Separatist Cleric of Nethys 3 [HP 21/26 | AC 20/11/18 | CMD 12 | F+5 R+3 W+6 (+2 vs. death, -1 vs fire) | Init +2 | Per +2, SM +2] Channels 4/6
Gender
Female
Size
Medlium
About Kakra
GM's questions:
1. Pretty similar to her avatar, except possibly some scars from being burned alive.
2. As someone who serves the God-Pharaoh Nethys, Kakra is interested in learning about ancient Osirion.
3. Kakra is Osirion by both blood and birth, her family has lived there for generations, however with the loss of her own memory, she has sought out more information about the one who knows all, that lead her to Wati and learning about the lottery.
Background:
A resident of Tephu, Kakra does not know much about her own past. At the age of thirteen, Kakra was burned alive, and she does not remember anything before that fateful day, Transmutatum, Neth 28th, four years ago. Transmutatum is supposed to be a day of reflection and self improvement, but for Kakra, it was a day of rebirth for indeed, Kakra has little understanding of who she was before that day. Even if she had remembered anything, everything about her past was gone, burned in the same very flames that nearly claimed her life.
The very first thing that Kakra remembers is being told that she was very lucky to be alive, but Kakra didn't feel alive, she caught a glimpse of something greater before when she had been burned, but it was not something that she could clearly recognize. However, Kakra was certain of one thing, she did not survive that day, she had died. She knew not what manner of sorcery had brought her back from the brink of death, but she was alive now, that was undeniable.
For on Transmutatum, Kakra was burned alive along with everything she may have held dear. Flames had licked her body, and she now has scars and burns left from the event. She had been burned to death, and surely as one could guess by the time of the year that it happened, it was not a natural occurrence, it was arson, someone had tried to murder Kakra, and they had succeeded, and no one would arrive at the scene to search for survivors until the morning after the fire had died out, Kakra was the only survivor, and she was taken in by the church of Nethys, who saw her appearance after the event as a sign.
The event left her scarred, but not just by burns, her hair was now two different colors, and in time, she began to exhibit a certain duality. She began to suspect that she was protected by one force, and yet destroyed by another, this reminded her of the duality of Nethys, who was said to protect the world with one hand, and destroy it with the other. She embraced the duality, and in time became a cleric of Nethys, but, instead of destruction, she embraced the elemental fire which had surely been her destruction that night.
Personality:
Kakra is called Kakra for a reason, she has split personalities. The first personality is that of a young girl, the girl who burned in the flames, psychotic, insane, and a bit of a pyromaniac, yet at the same time, subject to random bouts of fear, especially when confronted by the fire herself.
The second personality, and typically her dominate personality, could be referred to her protective personality. This personally fully realizes that Kakra is a young adult, and recognizes the responsibilities of such. Oftentimes, her first personality will hide behind this one in order to escape her fears, and indeed the "elder" Kakra desires to protect the "younger" Kakra.
Kakra
Female Human (Garundi) Separatist Cleric of Nethys
TN Medium Humanoid (Human)
Init +2; Senses Perception +2
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Defense
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AC 20, touch 11, flat-footed 18 (+8 armor, +2 Shield, +0 Dex)
hp 26 (3d8+3+3)
Fort +5, Ref +2, Will +6
Defensive Abilities
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Offense
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Speed 20 ft.
Melee Morningstar -4 (1d8/x2)
Special Attacks Channel Positive Energy (DC 13, 2d6) or Channel Negative Energy (DC 13, 1d6) 6/day
Cleric Spells Prepared(CL 3rd ; concentration +5
2nd- Shield Other, Silence (D)
1st-Comprehend Languages, Endure Elements, Hide from Undead, Burning Hands (D)
0 (at will)-Light, Stabilize, Detect Magic, Detect Poison
(D) Domain spell; Domains Protection (Solitude), Fire (Arson)
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Statistics
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Str 11, Dex 12, Con 12, Int 10, Wis 14, Cha 16
Base Atk +2; CMB +1; CMD 13
Feats Selective Channeling, Nemesis, Versatile Channeler
Traits Magic is Life, Resurrected, Arcane Temper
Drawback Burned
Skills Knowledge (Planes) +6, Knowledge (Religion) +6, Spellcraft +6, Linguistics +6 ACP -6
Languages Taldane, Osiriani, Ancient Osiriani, Necril, Sphinx
Combat Gear Masterwork Agile Half Plate, heavy steel shield, morningstar Other Gear Hot weather outfit, cleric's kit-backpack (a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.), Masterwork backpack, and a pair of platinum rings.
