Ester's first instinct is to take cover and hang back when encountering an adversary. She prefers not to fight, but when there is no other option, she positions safely to cast her spells and compositions.
The only offensive spell in her repertoire is the cantrip Daze, which she will cast in repeat on enemy mages or opponents threatening her friends.
In melee combat, she is forced to pull out her clan dagger to fight. Then, she tends to stand her ground hoping to endure the punishment.
Melee
[dice=Clan dagger attack]1d20+0[/dice] [dice=potential piercing damage]1d4-1[/dice]
[dice=Clan dagger (2nd) attack]1d20-5[/dice] [dice=potential piercing damage]1d4-1[/dice]
[dice=Clan dagger (3rd) attack]1d20-10[/dice] [dice=potential piercing damage]1d4-1[/dice]
[dice=Fist attack]1d20+0[/dice] [dice=potential bludgeoning damage]1d4-1[/dice]
[dice=Fist(2nd) attack]1d20-5[/dice] [dice=potential bludgeoning damage]1d4-1[/dice]
[dice=Fist (3rd) attack]1d20-10[/dice] [dice=potential bludgeoning damage]1d4-1[/dice]
[dice=Athletics (combat maneuvers/attack) 1d20+5 [/dice]
[dice=Athletics (combat maneuvers/(2nd)attack) 1d20+0 [/dice]
[dice=Athletics (combat maneuvers/(3rd+)attack) 1d20-5 [/dice]
Spells – DC 17, spell attack +7
First level
Bless [2 actions] 5-foot emanation, duration 1 minute
You and your allies in the area gain a +1 status bonus to attack rolls. Counteracts bane.
[1 action] once per turn to increase emanation’s radius by 5 feet.
Magic Weapon [2 actions] range touch, duration 1 minute
Target - 1 non-magical weapon that is unattended or wielded by you or a willing ally. The target becomes a +1 striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two.
Cantrips
Daze [2 actions] range 60 ft, duration 1 round
Target – 1 creature. 3 mental damage. Basic Will save (DC 16). Critical fail = also stunned 1.
Disrupt Undead [2 actions] range 30 ft
Target – 1 undead creature. [dice=Positive energy damage]1d6+3 [/dice]. Basic Fortitude save (DC 16). Critical fail = also enfeebled 1 for 1 round.
Divine Lance [2 actions] range 30 feet
Target – 1 creature – [dice=Spell attack]1d20+6[/dice] [dice=potential good damage]1d4+[/dice]
Stabilize [2 actions] range 30 feet
Target – 1 dying creature. Loses the dying condition – 0 HP and unconscious.
Focus spell
Fire Ray [2 action] range 60 ft
Target – 1 creature or object – [dice=Spell attack]1d20+6[/dice] [dice= potential fire damage]2d6[/dice] If critical success then double damage +1d4 persistent fire damage.
Heal
Divine Font
[1 action] range – touch. [dice=positive energy]1d10[/dice]
[2 action] range – 30 ft. [dice=positive energy to heal]1d10+8[/dice], [dice=positive energy to harm]1d10[/dice]
[3 action] 30 ft emanation [dice=positive energy]1d10[/dice]
[dice=Medicine (T)]1d20+6[/dice] (treat wounds, poison, disease)
Common Skills
[dice=Athletics (T)] 1d20+5[/dice]
[dice=Diplomacy (T)] 1d20+5[/dice]
[dice=Intimidation (T)] 1d20+5[/dice]
[dice=Medicine (T)] 1d20+6[/dice]
[dice=Nature (U)] 1d20+3[/dice]
[dice=Religion (T)] 1d20+6[/dice]
[dice=Society (T)] 1d20+4[/dice]
[dice=Survival (U)] 1d20+3[/dice]
Lore
[dice=Herbalism Lore (T)] 1d20+4[/dice]
[dice=Warfare Lore (T)] 1d20+4[/dice]