merciful Healer/Witch
Race: Human

2. Details about your character's divine portfolio, domains, favored race of servitor Outsiders, ect.

Good, Healing, Community, Protection, Renewal

3. Three deific titles. You will be playing deities, the least you can do is come up with some epic titles!
- The Humble Healer
- Blind Healer
- The Woman in White

4. Come up with ideas for a deific relic. For a real world mythical analogue, think Zeus' Aegis, the Mymir Stone, the Staff of Anubis, ect. Provide an idea on what sort of abilities you may want, but do not include rules! The rules are will be decided by me.

A staff of healing, made out of a plain white wood. Healing abilities and maybe even intelligent.

5. What sort of divine realm would you have? Which plane would it be on (Be generic, like 'the plane of law', because we will be using the Dark Roads and Golden Hells cosmology by Kobold Press, along some worlds from Lords of Gossamer and Shadow by Rite Publishing!)?

A realm of healing and peace. It would be a beautiful place where pain and suffering are washed away and you are healed inside and out. It is a humble place.

6. BACKGROUND! I would rather have a party of people with sucktastic crunch and awesome fluff, than a party with the inverse.

A gentle soul that heals anyone in need. Even those that are evil for she cannot abide by suffering. Any who come to her for healing are given it and she doesn't accept coin or payment. She merely asks you pass on her kindness. Those that talk to her often find themselves filled with hope and a sense of peace. She believes in redemption but does not force it upon people. She is protective of her patients and when traveling with adventuring parties she knows death will be a part of it. She will ask for a chance to talk to the creatures/people to give her a chance to sway them to good. Many have tried to fool her into believing they were good to sneak away only to find she can see into their hearts and points it out.

7. Post which one of the 10 Sefira your character embodies: Malkuth (Rulership of One's self and surroundings, and respect for another's authority), Yesod (Physicality and the transcendence thereof), Hod (Glory and serenity), Netzach (Eternity, represented by an un changing will), Tiferet (Beauty and inner grace), Gevuruh (Discipline and intent of the law), Chesed (Kindness and compassion), Daat (Knowledge), Binah (Understanding and wisdom), Chokhmah (Epiphany), and Keter (Creation and light). These will be important storywise, give bonuses and penalties, and offer a selection of 'bonus divine powers' once characters achieve apotheosis.

Chesed: Kindness and Compassion is what she teaches

9.A post about why you want to play this character, what you bring to the table, and whether or not you intend to facilitate group cohesion (Read: YOU MUST! Even though your character will be a god, this is still a group-based roleplaying game. There will be plenty of time for independent stuff during downtime!).

I personally LOVE playing healers and gentle folk. She works well with any party due to being a healer. She would ask, if the chance available to try to sway evil to good but understands there is a need to protect one’s self.

Half Celestial Positive Energy Elemental (Thrush):

XP 600
N Small outsider (elemental, extraplanar)
Init +7; Senses darkvision 60 ft.; Perception +5
Aura positive energy (10 ft. radius)

DEFENSE

AC 31, touch 25, flat-footed 16 (+6 Dex, +1 dodge, +13 natural, +1 size)
hp 99 (Special Has 17 HD)
Fort +12; Ref +10; Will +12
Immune elemental traits, disease
acid, cold, and electricity resist 10
DR 10/magic
SR CR+11

OFFENSE

Speed fly 60 ft. (good)
Melee slam +13 (1d4 plus 1d4 positive energy)
Special Attacks death throes (10 ft. radius, DC 12, 1d8 positive energy damage), positive energy
Smite Evil as per paladin of equal level

STATISTICS

Str 12, Dex 22, Con 15, Int 16, Wis 16, Cha 16
Base Atk +12; CMB +18; CMD 29
Feats 9 Dodge, Improved InitiativeB, Weapon FinesseB, Agile Maneuvers, Deepsight, Fly by attack, Hover, Empower Spell-Like Ability: Cure Serious Wounds, Quicken Spell Like ability: Cure Serious Wounds, Quicken SLA: Holy Smite, Improved Natural Armor
Skills: (SEE BELOW)
Languages Positive Energy Fluctuation, Celestial, Common

