Winter Witch

Kayalenta Noack's page

54 posts. Organized Play character for Jeremy Packer.

Full Name

Female Human Cleric 1


Init. +0, Perception +2


AC 15, T 10, FF 15


HP 9 of 9

About Kayalenta Noack

Female Kellid-Ulfen Human Cleric 1
CG Medium humanoid (human)
Init +0; Senses Perception +2

AC 15, touch 10, flat-footed 15 (+3 Armor, +2 Shield)
hp 9 (1d8+1)
Fort +3, Ref +0, Will +4; +2 on Will saves vs. charm and compulsion effects

Speed 30 ft.

  • heavy wooden shield -3 (1d4+1)
  • or cold iron dagger +1 (1d4+1/19-20)
  • or shortspear +1 (1d6+1)
  • or melee touch +1 (varies)

  • sling +0 (1d4+1)
  • or cold iron dagger +0 (1d4+1/19-20)
  • or shortspear +0 (1d6+1)
  • or ranged touch +0 (varies)

Special Attack channel energy 6/day (Will DC 13, 1d6)
Domain Spell-like Abilities (CL 1, concentration +3)
  • 5/day – storm burst (1d6 non-lethal, -2 penalty to attack rolls for 1 round)

Cleric Spells Prepared (CL 1, concentration +3)

Str 13, Dex 10, Con 12, Int 14, Wis 14, Cha 16
Base Atk +0; CMB +1; CMD 11
Feats Improvisational Healing, Selective Channel
Skills (ACP -3) Craft (alchemy) +6, Handle Animal +4, Heal +6 (+9 to treat wounds), Knowledge (geography) +3, Knowledge (nature) +3, Knowledge (planes) +6, Knowledge (religion) +6, Linguistics +6, Spellcraft +6
Languages Abyssal, Celestial, Hallit, Skald, Sylvan, Taldan
SQ aura, bonus languages, Elysium’s call 6/day (1 round), skilled
Traits child of two people, magical knack, true devotion

Combat Gear potion of cure light wounds (CL 1); Gear studded leather armor, heavy wooden shield, cold iron dagger, sling, cold iron sling bullets (10), artisan’s outfit, masterwork backpack, belt pouch, flint and steel, healer’s kit (10 uses), wooden holy symbol of Pulura, spell component pouch, 3 sunrods, surgeon’s tools, 7 silver coins, 1 gold coin
Encumbrance Light (56.5 of 58)

  • Light up to 58 lbs
  • Medium 59 to 116 lbs
  • Heavy 117 to 175 lbs

Racial Abilities:
Bonus Feat: Humans select one extra feat at 1st level.
[improvisational healing]

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Class Abilities:
Favored Class (cleric): +1 skill point

Weapon and Armor Proficiency: Clerics of Pulara are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).

Aura (Ex): A cleric of Pulara has a particularly powerful Chaotic Good aura (see the detect evil spell for details).

Bonus Languages: A cleric of Pulara’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.

Channel Energy (Su): A cleric of Pulara can release a wave of energy by channeling the power of her faith through her holy symbol. This energy can be used to cause or heal damage, depending on the creatures targeted.
A cleric of Pulara channels positive energy and can choose to deal damage to undead creatures or to heal living creatures.
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 channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric of Pulara 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.
[6/day, Will save DC 13, 1d6]

Cleric Spells: A cleric of Pulara casts divine spells which are drawn from the cleric spell list presented in Chapter 10. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see evil and lawful spells. A cleric of Pulara must choose and prepare her spells in advance.
To prepare or cast a spell, a cleric of Pulara must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric of Pulara’s spell is 10 + the spell level + the cleric of Pulara’s Wisdom modifier.
Like other spellcasters, a cleric of Pulara can cast only a certain number of spells of each spell level per day. In addition, she receives bonus spells per day if she has a high Wisdom score.
Clerics of Pulara meditate or pray for their spells. Each cleric of Pulara must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric of Pulara may 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.

Evil and Lawful Spells: A cleric of Pulara can’t cast spells of with the evil or lawful descriptors in their spell descriptions.

Domains: A cleric of Pulara chooses two domains from among those belonging to her deity.
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 of Pulara gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric of Pulara 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 of Pulara can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric of Pulara gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action.
[Azata (good sub-domain) and Weather]

Elysium’s Call (Su): With a touch, you can imbue creatures with the spirit of Elysium, lifting their spirits and freeing them from bonds. The creatures touched can immediately reroll any failed saving throws against spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, targets receive a +2 sacred bonus on such saving throws and a +2 sacred bonus on CMB checks to escape a grapple. Finally, targets can ignore up to 5 feet of difficult terrain each round, as if they had the Nimble Moves feat. These bonuses last for a number of rounds equal to 1/2 your cleric level (minimum 1), although the saving throw reroll only applies when the creature is touched. You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier.
[6/day, 1 round]

Storm Burst (Sp): As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
[5/day, 1d6 non-lethal damage]

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

Spontaneous Casting: A cleric of Pulara can channel stored spell energy into healing spells that 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 (a cure spell is any spell with “cure” in its name).

Child Of Two People (race, human): Your parents come from two visibly different cultures that maintain distinct identities regardless of their physical proximity (such as Tians and Ulfen). The tug of conflicting expectations has strengthened your sense of individuality and given you a gift for languages. You receive a +2 trait bonus on Will saves against charm and compulsion effects, and you automatically know the racial or ethnic languages of both your parents.

Magical Knack (basic-magic): You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.

True Devotion (campaign, Strange Aeons AP): You wake from your recent ordeal with a sense of shame, as if you had sinned deeply against your morals and beliefs. However, you feel a bit of relief as well, as if your god had granted you a second chance. You not only have a drive to figure out what happened to you, but an urge to fight back against the unspeakable forces of evil. If, during the course of your investigation, you discover that you took part in unsavory activities that would normally be opposed to your faith or alignment, this event no longer has any impact with your standing in the eyes of your god due to your renewed righteous convictions.

Once per day when casting a divine spell, you can attempt to cast the spell without losing the spell from its spell slot or using one of your allotted spells per day. There is a 20% chance that this attempt is successful. In addition, select one domain or inquisition you have. You can use the first granted power of that domain or inquisition one additional time per day. You must have a good alignment and be class capable of casting divine spells in order to select this trait.
[Azata domain (good sub-domain)]


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