Seoni

Hannah Sunheart's page

53 posts. Alias of zeppelinmage.


Full Name

Hannah Sunheart

Race

Female | Human | Ecclesitheurge 3 / Empyreal Sorceror 3 | AC 12; T11 FF12 | 32/32 hp

Classes/Levels

Stats:
FRW +6 +4 +14 | Perception +10 | CMD 13 | Init +0 | Qstaff +4 (1d6/x2/B)

About Hannah Sunheart

Female Human Cleric (Ecclesitheurge) 3 / Empyreal Sorceror 4
CG Medium
Humanoid (Human)
5’2”, 95 lbs
Hair: Blonde
Eyes: Blue

Full Character Sheet

Description: A tiny slip of a girl, Hannah might just blow away with a strong breeze. Wearing white robes even when traveling, she is still learning the ways of the road. She wears symbols of Sarenrae prominently. Her golden locks are well maintained, falling below her shoulder blades. Her blue eyes are wide with both wonder and fear at the wider world.

Background:
Hannah doesn't remember her past. Her earliest memories are as a young girl, living in a Sarenrae hospital. She would mostly fetch tools and food for the nurses and doctors, and sometimes for the sick and injured. She learned compassion for them early on, understanding that a lot of the time the afflictions that brought them to Sarenrae weren't of their own volition.

Hannah learned the techniques for healing quickly, and developed a talent as a teen. Her compassionate touch and skilled hands healed many travelers, and some returning customers asked for her personally. The doctors there saw her talent, and she was given more and more responsibility. Over time, Hannah became one of the most skilled and respected doctors in the hospital, working up to head an entire wing.

Hannah felt unfulfilled at the hospital. Yes,s he could help a lot of people here. But there were so many who never made it that far. And adventurers who died in the woods without a healer to hand! She could do more on her own, particularly now that she was doing more administration than healing. So, she put in her resignation, and with her collected salary at the hospital, outfit herself for the journeys ahead.

But all of that doesn't matter anymore… ever since the Asylum.

Senses:
Perception +10
Initiative +0

DEFENSE:
AC: 12, touch 11, flat-footed 12
Armor: None.
Hp: 32/32
Saves: Fort +6, Ref +4, Will +15
CMD: 14
DR: Cold 5, Acid 5

OFFENSE:
Speed 30 ft
Melee: Quarterstaff +5 (1d6/20/x2/B)
Space 5 Reach 5
Base Atk +4
CMB +4

Ability Scores:
STR 10 (+0)
DEX 11 (+0)
CON 10 (+0)
INT 12 (+1)
WIS 23 (+6)
CHA 14 (+2)

Racial Features:
Ability Scores:Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. (WIS)
Type: Humans are Humanoid of the Human subtype.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Class Features:
Aura (Ex)
A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment

Channel Positive Energy
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.

Ecclesitheurge’s Vow
At 1st level, an ecclesitheurge makes a vow to his deity to be protected solely by his faith, not by armor or shields. An ecclesitheurge who wears armor or uses a shield is unable to use his blessing of the faithful ability, use cleric domain powers, or cast cleric spells.

Blessing of the Faithful (Su)
As a standard action, the ecclesitheurge can bless one ally within close range (25 ft. + 5 ft./2 levels). A blessed ally gains a +2 sacred or profane bonus (depending on whether the ecclesitheurge channels positive or negative energy) on attack rolls, skill checks, ability checks, or saving throws or to AC until the ecclesitheurge’s next turn. The ecclesitheurge can expend 1 use of channel energy when activating this ability to increase the duration to a number of rounds equal to the number of dice of his channel energy.

Domain Mastery
At 1st level, when an ecclesitheurge chooses his cleric domains, he designates one as his primary domain and the other as his secondary domain. An ecclesitheurge can use his non-domain spell slots to prepare spells from his primary domain’s spell list.

Each day when he prepares spells, an ecclesitheurge can select a different domain granted by his deity to gain access to that domain’s spell list instead of his secondary domain spell list. He does not lose access to his actual secondary domain’s granted powers or gain access to the other domain’s granted powers. For example, an ecclesitheurge with Glory as his primary domain and Good as his secondary domain can choose to gain access to the Healing domain; until the next time he prepares spells, he uses the Healing domain spell list as his secondary domain spell list instead of the Good domain spell list, but still keeps the granted powers of the Good domain and does not gain the granted powers of the Healing domain. This ability alters the normal domain ability.

Bonded Holy Symbol (Su)
At 3rd level, an ecclesitheurge forms a powerful bond with a holy symbol of his deity, which functions identically to a wizard’s bonded object except it can be used to cast cleric and domain spells (instead of wizard spells) and the ecclesitheurge can grant his bonded holy symbol only magic abilities appropriate for a holy symbol or a neck slot item. As with a wizard’s bonded item, an ecclesitheurge can add additional magic abilities to his bonded holy symbol as if he had the required item creation feat (typically Craft Wondrous Item), provided he meets the feat’s level prerequisites. For example, an ecclesitheurge with a bonded holy symbol who wants to add a wondrous amulet ability, like amulet of natural armor, to his bonded holy symbol must be at least 3rd level to do so. The magic properties of a bonded holy symbol, including any magic abilities the ecclesitheurge added to the object, function for only the ecclesitheurge. If a bonded holy symbol’s owner dies or the item is replaced, the object loses all enhancements the ecclesitheurge added using this ability.

Sorceror Bloodline: Celestial
Bonus Spell: Bless

Bloodline Arcana:
Unlike most sorcerers whose innate magic is powered by force of personality, you use pure willpower to master and fuel your magic. You use your Wisdom, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, maximum spell level you can cast, and the save DCs of your spells. You gain a +2 bonus on all Heal and Knowledge (religion) checks.

