Cleric 1 | AC 16 T 13 FF 13 | HP 8/8 | F +2 R +3 W +4 | Init +3 | Perc +3
Channel:
5/5
Spells:
1st - 2/2 + 1(D)
Gender
Female
Size
1
Age
2
Special Abilities
3
Alignment
4
Deity
Erastil
Languages
Common, Sylvan
Strength
13
Dexterity
16
Constitution
10
Intelligence
12
Wisdom
14
Charisma
14
About Asha Medvyed
Asha Beltrice Medvyed
Human Cleric 1
LN Medium humanoid (human)
Init +3; Senses Perception +3
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 8 (1d8)
Fort +2, Ref +3, Will +4
Resist noble born - medvyed
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +1 (1d3+1)
Ranged composite longbow +3 (1d8+1/×3)
Special Attacks channel positive energy 5/day (DC 12, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration +3)
. . 5/day—calming touch (1d6+0 nonlethal damage) Cleric Spells Prepared (CL 1st; concentration +3):
1st—bless, calm animals [D] (DC 13), obscuring mist
0 (at will)—create water, light, stabilize [D] Domain spell; Domains Animal, Community, Feather
--------------------
Statistics
--------------------
Str 13, Dex 16, Con 10, Int 12, Wis 14, Cha 14
Base Atk +0; CMB +1; CMD 14
Feats Point-Blank Shot, Precise Shot
Traits beast bond, noble born - medvyed
Skills Diplomacy +6, Fly +6, Heal +6, Knowledge (religion) +5, Perception +3, Ride +3, Spellcraft +5; Racial Modifiers +1 Perception, noble born - medvyed
Languages Common, Sylvan
SQ aura, domains (community, feather), eyes of the hawk, hero points
Other Gear hide shirt, arrows (80), composite longbow, backpack, belt pouch, candle (2), flint and steel, holy symbol, wooden, holy text, silk rope, soap, spell component pouch, torch, trail rations (2), waterskin, 5 GP, 5 SP
--------------------
TRACKED RESOURCES
--------------------
Arrows - 5/80
Calming Touch (5/day) (Sp) - 0/5
Cleric Channel Positive Energy 1d6 (5/day) (DC 12) (Su) - 1/5
Torch - 0/1
Trail rations - 0/2
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Calming Touch (5/day) (Sp) Heal 1d6 nonlethal damage and cure conditions by touch.
Cleric Channel Positive Energy 1d6 (5/day) (DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Community) Granted Powers: Your touch can heal wounds, and your presence instills unity and strengthens emotional bonds.
Cleric Domain (Feather) Associated Domain: Animal
Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).
Eyes of the Hawk (+1 Perception / +2 Init.) (Su) +1 Perception, +2 Initiative during a surprise round.
Noble Born - Medvyed +2 Diplomacy vs. Fey, +1 will save vs. fey spells and supernatural abilities.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Horse, light:
Horse
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +5, Will +1
--------------------
Offense
--------------------
Speed 50 ft.
Melee 2 hooves -2 (1d4+1) and
. . unarmed strike +3 (1d4+3)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
Tricks Come [Trick], Heel [Trick], Riding [Trick], Stay [Trick]
Skills Perception +6
SQ hero points, riding
Other Gear candle (8), cold weather outfit, mess kit, riding saddle, saddlebags, torch (9), trail rations (9)
--------------------
TRACKED RESOURCES
--------------------
Torch - 0/9
Trail rations - 0/9
--------------------
Special Abilities
--------------------
Cold weather outfit +5 Fort save vs. cold weather.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Description:
Asha is young, maybe in her 20s. She is pretty but it is a simple beauty. Vibrant brown hair hangs down to a little past shoulder length and makes a perfect frame for hypnotizing green eyes, a playful grin and her button of a nose. You can tell by the shade of her skin she is no stranger to the outdoors. While only standing a little over 5 feet tall, her athletic build is very apparent. She wears hide armor over an earthen toned blouse that stops at her shoulders. Her arms are very toned and she wears an arm guard on the underside of her lower left arm. The rest of her clothes are very utilitarian and while clean are well worn.
Personality:
Asha is pretty easy going. Even with some rough aspects in life her faith has always served her well and she generally has a sunny disposition. She is calm and patient, slow to anger but fierce if pushed over the edge. She follows her own code, but doesn't like breaking rules.
Background:
Asha grew up in Brevoy along the East Sellen river. She took to the teachings of Erastil at a young age as her father, a minor noble of House Medvyed, was a follower himself. When she was 13 some fey creature attacked her and her friend Kieran while they were out in the woods exploring. She only survived the encounter because of her childhood friend Kieran. Kieran and Asha had been great friends ever since they could remember, sneaking off to play prince and princess, or have imaginary battles against some icky goblins. It wasn't until the fey attack that Erastil's blessings shone through Asha. Her best friend slowly slipping away she called on Erastil to help her save her friend, bringing just enough of Erastil's warmth into the world to save Kieran.
While the two still had each other Kieran grew bitter at the fey while Asha found strength and respect in her new found deeper connection with her god. Eventually the two split ways, Kieran off to the River Kingdoms while Asha stayed in Brevoy teaching the ways of Erastil, tending to the land and the creatures of the forrest. Now, with a little experience under her belt she's decided it is time to make a place in this world for herself, while also spreading the word of Erastil