Full Name |
Kemat of An |
Race |
Human |
Classes/Levels |
Cleric (Merciful Healer) 7 | HP 52/52| AC 17 T 11 FF 16 | Fort +7 Ref +4 Will +9 | Initiative +1 | Perception +4 | Channel 5/7 | Healer's Hands 4/6 | Rebuke Death 6/6 |
Gender |
Female |
Size |
Medium |
Age |
25 |
Alignment |
Neutral Good |
Deity |
Aset |
Languages |
Osiriani; Ancient Osiriani, Celestial, Gnoll, Taldane (Common) |
Occupation |
Mendicant priestess |
Homepage URL |
Inspirational picture |
Strength |
10 |
Dexterity |
13 |
Constitution |
13 |
Intelligence |
13 |
Wisdom |
17 |
Charisma |
14 |
About Kemat of An
Kemat of An
Cleric (Merciful Healer) of Aset 7
NG Medium humanoid (human)
Init +1; Perception +4
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
HP 52 (7d8, +7 Con, +7 favored class)
Fort +7 (+5 base, +1 Con, +1 resistance), Ref +4 (+2 base, +1 Dex, +1 resistance), Will +9 (+5 base, +3 Wis, +1 resistance)
--------------------
Offense
--------------------
Speed 30 ft.
Melee Quarterstaff +5 (1d6/1d6/x2; bludgeoning)
Spells Prepared (CL 7th; concentration +10)
• 4th (1+d/day)—air walk, cure critical wounds (d)
• 3rd (3+d/day)—cure serious wounds (d), communal resist energy, magic circle against evil, prayer
• 2nd (4+d/day)—burst of radiance, cure moderate wounds (d), lesser restoration, sound burst, suppress charms and compulsions
• 1st (5+d+trait/day)—bless, cure light wounds (d), cure light wounds (trait), know the enemy, protection from evil, remove fear, remove sickness
• 0 (at will)—create water, detect magic, guidance, light, mending
(d) indicates a domain spell.
--------------------
Statistics
--------------------
Str 10, Dex 13, Con 13, Int 13, Wis 17, Cha 14
Base Atk +5; CMB +5; CMD 16
Languages Osiriani; Ancient Osiriani, Celestial, Gnoll, Taldane (Common)
Armor Check Penalty –1
--------------------
Feats
--------------------
Level 1
Healer’s Hands (Conduit): Your healing efforts are bolstered by positive energy.
Prerequisite(s): Heal 1 rank, Knowledge (planes) 1 rank.
Benefit(s): You can use the Heal skill to treat deadly wounds as a full-round action. You do not take a penalty for not using a healer’s kit when treating deadly wounds this way, and you can do so on a given creature more than once per day. When treating deadly wounds this way, if your result exceeds the DC by 10 or more, add your ranks in Knowledge (planes) to the damage healed. These benefits do not apply to creatures that are not healed by positive energy.
You can use this feat’s benefit a number of times per day equal to your ranks in Knowledge (planes).
Human
Fast Learner: You progress gain extra versatility.
Prerequisites: Int 13, human.
Benefit: When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit or you can choose an alternate class reward.
Level 3
Selective Channeling: You can choose whom to affect when you channel energy.
Prerequisite: Cha 13, channel energy class feature.
Benefit: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.
Normal: All targets in a 30-foot burst are affected when you channel energy. You can only choose whether or not you are affected.
Level 5
Incredible Healer: You are able to treat deadly wounds with an almost supernatural skill.
Prerequisites: Heal 5 ranks.
Benefit: When you use the Heal skill to treat deadly wounds, the target heals a number of hit points equal to either the result of your Heal check or the normal amount, whichever is higher. A creature can still benefit from having deadly wounds treated no more than once per day.
Level 7
Extra Channel: You can channel divine energy more often.
Prerequisite: Channel energy class feature.
Benefit: You can channel energy two additional times per day.
Special: If a paladin with the ability to channel positive energy takes this feat, she can use lay on hands four additional times a day, but only to channel positive energy.
--------------------
Traits and Drawbacks
--------------------
Blessed Touch (Faith): You may have been raised in a devout family, studied the divine in a formal church environment, or even learned how to combine traditional healing techniques with those of divine casters. In so doing, you have focused yourself into being the perfect vessel for your deity. Divine power flows through you like a mountain stream, making your healing touch more potent than that of others. You heal 1 additional point of damage when using lay on hands, channeling energy, or casting a cure spell.
Touched by Divinity (Campaign): As long as you can remember, you’ve had an unexplainable interest in one deity in particular. One of your parents may have been a priest of this deity, or you may have been an orphan raised by the church, but these alone cannot explain your deep connection to the faith. You’ve always felt calm and at ease in places holy to the deity, and often have dreams about the god or goddess visiting you—most often in the form of a sacred animal or creature. Your faith is strong, even if you don’t happen to be a divine spellcaster—if you are a divine spellcaster, you should be a worshiper of this deity. You begin play with a silver holy symbol of your chosen deity for free. In addition, choose one domain associated with your chosen deity. You gain the use of that domain’s 1st-level domain spell as a spell-like ability usable once per day (CL equals your character level). Associated Mythic Path: Hierophant. Multiple Characters: If other characters choose this trait, you should all work together to decide what deity you’re associated with—it should be the same deity shared by all of you. You might even share the same dreams.
