Shoanti Tribeswoman

Celia Ashimel.'s page

610 posts. Alias of Mark Thomas 66 (RPG Superstar 2009 Top 16).


Classes/Levels

Female Anizari Cleric 12/ Mythic Tier Heirophant 2 ; HP: 79/79; AC: 21, FF: 18, T: 13; Init: +2, Fort: +17 Ref: +14, Will: +21; Perception: +9

About Celia Ashimel.

Celia Ashimel
Senses: Low light vision
Combat/Defenses
HP: 79 (12d8,+12 CON) Current:79
STR 14(+2) DEX 16(+3) CON 12(+1) INT 10(+0) WIS 20 (+5) CHA 10(+0)
Init +2
AC 21 (10+ 4 armor , + 3 DEX, +1 nat, + 3 shield + ring ,))
Touch 13, Flat-footed 18
Melee +11 (+2 STR, +9 BAB),
Ranged +11 (+2 DEX,+9 BAB),
Melee: +1 Longsword +14/ +9 1d8+3
Ranged:

BAB +9/+4 CMB +11 CMD 25
Fortitude +17 (+9 base, +1 CON, +5 resistance +2 cloak) (+19 vs poisons/spells/SLA)
Reflex + 14 (+4 base +3 DEX, +5 resistance +2 cloak) (+16 vs spells/SLA)
Willpower +21 (+9 base, + 5 WIS, +5 resistance +2 cloak) (+23 vs spells/SLA)
*** Favored Class (Cleric)

Skills
Diplomacy+4, Heal +16, Knowledge (history)+4, Knowledge (planes)+4 , Knowledge (Religion)+10, Perception +8, Sense motive +8, Spellcraft +5 ,Stealth +3, Swim +3

Racial Traits:
Ability Score Racial Traits: Anizari are exceptionally well-conditioned and physically powerful while often being rigid and inflexible in their outlook. . They gain +2 Strength and -2 Wisdom

Defense Racial Traits
• : Protective Markings: The tattoos on an Anizari’s body provide her with a +1 Natural Armor bonus.
• Hardy: Anizari gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Feat and Skill Racial Traits
• Trained: All Anizari are proficient with all martial weapons, shields and light armor.
• Bonus Feat: Anizari, like other humans, select one extra feat at 1st level.
• Paranoid: Through centuries of secrecy and mistrust the Anizari have gained a+2 racial bonus on Sense Motive checks.

Tattoos (White) Benefit: Upon inscribing, the Anizari treats her caster level as five higher when determining the effects of Cure spells. At 10th level, the Anizari treats her caster level as ten higher when determining the effects of Cure spells.

Feats
Bestow hope, Channeled Shield wall, Selective Channeling, Extra channel, Improved Channel, Weapon focus Longsword
Mythic Feats:
Mythic Extra channel (Benefit(s): You can channel energy an additional two times per day. Additionally, if you have no uses of channel energy remaining, you may expend two uses of mythic power to use your channel energy ability.)

Special Abilities
Aura
channel energy (Positive) 6d6 DC 20 Used 0/10
domains (Community,Protection)
orisons
spontaneous casting (ALL Cure spells Incl. Cure mass at +10 CL)

Domain Granted Powers (Community, Protection)
Granted Powers: Your touch can heal wounds, and your presence instills unity and strengthens emotional bonds.
Calming Touch (Sp): You can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You can use this ability a number of times per day equal to 3 + your Wisdom modifier. (8)
Unity (Su): At 8th level, whenever a spell or effect targets you and one or more allies within 30 feet, you can use this ability to allow your allies to use your saving throw against the effect in place of their own. Each ally must decide individually before the rolls are made. Using this ability is an immediate action. You can use this ability once per day at 8th level, and one additional time per day for every four cleric levels beyond 8th.
Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Resistant Touch (Sp): As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Aura of Protection (Su): At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your cleric level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.

Mythic:
Hard to Kill
Mythic power
Surge 1d6
Divine Surge: Recalled Blessing (Su) recast one spell free
Faith’s Reach (Su)
Whenever you cast a divine spell with a range of touch, you can instead cast the spell with a range of 30 feet. If the spell normally requires a melee touch attack, it instead requires a ranged touch attack.
Amazing Initiative

Relentless Healing (Su)
You can restore life to the recently dead. If a creature has died within 1 round, as a free action you can expend one use of mythic power to apply healing magic to that creature. This healing can be from a spell or effect you cause or from a magic item you wield. If this healing brings the creature’s hit points above the threshold for death, it comes back to life and stabilizes at its new hit point total (similar to the way breath of life functions); otherwise, it remains dead. Alternatively, you can expend two uses of mythic power on a dead creature that would have the ability to magically heal itself if it were alive (such as a dead cleric with a prepared cure light wounds spell) in order to trigger the most powerful healing magic it knows or has prepared. If this brings the creature’s hit points above its death threshold, it returns to life.

Spells (typical prepared list)
Prepared (WIS bonus + Domain), Concentration + (1/2 caster lvl, + WIS)
0 4 [Create Water, Guidance, Purify Food and Drink, Stabilize]
1 5+1 [Endure Elements, Shield of Faith, Divine Favor, Detect Evil, Bless Water, Bless* ]
2 5+1 [Align Weapon, Endure Element (Communal), Lesser Restoration, Protection from Evil (communal), Shield Other*, Zone of Truth]
3 4+1 [Create Food and Water, Deadly Juggernaut, Stunning Barrier, Greater, Wrathful Mantle, Magic Circle Against Evil* , Spellcurse]
4 4+1 [Blessing of Fervor, Guardian of Faith, Persistent Vigor, Spell Immunity*, Greater Celestial Healing (FH 4]
5 4+1 [Break Enchantment, Breath of Life, Sending, Telepathic bond*, Burst of Glory]
6 2+1 [Hero’s feast*, Heal, Banishment (24HD of extraplanar creatures, DC 21)]

*Domain Spell

Domain Spells (Community): 1st—bless, 2nd—shield other, 3rd—prayer, 4th—imbue with spell ability, 5th—telepathic bond, 6th—heroes' feast, 7th—refuge, 8th—cure critical wounds (mass), 9th—miracle.

Domain Spells(Protection): 1st—sanctuary, 2nd—shield other, 3rd—protection from energy, 4th—spell immunity, 5th—spell resistance, 6th—antimagic field, 7th—repulsion, 8th—mind blank, 9th—prismatic sphere.
Equipment
+1 sword, +1 armor, +1 shield
Cleric’s kit 16gp: This includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.
Healer's kit 50gp: This collection of bandages and herbs provides a +2 circumstance bonus on Heal checks. A healer's kit is exhausted after 10 uses.
Cold weather Outfit

Head:
Neck:
Shoulders: Cloak of Resistance +2
Finger:
Hands:
Waist: Belt of physical might +2 (Dex, Con)
Feet:

Appearance
Celia

Background.

Wealth:

108 gp, 14 sp, 14 cp