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Special Abilities
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Versatile Channeler You may make a choice whenever you use your channel energy class feature. If you normally channel positive energy, you may choose to channel negative energy as if your effective cleric level were 2 levels lower than normal.
Selective Channeling When you channel energy, you can choose a number of targets in the area up to your Charisma modifier (3). These targets are not affected by your channeled energy.
Nemesis Having a nemesis drives you to excel in training. For each new level you gain in a favored class, including the level you gained when you chose this feat, you can choose two benefits instead of one. One of these benefits must be either a bonus hit point or a bonus skill point, even if other options are available.
Channel Energy Six times per day, Kakra may, as a standard action, channel positive energy, affecting all creatures of one type (undead or living) within 30 feet.
Spontaneous Casting Kakra can channel stored spell energy into healing spells that she did not prepare ahead of time, she may "lose" any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same level or lower.
Protection Domain (Solitude) Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws (Already included above). This bonus increases by 1 for every 5 levels you possess.
Taboo When a creature touches you or strikes you with a melee attack, you can activate this power as an immediate action. That creature takes a –1 penalty on saving throws for 1 minute. This penalty increases by 1 for every 5 levels you possess. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability 5 times per day.
Fire Domain (Arson)Granted powers from the cleric’s second domain function as if the cleric’s level, Wisdom, and Charisma were 2 lower than normal (minimum level 1) in terms of effect, DC, and uses per day. This also means the separatist doesn’t gain the domain’s higher-level ability until 2 levels later than normal. Call Fire As a standard action, you can stretch out your hand toward any visible fire source within 60 feet and beckon it toward you. This causes a ribbon-thin streak of fire to approach you in a straight line through the air. Any creature directly in the fire ribbon’s path takes 1d4 points of fire damage; a successful Reflex save (DC 12) negates this damage. When the ribbon of fire reaches your hand, it either extinguishes or lights a flammable object of your choice that you’re holding. You can use this ability 4 times per day.
Magic is Life As long as you are under the effects of a spell, you gain a +2 trait bonus on saving throws against death effects. If you are reduced to negative hit points while you are under the effects of any spell, you automatically confirm stabilization checks to stop bleeding.
Resurrected At some time in the recent past you died, but you were brought back to life—whether because of magic, a blessing of the gods, a destiny you have to fulf ill, or perhaps it just wasn’t your time to die yet. Whatever the nature of your resurrection, your experience gave you a fascination with death, and you hope to f ind some insight into the nature of mortality by exploring the tombs of Wati’s famous necropolis. You gain a +2 trait bonus on saving throws against death effects. In addition, you do not die until your hit points drop to a negative amount equal to or lower than your Constitution score + 4.
Arcane Temper You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks.
Burned You were badly burned once by volcanic ash, torch-wielding mobs, or some fiery accident, and the scars pain you terribly you whenever you are too near to fire. You take a –1 penalty on saving throws against fire effects. In addition, whenever you are adjacent to open flames or are on fire, you take a –1 penalty on all attack rolls, saving throws, and skill checks until you spend an entire round away from fire. These penalties are not cumulative. (An instantaneous fire effect adjacent to you or affecting you causes this penalty to apply until 1 round after it is gone.)
Planned Progression:
Cleric1-5, Envoy of Balance 6-9 (1-4), Holy Vindicator 10-16 (1-7), Envoy of Balance 17 (5), Holy Vindicator 18-20 (8-10)