Cleric of Gozreh

Kara Sitala's page

42 posts. Alias of inxpitter.


About Kara Sitala

- General -Origin: Cerilian Gender: Female Age: 32 Occupation: Ambassador CL: 3Str 11(+0) Dex 13(+1) Con 14(+2) Int 14(+2) Wis 16(+3) Cha 16 (+3)Vitality: 22 Stamina: 25 Mithra: 30Speed: 30 feet Fort: +5 Ref: +2 Will: +6- Combat -Defense Score: 14 (Touch 12, Flat-footed 12)Attacks and actions:Silver Staff +2 (1d6/1d6, x2) (Reg. Atk: Stan, 5 STA; Rap. Atk: Full, Twice, -2 Atk, 7 STA; Hvy. Atk: Full, +2 Dmg, 7 STA)Channel Energy 6/day 2d6 (30-foot radius, Stan, 5 STA)Regain 1d6+Con STA (Standard or Move Action)- Special -Domains: Community and FriendshipDomain Powers:Calming Touch (Sp): You can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per 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. Powerful Bond (Su);As a free action, you can open a link to communicate telepathically with a single ally within 60 feet. The telepathic link is two-way and lasts for 1 minute. Unlike normal telepathy, this ability requires a shared language. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.Spells:8 0-level cleric spells, 6 1st-level cleric spells, and 5 2nd-level cleric spells. The spells cost spell level x 2 Mithra and 3 + Spell Level Stamina tocast and require a Spellcasting check after the first 3 spells cast, which begins at 12 then gets one step more difficult to cast after each spell cast.- Skills and Feats-Skills: Staves +2, Medium Blades +2, Spellcasting +3 (+6), Diplomacy +3 (+6), Heal +2 (+5), Knowledge History +2 (+4), Knowledge Religion +2 (+4), Sense Motive +2 (+5)Feats: Dodge, Combat Casting, Improved Initiative (+4 Init)- Equipment -Leather Armor, Silver Staff, Helping Hand (this hovering merchanical bronze hand acts as your third hand for 1d4+2 hours upon activation, Depletion: 2 in 1d10), dagger, force sword (metalic hilt connected with a blue sphere which upon activation [swift action, 1d6+2 rounds] creates a blue energy blade dealing 1d8+4 force damage, Depletion: 3 in 1d20), Teleportation Device (handheld metal device connected with green crystal,when activated, it opens up a portal to Teleportation Chamber in the Cerilian Embassy, Depletion: 3 in 1d20)- Backstory -32-year old Kara Sitala is the Cerilian Ambassador in the city of Phendras (Phendras is a free city in southern Cerilia). Kara grew up in Calys, the capital of Cerilia, the daughter of the royal guard Perin Sitala and the court wizardress Neila Sitala. She became a student with the Dimas Narthim, the arcane order of Cerilia, and studied at the Dimas Narthim Basilica.Just after having graduated and become a full-fletched Dimas Narthim Arcanist, the Emperor of Oderon was killed and the War in the Wake broke out. Kara who had excelled at healing magic was attached to a Cerilian army as a healer.She fought in the Second Battle of Odar (Odar was the capital of Oderon), where the armies of five different provinces fought each other over several weeks, and her platoon was taken captive by Astalarian forces when Astalar won the battle.When Odar was attacked next by Cirithians, in what has become known as the Cirithian Siege, the southern part of Odar was taken by the Cirithians, and the Astalarians who had a great number of wounded soldiers and very few healers allowed Kara to help heal the wounded. In exchange, her and her people would be allowed more food. After a month of intense fighting, the Astalarians managed to fight off the Cirithians.A few months later came the Cerilian Siege. The Astalarians had gotten reinforcements since the Cirithian siege, and the two sides wereequally matched. Kara Sitala convinced the Astalarian general to come to a diplomatic solution with the Cerilians, and offered to help in the negotiations. Some say that this was the first step towards the Treaty of Calys. Kara Sitala and her fellow Cerilian prisoners of war were released and Odar was split in two halves between the Cerilians and the Astalarians. About a month later, the leaders of the Oderonian provinces gathered in Calys and signed a peace treaty.After the war, Queen Amasmé of Cerilia, sent Kara Sitala to work as her Ambassador in the city of Phendras, as maintaining Phendras as anally is deemed vital to keep war from breaking out again in Oderon.

Spell List:

--Spell List--

Level : 0

Level : 1

Command
Casting Time 1 standard action
Components V
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration 1 round
Saving Throw Will negates; Spell Resistance yes

You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options.

Approach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.

Drop: On its turn, the subject drops whatever it is holding. It can't pick up any dropped item until its next turn.