Spell-Like Abilities
1–2Protection from evil 3/day, bless
3–4Aid, Detect evil
5–6Cure serious wounds, Neutralize poison
7–8Holy smite, Remove disease
9–10Dispel evil
11–12Holy word
13–14Holy aura 3/day, Hallow
15–16Mass charm monster
17–18Summon monster IX (celestials only)
19–20Resurrection

SPECIAL ABILITIES

Death Throes (Su)

A positive energy elemental that is killed explodes in a flash of blinding positive energy that affects all within the area (the radius for its death throes ability is the same as the radius for its positive energy aura). Undead and negative energy based creatures within the area take 1d8 points of positive energy damage per two HD of the elemental. Positive energy based creatures (including creatures from the Material Plane) gain hit points equal to the amount of damage the death throes would have otherwise dealt. (The rules for temporary hit points and doubling hit points as detailed under the elemental's positive energy apply here.) A successful Reflex DC (save DC same as the elemental's positive energy save DC) reduces the damage by half.

All creatures in the area must succeed on a Fortitude save (same DC as the elemental's positive energy save DC) or be blinded for 1d10 rounds. The save DC is Constitution-based.
Positive Energy (Ex)

A positive energy elemental infuses a target hit by its slam attack with positive energy. This deals extra damage to an undead or negative energy based target (as listed in the statistics block) but heals positive energy based creatures (including creatures from the Material Plane) by the same amount. Such creatures can be healed above their normal hit point total, gaining extra hit points as temporary hit points. These temporary hit points disappear 1 minute later. Creatures healed to twice their normal hit points (that is, a creature whose hit points are effectively doubled) must succeed on a Fortitude save or explode in a burst of positive energy. The save DC is Constitution-based. See the table below for each positive energy elemental's save DC.

Positive energy (such as a cure spell or positive energy channeling) can heal positive energy elementals.

Positive Energy Aura (Su)

A positive energy elemental radiates an aura of pure positive energy around it. (See the table for the area each elemental affects.)

Within a positive energy elemental's aura, class abilities that use positive energy, such as positive energy channeling or the Turn Undead feat, function as if the user were 2 levels higher. Additionally, spells and spell-like abilities that use positive energy are maximized (as if the Maximize Spell metamagic feat had been used on them, but the spells don't require higher-level slots). Spells and spell-like abilities that are already maximized are unaffected by this benefit. This aura does not affect the positive energy channeling ability of the positive energy elemental using it, and its effects do not stack with those of other positive energy elementals.

Within a positive energy elemental's aura, class abilities that use negative energy, such as negative energy channeling or the Command Undead feat, function as if the user were 2 levels lower. Spells and spell-like abilities that use negative energy, including inflict spells, require the caster to succeed on a Concentration check (DC 15 + the level of the spell). If the check fails, the spell does not function but is still lost as a prepared spell or spell slot. If the check succeeds, the spell functions normally.

Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Spell Resistance (Ex): If the master is 11th level or higher, a familiar gains spell resistance equal to the master's level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar's spell resistance.

Scry on Familiar (Sp): If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.

SKILLS:

Skill points equal to 6 + Int modifier (minimum 1) per Hit Die. The following are class skills for outsiders: Bluff, Craft, Knowledge (planes), Perception, Sense Motive, and Stealth. Due to their varied nature, outsiders also receive 4 additional class skills determined by the creature's theme.

Bluff 17 +3 +3
Craft
Knowledge (Planes) 17 + 3 + 3
Perception 17 + 3 + 3
Sense Motive 17 + 3 + 3
Stealth 17 + 6 + 3

Heal 17 + 3 + 3
Diplomacy 17 + 3 + 3
Knowledge (Religion) 17 + 3 + 3
Linguistics 17 + 3 + 3

Excerpt 1:

When Aren was young a great disease passed through her town taking many lives. Her parent’s lives were some of the ones taken.
She had spent time helping her mother help tend the wounded and dying and so she kept that up even after her passing.

