Aasimar

Kellean Kalyer's page

195 posts. Organized Play character for FurtiveZoog.


Full Name

Kellean Kalyer

Race

Aasimar (Qadiran)

Classes/Levels

Cleric 2 HP18/18 NL0 AC17 T10 FF17 CMD11 F+5 R+0 W+6 (+2 Deathless Spirit) Init+0 SPD20 Perc+5 SM+7 DV

Stats:
Scimitar+1/1d6/18-20; LXbow+1/1d8/19-20/x3

Gender

F

Size

Medium (5'8")

Age

78

Alignment

Neutral Good

Deity

Sarenrae

Location

Absalom

Languages

Common, Celestial, Kelish, Sylvan

Occupation

Pathfinder

Strength 10
Dexterity 10
Constitution 14
Intelligence 14
Wisdom 16
Charisma 16

About Kellean Kalyer

KELLEAN KALYER

Physical Description: Kellean Kalyer is a female aasimar, with a light build, 5’8" tall. Obviously an aasimar, she has an ethereal voice, abnormally pale, seemingly luminescent skin, and yellow-gold hair that, while short, sometimes appears to drift in an imperceptible breeze. Her eyes are an elusive color, but often seem golden-green.

Her dress is a brown and green traveler’s outfit and scale mail, carrying a backpack and a buckler strapped to her left arm, and a scimitar, dagger, and various pouches at her belt.

PFS Number and Stats:

#: 92489-7
xp: 3
FP: 6
PP: 4

Background:

Kellean Kalyer ("Call-yer") was born to two seemingly-normal Kelish humans, charcoal makers in rural Taldor. As Sarenite faithful, Kellean grew up in the chaotic and oppressive environment of living in Taldor as poor members of the banned faith - among the lowest the of economic, religious and political classes. But, it is there she developed her strong empathy and the desire to do good and protect all those of good will. These experiences have led Kellean to be Neutral Good, balancing order and freedom, as the former is often the order of the bully and the latter is often disorganized and ineffectual, but she also seeks to bring together all of good will - perhaps, one day, under the banner of Sarenrae - against the forces of evil.

As Kellean reached early adolescence, she found she had a particular connection to Sarenrae, the Dawnflower. While naturally gifted, she is an yet mostly unfamiliar with most of what would be expected of a priest Sarenrae - such as the powers and traditions of the church, its allies, and its enemies - having been instructed in the faith in secret and being largely self-taught.

It was a team of Pathfinders who saved Kellean's life, helping her escape Taldor during a particularly brutal purge of the "Dawnflower Bloosoms". In Qadira, these Pathfinders helped connect through the formal priesthood of Sarenrae, who sponsored Kellean's attendance at the famed Venicaan College of Medicaments and Chirurgery in the capital city of Katheer.

After graduation, she joined the Pathfinder, and is personally dedicated foremost to the Grand Lodge, who saved her people. She does, however, feel great sympathy for two noble traditions - the Andoran cause of freedom and egalitarianism and the Silver Crusade - and seeks to find and help their members whenever it does not conflict with her oaths to Sarenrae and the Grand Lodge.

Female aasimar cleric of Sarenrae 2
NG Medium outsider (native)
Init +0; Senses darkvision 60 ft., Perception +5
Aura aura of good

DEFENSE
AC 17, touch 10, flat-footed 17 (+6 armor, +1 shield)
hp 18 (2d8+5)
Fort +4, Ref +1, Will +5

OFFENSE
Speed 20 ft.
Scimitar +1 (1d6/18-20)
Melee dagger (cold iron) +1 (1d4/19-20)
Ranged dagger (cold iron/thrown) +1 (1d4/19-20)
Ranged crossbow, light +1 (1d8)
Special Attacks Channel Positive Energy (1d6, DC 14, 6/day), Sun's Blessing,
Spell-Like Abilities: daylight (1/day) D Domain spell; Domains Restoration Subdomain, Sun

STATISTICS
Str 10, Dex 10, Con 14, Int 14, Wis 16, Cha 16

Base Atk +1; CMB +1; CMD 11

Feats Selective Channeling

Skills:

Acrobatics -3,
Acrobatics (Jump) -7,
Appraise +1,
Bluff +3,
Climb -4,
Craft (Untrained) +1,
Diplomacy +9, 1 rank, 3 class, 3 mod, 2 racial
Disguise +3,
Escape Artist -3,
Fly -3,
Heal +7, 1 rank, 3 class, 3 mod (+2 w/kit; +2 poisons/diseases)
Intimidate +3,
Perception +5, 3 mod, 2 racial
Perform (Untrained) +3,
Ride -3,
Sense Motive +7, 1 rank, 3 class, 3 mod
Stealth -3,
Survival +3,
Swim -4

Languages Celestial, Common, Kelish, Sylvan

SQ aura of good, celestial language, darkvision, orisons, restorative touch, skilled, spell-like ability, spontaneous casting, weapon and armor proficiency,

Gear:

scimitar
dagger (cold iron)
crossbow, light; bolts (10 CI; 10 CI/AS; 10 CI/Ad)
sling (no bullets)
breastplate
buckler
holy symbol (wooden); spell component pouch
healer's kit

alchemist's fire, flask (2)
alkali, flask

Scroll Box - 5 Parchment Sheets, 4 Rice Paper Sheets
Scroll Box - Scrolls of Bless (2), Read Magic, Comprehend Languages

Hammer; Pitons (4)

Outfit (Hot Weather)

Wrist sheath, Spring-Loaded (L): Wand of Cure Light Wounds
Wrist sheath, Spring-Loaded (R): Wand of Protection from Evil

Belt pouch: Antitoxin; Antiplague; Compass; Ear Plugs; Flint and Steel; Holy Symbol, Smelling Salts, Vermin Repellent

Backpack (MW); Waterproof bag; Blue Book; Chalk (5); Filth Fever Tonic (2); Holy Text (Cheap); Messkit; Rations (Trail/Per Day)(x2); Waterskin (Filled); Whetstone

Waterproof bag ('droppable'): Bedroll; Blanket; Rope 50' (Silk/Pre-knotted)

At Home:
Traveler's Outfit

SPECIAL ABILITIES
Class Abilities
Aura of Good (Ex) You project a faint good aura.
Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 14 Will save to halve the damage. You can use this ability 6 times per day.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Restorative Touch (Su) You can touch a creature, letting the healing power of your deity from through you to relieve the creature of a minor condition. Your touch can remove the dazed, fatigued, shaken, sickened, or staggered condition. You choose which condition is removed. You can use this ability 6 times per day.
Spontaneous Casting You can channel stored spell energy into healing spells that you did not prepare ahead of time. You 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).
Sun's Blessing (Su) Whenever you channel positive energy to harm undead creatures, add a +2 bonus to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.
Weapon and Armor Proficiency Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity

Racial Abilities
Celestial Language (Ex) Aasimars speak Celestial.
Darkvision (Ex): See in the dark up to 60 ft.
Deathless Spirit: Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. This racial trait replaces celestial resistance.
Skilled (Ex) Aasimars have a +2 racial bonus on Diplomacy and Perception checks.
Spell-Like Ability (Sp) Aasimars can use daylight 1/day as a spell-like ability.

Traits
Exalted of the Society (Faith)(Cleric, Pathfinder Society): The vaults of the Grand Lodge in Absalom contain many secrets of the divine powers of the gods, and you have studied your god extensively. You may channel energy 1 additional time per day.
Venicaan Medic (Regional): You have studied at the College of Medicaments and Chirurgery, and know by sight the signs of ailments and toxins you might encounter. You gain a +2 trait bonus to Heal checks to treat diseases or poisons, and Heal is always a class skill for you.

Spells Prepared; Abilities, Equipment, and Money remaining:

Spells Prepared
0 - Create Water, Detect Magic, Guidance, Resistance
1 - Burning Disarm (1/1), Command (2/2), *Cure Light Wounds (1/1)
*Domain spell.

Abilities
Channel Energy: 7/7
Daylight (SA): 1/1
Restorative Touch (Su): 6/6

Equipment
Alchemist's fire, flask: 2/2
Alkali, flask: 1/1
Antiplague: 1/1
Antitoxin: 1/1
Bolts, Crossbow (CI): 10/10
Bolts, Crossbow (CI/AS): 10/10
Bolts, Crossbow (CI/Ad): 10/10
Filth Fever Tonic: 1/1
Healer's kit: 10/10
Pitons: 4/4
Rations: 8/12
Scrolls: Bless (1/2), Comprehend Languages, Read Magic
Vermin Repellent: 2

Wand of Cure Light Wounds: 48/50 (48)
Wand of Protection from Evil: 48/50 (48)

Money
Money: 5.40 gp at start
Spent: 0