Fall: On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.

Flee: On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.

Halt: The subject stands in place for 1 round. It may not take any actions but is not considered helpless.

If the subject can't carry out your command on its next turn, the spell automatically fails.

Bless
Casting Time 1 standard action
Components V, S, DF
Range 50 ft.
Area The caster and all allies within a 50-ft. burst, centered on the caster
Duration 1 min./level
Saving Throw none; Spell Resistance yes (harmless)

Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.

Bless counters and dispels bane.

Sanctuary
Casting Time 1 standard action
Components V, S, DF
Range touch
Target creature touched


Duration 1 round/level
Saving Throw Will negates; Spell Resistance no

Any opponent attempting to directly attack the warded creature, even with a targeted spell, must attempt a Will save. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent can't follow through with the attack, that part of its action is lost, and it can't directly attack the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. This spell does not prevent the warded creature from being attacked or affected by area of effect spells. The subject cannot attack without breaking the spell but may use non-attack spells or otherwise act.

Shield of Faith
Casting Time 1 standard action
Components V, S, M (parchment with a holy text written on it)
Range touch
Target creature touched
Duration 1 min./level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

This spell creates a shimmering, magical field around the target that averts and deflects attacks. The spell grants the subject a +2 deflection bonus to AC, with an additional +1 to the bonus for every six levels you have (maximum +5 deflection bonus at 18th level).

Murderous Command
Casting Time 1 standard action
Components V
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration 1 round
Saving Throw Will negates; Spell Resistance yes

You give the target a mental urge to kill its nearest ally, which it obeys to the best of its ability. The target attacks its nearest ally on its next turn with a melee weapon or natural weapon. If necessary, it moves to or charges to the nearest ally in order to make this attack. If it is unable to reach its closest ally on its next turn, the target uses its turn to get as close as possible to the ally.

Cure Light Wounds
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw Will half (harmless); see text; Spell Resistance yes (harmless); see text

When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage.

Level : 2

Silence
Casting Time 1 round
Components V, S
Range long (400 ft. + 40 ft./level)
Area 20-ft.-radius emanation centered on a creature, object, or point in space
Duration 1 round/level (D)
Saving Throw Will negates; see text or none (object); Spell Resistance yes; see text or no (object)

Upon the casting of this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from, enters, or passes through the area. The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object. The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt a Will save to negate the spell and can use Spell Resistance, if any. Items in a creature's possession or magic items that emit sound receive the benefits of saves and Spell Resistance, but unattended objects and points in space do not. Creatures in an area of a silence spell are immune to sonic or language-based attacks, spells, and effects.

Shield Other
Casting Time 1 standard action
Components V, S, F (a pair of platinum rings worth 50 gp worn by both you and the target)
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 hour/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

This spell wards the subject and creates a mystic connection between you and the subject so that some of its wounds are transferred to you. The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including those dealt by special abilities) that deal hit point damage. The amount of damage not taken by the warded creature is taken by you. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If the subject suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with you because it is not hit point damage. When the spell ends, subsequent damage is no longer divided between the subject and you, but damage already split is not reassigned to the subject.

If you and the subject of the spell move out of range of each other, the spell ends.

Restoration, Lesser
Casting Time 3 rounds
Components V, S, M (diamond dust worth 100 gp or 1,000 gp, see text)
Range touch
Target creature touched
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

Lesser restoration dispels any magical effects reducing one of the subject's ability scores or cures 1d4 points of temporary ability damage to one of the subject's ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain.

Hold Person
Casting Time 1 standard action
Components V, S, F/DF (a small, straight piece of iron)
Range medium (100 ft. + 10 ft./level)
Target one humanoid creature
Duration 1 round/level (D); see text
Saving Throw Will negates; see text; Spell Resistance yes

The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. This is a full-round action that does not provoke attacks of opportunity. A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown.

Ironskin
Casting Time 1 standard action
Components V, S, DF/M (a pinch of forge soot)
Range personal
Target you
Duration 1 minute/level (D; see text)

Your skin hardens and takes on the color and texture of rough iron.

You gain a +4 enhancement bonus to your existing natural armor bonus (if you do not have a natural armor bonus, you are considered to have an effective natural armor bonus of +0).

This enhancement bonus increases by 1 for every 4 caster levels above 4th, to a maximum of +7 at 15th level.

While you're under the effects of this spell, if an opponent confirms a critical hit or sneak attack against you with a physical weapon (not a spell or magical effect), you can dismiss this spell to negate the critical hit or sneak attack and treat it is as a normal hit. Dismissing the spell in this way is not an action, but you must be conscious and aware of the attack to do so.