Kyra

Farasha al-Katapeshi's page

91 posts. Alias of Patrick Curtin.


Full Name

Farasha al-Katapeshi

Race

Human (Keleshite)

Classes/Levels

Cleric 1

Gender

F

Size

Med

Age

21

Alignment

NG

Deity

Sarenrae

Location

Katapesh

Languages

Common, Keleshite

Strength 14
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 16
Charisma 10

About Farasha al-Katapeshi

Stats:
STR: 14 (+2)
DEX: 14 (+2)
CON: 14 (+2)
INT: 10 (+0)
WIS: 16 (+3)
CHA: 10 (+0)

Traits:

Spoiler:

Missionary: You’ve spent much of the last several years serving your faith, and the conviction and dedication to your church has impressed many. Perhaps you’ve donated much of your personal wealth or time to serving the church, or you’re the child of a powerful or well-loved member of the church, an orphan raised by the church, or a foundling with a strange birthmark that bears more than a passing resemblance to your faith’s holy symbol. The faith has long supported you, and you are eager to repay the church in some way. In Katapesh, the establishment of a new village is always cause for interest to the nation’s churches, as establishing new temples in villages is an excellent way to expand upon the church’s resources and bring in more faithful. If the Pactmasters’ plans to revitalize and rebuild Kelmarane are successful, the village will need a temple, and your faith is keenly interested in being represented there. This campaign trait is particularly suited to worshipers of Sarenrae, as Kelmarane was founded near an old monastery dedicated to the Dawnflower, and reconsecrating that monastery is of great interest to Sarenrae’s church. Furthermore, a temple dedicated to her once stood in Kelmarane itself, but it has long since fallen into ruin; whispers among the religion tell that the church’s old pastor may have fallen from grace and may even have been part of the cause of the hard times that befell the village. You’ve joined Garavel’s band in hopes of helping to establish a new temple in the soon-to-be revitalized village. You’ve been selected for your dedication to the church and your strong social graces—pick one of the following skills: Bluff, Diplomacy, Intimidate, Knowledge (religion), Perform (any), or Sense Motive Chosen. You gain a +1 trait bonus on checks using that and it is always considered a class skill for you.

Desert Child (Katapesh): You were born and raised
in southern Katapesh, in the rocky deserts that border
Nex. You are accustomed to high temperatures and gain
a +4 trait bonus on any saving throws made to resist the
effects of being in hot conditions, and a +1 trait bonus on
all saving throws against fire effects.

Combat Stats:
AC: 13 (+1 aba +2 dex) T: 12 ff: 11
HP: 13 ( 11 )
Saves: Fort: +2 Reflex: +2 Will: +5
ATK (melee): Scimitar +4 (1d6+2/ 18-20 X2)

Skills:
Spellcraft: (2 ranks) +2
Heal: (4 ranks) +7
K (History): (2 ranks) +2
Concentration: (4 ranks) +7
Perception: (4 ranks) +7
Sense Motive: (2 ranks) +6

Feats: Augment Healing[General]
Prequisite: Heal 4 Ranks
Benefit: Add +2 points per spell level to the amount of damage healed by any Conjuration[Healing] spell that you cast.

Example: When Farasha converts a 1st level spell to a Cure Light Wounds she would heal 1D8 +3(level bonus/domain) +2 (Augment Heal 1st-level spell bonus)for a total of 1D8+5

Toughness: +3 HP

Open Minded: 5 extra skill pts.

Domains: Sun, Healing

Spells: 3/2 DAY

0 LvL: Create Water, Light, purify food and drink, det. mag,read mag., stabilize.

1st lvl: CLW, Summon monster I, endure elements(D)

Equipment:

Spoiler:

Scimitar
Backpack
10 chalk
flint&steel
1 weeks iron rations
4 belt pouches
waterskin
Silver holy symbol
Healer's kit
Heavy aba

CHANNEL ENERGY:

Channel Positive Energy
When you channel positive energy, you unleash a wave
of positive energy in a 30-foot burst. All undead in this
radius take 1d6 points of positive energy damage plus
1d6 points of positive energy damage for every two cleric
levels you have attained beyond 1st (1d6 at 1st level, 2d6
at 3rd, 3d6 at 5th, and so on) and must f lee from you (as
if frightened) for 1d4 rounds + your Charisma modifier.
Undead in this radius are allowed a Will save that negates
the frightened condition and results in half damage. The
DC of this save is equal to 10 + 1/2 your cleric level + your
Charisma modifier. Undead who take damage greater
than their hit points crumble to dust and are destroyed
by the power of your deity. If a fleeing undead is subject
to channeled negative energy, it is not controlled, but
does receive a new saving throw to dispel the f lee effect.
Living creatures within the area are healed a like
amount by this wave of positive energy. You can choose
whether or not to include yourself in this effect. Hit
points gained above a living creature’s total are lost.

Background:

Coming from a small village on the outskirts of Katapesh, Farasha from an early age was a devote of Sarenrae. Her parents noted her devotion to the Dawnflower and dedicated her to a holy house early in her youth. She grew up within the cloistered walls, innocent in some respects, wise in others. The dedicants worked among the poor, so she is no stranger to scenes of privation and suffering. They have also fought invaders and bandits, so she is not a neophyte to battle. She is innocent of the subtle social skills that most have at her age. She has been sent to bring the Dawnflower's word to the new settlers.

Farasha stands 5'2" tall. She is a dark-tanned Keleshite, the desert sun has had its way with her. She has black eyes and a piercing glare. Her hair is also black, and mostly in a bun for convenience. Physically she is attractive, but she is usually dressed in her aba and carrying her scimitar, so this feature of her is often hidden. Her fanatic personality also turns away potential admirers.

Stats on a 32-point buy STR 14, DEX 14, CON 14, INT 10, WIS 16, CHA 10