Sarita Senbi

Damara Calysia's page

No posts. Organized Play character for qwerty1971.


Full Name

Demara Calysia

Race

Human Female

Classes/Levels

Cleric of Desna 15

Alignment

NG

Deity

Desna

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

About Damara Calysia

Damara PFS# 114768-54
Female human (Varisian) cleric of Desna 15
NG Medium humanoid (human)
Init +10; Senses Perception +22
Aura freedom's call (30 ft., 15 rounds/day)
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COMBAT:

Defense
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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%
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Offense
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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=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 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

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Feats:

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Alignment Channel, Extra Channel, Extra Channel, Extra Channel, Improved Channel, Improved Initiative, Power Attack, Selective Channeling, Shield Focus, Spell Penetration


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Traits and Drawbacks:

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sacred conduit, tomb raider
FCB: +15 skill ranks


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Special /Class Abilities:

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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.


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Spells:

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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


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Skills=75:

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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


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Gear:

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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


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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) ------------------------
(Head Slot) ------------------------
(Headband Slot) Headband of Mental Prowess (WIS/CHA +4)
(Neck Slot) Amulet of NA +2
(Shoulder Slot) Cloak of Resistance +4
(Wrist Slot) ------------------------
(Ring Slot 1) Ring of Protection +3
(Ring Slot 2) Ring of Feather Falling


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Backstory :

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Damara is a Varisian cleric of Desna. She has 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 Half Orc Shoanti Barbarian, an Elven Wizard, a cunning Halfling thief and a Wild Half Elf Druid of sorts. After a few other adventures they finished the Spire and then moved to the desert to tackle some gnolls and hyenas.


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Personality:

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Damara is a quiet holy warrior and not very preachy.

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Scenarios:

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Emerald Spires
04-08
04-12
04-26
Feast of Dust

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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