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About Hannah SunheartFemale Human Cleric (Ecclesitheurge) 3 / Empyreal Sorceror 4
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
Ecclesitheurge’s Vow
Blessing of the Faithful (Su)
Domain Mastery
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)
Sorceror Bloodline: Celestial
Bloodline Arcana:
Bloodline Powers:
Celestial Resistances (Ex):
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
Improved Channel
Theurgy
Siphon Poison
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; Acrobatics DEX +0
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
Handy Haversack
Carried:
Scroll Cases:
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:
Arcane (Spontaneous)
Spells Known:
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 |