Bloodline Powers:
Heavenly Fire (Sp):
Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Celestial Resistances (Ex):
At 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.

Traits:
Blessed Touch
You heal 1 additional point of damage when using lay on hands, channeling energy, successfully using the Heal skill, or casting a cure spell.
True Believer
You gain a +2 trait bonus on concentration checks made while casting divine spells.

Feats:
Extra Channel
You can channel energy two additional times per day.

Improvisational Healer
When attempting a Heal check that normally requires a healer’s kit, you don’t take a penalty on the check for not having a healer’s kit. When you use a healer’s kit, you can augment it with improvised supplies, gaining an additional +2 circumstance bonus on your check. Finally, you can treat any potion of cure light wounds, potion of cure moderate wounds, or potion of cure serious wounds you drink yourself or administer to another character as though its caster level were equal to the number of ranks you have in the Heal skill. The spell’s normal limitations apply; for example, a potion of cure light wounds can cure a maximum of 1d8+5 points of damage, even if you have more than 5 ranks in the Heal skill.

Improved Channel
Add 2 to the DC of saving throws made to resist the effects of your channel energy ability.

Theurgy
When casting a divine spell, you may sacrifice an arcane spell slot or arcane prepared spell of that spell’s level or higher as a swift action. The caster level for that divine spell increases by +1.
When casting an arcane spell, you may sacrifice a divine spell slot or prepared divine spell of the same or higher level as a swift action. Half the damage dealt by the arcane spell becomes holy

Siphon Poison
As a full-round action, you can remove an injury poison from a helpless or willing creature’s bloodstream with a successful Heal check. The DC of this check is equal to the poison’s DC. You can only draw out poison in this way within the first 2 rounds of when the target was poisoned. If the check is successful, the creature no longer suffers any additional effects from the poison. By performing this action, you do not risk poisoning yourself.

Skills:
Skill Points
Cleric: (2 + 1 (INT) +1 (human) = 4) x 3 (Level) = 12
Sorceror: (2 + 1 (INT) +1 (human) = 4) x 3 (Level) = 12
Background Skill Points 2 x 6 (Level) = 12
Class Skill; Untrained; (b) = Background Skill

Acrobatics DEX +0
(b)Appraise INT +6
Bluff CHA +2
Climb STR* +0
(b)Craft INT +1
Diplomacy CHA +2
Disable Device DEX* +0
Disguise CHA +2
Escape Artist DEX* +0
Fly DEX* +0
(b)Handle Animal CHA +2
Heal WIS +28
Intimidate CHA +2
(b)Knowledge: arcana INT +9
(b)Knowledge: dungeoneering INT +1
(b)Knowledge: engineering INT +1
(b)Knowledge: geography INT +1
(b)Knowledge: history INT +1
(b)Knowledge: local INT +1
(b)Knowledge: nature INT +1
(b)Knowledge: nobility INT +1
(b)Knowledge: planes INT +8
(b)Knowledge: religion INT +12
(b)Linguistics INT +1
Perception WIS +10
(b)Perform CHA +2
(b)Profession: Doctor WIS +16
Ride DEX* +0
Sense Motive WIS +10
(b)Sleight of Hand DEX* +0
Spellcraft INT +10
Stealth DEX* +0
Survival WIS +6
Swim STR* +0
Use Magic Device CHA +2

Languages:
Common (Taldane), Infernal

Gear:
Worn:
Cleric Vestments
Gold Holy Symbol [Nat Armor +1]
MW Quarterstaff
Bracers of Armor +1
Vest of Surgery [Always healer's kit, can heal ability damage]
Healer's Gloves [+5 Heal]
Headband of Inspired Wisdom +2 [WIS +2]
Cloak of Resistance +2 [Saves +2]
Ring of Spell Knowledge II [Acid Arrow]

Bandolier
Potion of CLW x2
Potion of Remove Sickness

Handy Haversack
Bedroll
Holy Text
Mess kit
Soap
Confabulation Plates [Speak with dead/plants 1/day]

Carried:
Pearl of Power I
Wand of Lesser Restoration [7 charges]
Wand of CMW [20 charges]

Scroll Cases:
Fox Cunning
Remove Paralysis
CSW
Dismissal
Restoration x2
Sending

Valuables:
46g 6s 4c

Spells:
Divine (Prepared)
CL: 3
Saving Throw DC: 10+6+(Spell Level) [+3 vs outsiders]
Concentration check: 1d20+5+CL+2

Spells Prepared:
0-Level: 4
Detect Magic
Guidance
Resistance
Stabilize
1st-Level: 2+2+1(*Domain)
Bless
Entropic Shield
* Protection from Evil
Remove Sickness
Shield of Faith
2nd Level: 1+2+1(*Domain)
Aid
Lesser Restoration
* Placebo Effect
Protection from Evil - Communal

Arcane (Spontaneous)
CL: 3
Saving Throw DC: 10+6+(Spell Level) [+3 vs outsiders]
Concentration check: 1d20+5+CL

Spells Known:
0-Level: 6 (At-Will)
Dancing Lights
Disrupt Undead
Jolt
Mage Hand
Prestidigitation
Read Magic
1st-Level: 3 (8/day)
Magic Missile
Expeditious Retreat
Positive Pulse
Bless (Bonus Bloodline)
2nd-level: 2 (5/day)
Bull's Strength
Acid Arrow

Daily Uses:
Channel Positive Energy 10/day
Blessing of the Faithful (Standard Action)
Blessed Surgery 9/day
Fire Bolt 9/day
Heavenly Fire 6/day