Opening her home to those in need and who needed tending. It helped her fight through the grief of losing her parent. Slowly over time she started unlocking power from her faith in healing others, light and good. Around the same time heard her mother’s pet bird talking to her. Telling her better ways to tend the wounded and how someone was interested in granting her more power to continue her healing but also cautioned temperance. Too much healing could kill also.

So Aren learned her new found abilities slowly and soon was known in her town as a mystical healer. What amazed them even more was the fact Aren was blind and had been since birth. It didn’t take long before all the donations she got soon turned her house into a fully running clinic on its own. She never kept the money, investing it into the clinic and gathering various supplies and poultices from a local herbalist. The money left over went to the poor and soon she was hiring them and teaching them to run the clinic. After a year she donated the clinic to the church to be a non-profit clinic to help those in need.
She felt that she had done what good she could for the town and wanted to learn more ways of healing. So she started her travel. A week into her walking she was down to her last bit of trail rations when she ran across an old man just as tired and hungry as her. The next town was a few days away.

After a brief exchange she handed him her food and the heavy cloak she had on her back despite the chill in the air. They walked and talked, the slow old man, and the slow blind woman. He imparted wisdom to her about the dangers of the road in exchange for the food. He gave her stories of towns that would welcome her help. The next couple of days were hard but they both made it to down, her magic’s easing his pain and her cloak keeping him warm. In exchange for the company he gave her his staff and they parted ways.

And so her travels continued, healing and helping the poor and those in need the best she could. She joined various adventuring groups being their healer, or to find a rare herb for healing. Aren is a gentle soul that goes out of her way to help others when they need it.

Excerpt 2:

Aren felt her familiar, Shiva, shift on her shoulder as she sang the songs of the thrush's. The glowing bird wasn't a thrush anymore though. Thanks to a very harrowing time on the positive energy plane to defeat a Hekatonkheires.

The group she had been with shouldn't have been able to defeat it. But thanks to a patron, a group of proteans, and a blessing from the goddess of luck, a portal was open and they were shunted to the very heart of the positive energy plane. They managed to figure out that Aren's healing could over charge him just like the plane itself could. So while she channeled all of her healing into him, the group protected him from taking her out. The fight lasted longer than she had ever experienced and one by one her friends fell to the creatures attacks.

It was exhilerating and frightening all at once as the plane infused into her very being. She was truly blind for the fight as all around her was positive energy. Because of her friends protection she was being over charged. Calling on her strongest healing she managed to overcharge the Hekatonkheires and make him explode in a very bright flash of positive energy. She hurriedly got her friends bodies out, finding she needed to stay in the positive energy plane to channel enough power to bring them back to life she risked death by overcharge to bring them back. She passed out just as she brought them to life.

When she came too she found herself on the material plane, the portal closed. She was still glowing from her time in the positive energy plane but all of her new friends were gathered around. "We did it.....we managed to defeat it thanks to you. We managed to catch and yank you out before you exploded....but...Shiva..." She heard a huffy tweet.

"What, I am not dead. I am just all glowy and am better than I was." Aren at that point could see a brightly glowing bird with her unique brand of sight. Because of all the healing she was outputting, and the plane itself Shiva had died and was reborn a positive energy elemental. Much to her joy.

With that group, they reformed the chaos that the Hekatonkheires had been hiding and controlling to give a home to the proteans and be a place of life and healing. Now the Nascent Sphere was now under their control. Satisfied she started her travels again much to the astonishment of her companions. After all, she had defeated the great creature. It didn't take her long to convince them that they were the hero's there and she merely gave them her aid. Her journey wasn't done and there was much more healing to spread into the world.

Little does she know they started a college of healers and protectors in her honor.

The wind played in her hair as she traveled down the dusty road. Aren wondered where it would lead and who she would be able to help next.