Shel Lupescu

Hermia Robin's page

805 posts. Alias of Hu5tru.


Full Name

Hermia

Race

Human

Classes/Levels

Cleric 1

Gender

Female

Size

Medium

Age

18

Special Abilities

Aura, Channel Positive Energy, Spontaneous Casting, Diminished Spellcasting, Breadth of Knowledge, Well Read

Alignment

Neutral Good

Deity

Erastil

Languages

Common, Hallit, Sylvan

Strength 11
Dexterity 14
Constitution 14
Intelligence 14
Wisdom 17
Charisma 15

About Hermia Robin

Hermia Robin
Human Female Cloistered Cleric 1
NG Medium Humanoid (Human)
Init +2, Senses Perception +3
SQ
Channel Energy (Su): 1d6, 5/day, to harm undead DC 13
Domain Community.

DEFENSE:

AC13 (10 + 2 armor, +2 Dex), touch 11, flat-footed 12
Hp 9
Fort +4,Ref +2 Will +5

OFFENSE:

Spd 30ft.
Meleeclub + 0 (1d6, x2)
Ranged sling + 2 (1d4, x2, range 50ft.)
Spells Prepared (CL 1st, concentration +6)
1st: Shield of Faith +1 Bless
Orisons: Create Water, Purify Food and Drink, Resistance

STATISTICS

Str 11, Dex 14, Con 14, Int 14, Wis 16, Cha 15
Base Atk +0, CMB +0, CMD 12
Traits Focused Mind, Pioneer
Feats Fey-Foundling, Selective Channel
Skills Diplomacy +6, Heal +7, Knowledge (Local) +7, Knowledge (Nature) +7, Knowledge (Religion) +7, Sense Motive +7
Equipmentleather armor,club, sling, 20 bullets, wooden holy symbol (Erastil), backpack, waterskin

SPECIAL ABILITIES

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

Spells
A cleric casts divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good and Lawful spells. A cleric must choose and prepare her spells in advance.
To prepare to cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s wisdom modifier.
Like all other spellcasters, a cleric can cast only a certain number of spells of each spell level per day.
Clerics must meditate or pray for their spells. Each cleric must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Channel Energy (Su)
Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships and evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).
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 half the damage. The DC of this save is equal to 10 + ½ 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. A cleric must be able to present her holy symbol to use this ability.

Domains
A cleric’s deity influences her alignment, what magic she can perform, her values and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.

Orisons
Clerics can prepare a number of orisons, or 0-level spells, each day. These are treated like any other spell, but they are not expended and may be cast and used again.

Spontaneous Casting
A good cleric can channel stored spell energy into healing spells she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower.

Chaotic, Evil, Good, and Lawful Spells
A cleric can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

Bonus Languages
A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.

Diminished Spellcasting
A cloistered cleric chooses only one domain from her deitys list of domains, and her number of non-domain spells per day for each spell level is one less than normal. If this reduces the number of spells per day for that level to 0, she gains only the bonus spells she would be entitled to based on her Wisdom score for that level, plus her domain spell for that level.

Breadth of Knowledge
At 1st level, a cloistered cleric gains a bonus on Knowledge skill checks equal to half her class level (minimum +1) and can make Knowledge skill checks untrained.

Calming Touch (Sp)
You can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

DESCRIPTION:

Age 18 yrs Height5'3" Weight120 lbs. HairAsh Eyes Green

Hermia appears to be a perfectly healthy young woman, though she cannot be mistaken for strong in the typical sense. Her features retain the rounded shapes of youth, starting to cull and become sharper. She has a gentle personality, and a great heart, and she is determined to serve the good of the community above all. This changes in the presence of evil, however, as she becomes hard and fierce to combat it and its negative influence on those that she has sworn to defend.

History:

All her life, Hermia has been... other. She does not recall much of her childhood, or her parents, but that she lived in a very simple home, and though well loved, recognized that there were more than subtle differences between herself and her brothers and sisters. Though not as fleet of foot, her mind was quicker, and oft while playing in the wood, she would hear voices speaking to her that others could not. Hermia would often lag behind their play, and tell fantastic stories about
beautiful creatures that sang and dance for her that no one else could see. And though her parents tried to engage her in other activities, socially, with other children, as she grew, the stories only got wilder, and sometimes darker. Once, when she was eleven, Hermia became lost for several days, only to appear at home with her mouth and hands coated with sweet syrup and sugar. She was having a tea party with her pretty friends, she said, and lost track of time.

Exasperated, Hermia's parents sent her to study at the local temple of Erastil. The kindly priests and acolytes kept Hermia to a rigorous routine of study, and work attending the needs of the community. In this regard, Hermia shone. With guidance, as she matured, she found that her efforts in the community lent her a sense of purpose.

For years, Hermia had been listening with growing displeasure to the stories travelers told in passing about bandits without and near her, and became increasingly frustrated that her church had no response to the chaos that threatened to envelop them. Their place, she was lectured, was to serve their community, and they could not do so if they divided their strength amongst others. But Hermia saw that that the political upheaval and the raids were only a symptom, and soon enough it would not just be travelers coming to their door for aide and comfort, but the warlords themselves. When the call came for mercenaries to combat the chaos and assist in establishing order, she could not help but answer.

CONCEPT AND PROGRESSION

Hermia is a pure support caster, and sometimes band-aid. Cloistered Cleric affords her the added ability to be handy in terms of making knowledge checks. Her domain is community, which means she'll always have the basic buffs covered, as well as be able to remove minor cruddy conditions like staggered, etc.

Hermia loves puzzles, historical, political, whichever. She enjoys hearing stories, thinking on them, and will offer her advice on how to approach a certain situation.

Hermia hates evil, and threats to the community. I see her taking Alignment Channel (Good) at the very least.

Her motivation to join a band of mercenaries is to ensure that they follow a righteous path, and found a good community. She believes in the intent of their mission, and hopes that she might lead by example, or at the very least advise one strong enough to destroy the evil in their lands, and bring order to the chaos.