--------------------
Adventuring Skills
--------------------
Total skill ranks: 30/12 (14 cleric, +7 Int, +7 human, +7 favored class; 14 background)
Climb +2 [+1] (2 ranks)
Diplomacy +7 (2 ranks, +2 Cha, +3 class skill)
Heal +12 (7 ranks, +3 Wis, +3 class skill)
Knowledge (planes) +10 (7 ranks, +1 Int, +3 class skill)
Knowledge (religion) +11 (7 ranks, +1 Int, +3 class skill)
Perception +4 (1 rank, +3 Wis)
Spellcraft +11 (7 ranks, +1 Int, +3 class skill)
Swim +2 [+1] (2 ranks)
--------------------
Background Skills
--------------------
Craft (calligraphy) +8 (4 ranks, +1 Int, +3 class skill)
Knowledge (history) +11 (7 ranks, +1 Int, +3 class skill)
Linguistics +7 (3 ranks, +1 Int, +3 class skill)
--------------------
Untrained Skills
--------------------
Acrobatics +1 [0] (+1 Dex)
Bluff +2 (+2 Cha)
Handle Animal +2 (+2 Cha)
Intimidate +2 (+2 Cha)
Ride +1 [0] (+1 Dex)
Sense Motive +3 (+3 Wis)
Stealth +1 [0] (+1 Dex)
Survival +3 (+3 Wis)
--------------------
Gear
--------------------
Total starting wealth: 16,000 gp
Hot weather outfit (free starting outfit)
Quarterstaff (4 lbs.)
+1 mithral breastplate (5,200 gp, 12½ lbs.) - n.b. mithral armor is treated as one category lighter so this does not reduce speed
Cassock of the clergy (4,600 gp, 1 lb.)
+1 cloak of resistance (1,000 gp, 1 lb.)
Silver holy symbol of Aset (free from trait)
Wand of cure light wounds (750 gp, cl 1, 50 charges)
Masterwork backpack (50 gp, 4 lbs.)
[
• Bedroll (1 sp, 5 lbs.)
• Blanket (5 sp, 3 lbs.)
• Canteen (2 gp, 1 lb.)
• Compass (10 gp, ½ lb.)
• Flint and steel (1 gp)
• Grooming kit (1 gp, 2 lbs.)
• Rations, trail, 5 days (2 gp 5 sp, 5 lbs.)
• Scrolls of lesser restoration, 5 (150 gp. ea.)
• Specialized healer's satchel (3,000 gp, 1 lb.)
• 632 gp, 9 sp
]
Carrying capacity with masterwork backpack: 38 lbs./76 lbs./115 lbs.
Total weight carried: 40 lbs.
--------------------
Special Abilities
--------------------
Human
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Cleric (Merciful Healer) 7
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.
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).
Spells: A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. 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 or 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 other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
Clerics meditate or pray for their spells. Each cleric 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 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.
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 one 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 one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships 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 casts 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 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 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.
A merciful healer must channel positive energy, and when she does, she cannot choose to target undead.
Combat Medic (Ex): A merciful healer does not provoke attacks of opportunity when using the Heal skill to stabilize another creature or casting healing spells.
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, using a domain power is a standard action.
A merciful healer must choose the Healing domain. She does not gain a second domain. If the cleric worships a deity, that deity must be one that grants the Healing domain. A merciful healer must channel positive energy.
Domains selected:
Healing Domain
Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Healer's Blessing (Su): At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.
Domain Spells: 1st—cure light wounds, 2nd—cure moderate wounds, 3rd—cure serious wounds, 4th—cure critical wounds, 5th—breath of life, 6th—heal, 7th—regenerate, 8th—mass cure critical wounds, 9th—mass heal.
Merciful Healing (Su): At 3rd level, a merciful healer can channel positive energy to relieve one or more harmful conditions. The merciful healer chooses one of the following harmful conditions at 3rd level: fatigued, shaken, or sickened. When the merciful healer channels energy she can remove the chosen condition from one living creature that she heals within her channel energy burst. At 6th level, she can choose another condition. It can be one of those she didn’t choose at 3rd level, or one of the following conditions: dazed, diseased, or staggered. She can remove the selected condition or the one she chose at 3rd level from up to two creatures within her channel energy burst. She gains another condition at 9th level, and can choose an above condition or one of the following conditions: cursed, exhausted, frightened, nauseated, or poisoned. She can remove that condition, or a condition she previously chose, from one or two creatures within the burst. Finally, at 12th level, she can choose a lower-level condition or one of the following conditions: blinded, deafened, paralyzed, or stunned. She can remove that condition or one she previously chose from one, two, or three creatures within her channel energy burst. Feats and effects that affect a paladin’s mercy also affect this ability.
Chosen conditions cured: diseased, fatigued
Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) 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).
--------------------
Backstory
--------------------
Description: Dusky-complected, dark-haired, and broad-faced, Kemat is an archetypal Osiriani woman. She has a lean, small frame and soft features. She decorates herself with traditional Osirian makeup and garb, often wearing heavy kohl eyeliner and a decorative pectoral.
Background: Born in the southern Osirian city of An, Kemat grew up in the shadow of the pyramids. From a young age she seemed to have an uncanny connection to the old gods of Osirion, and she took in the ancient language and the working of hieroglyphs almost as if remembering them from another life. This positioned her to become a priestess of Aset, revered goddess of magic, fertility, life, and mysteries, a role that she accepted as if it were preordained (though as everyone knows, prophecy and destiny are broken since the death of Aroden).
On her twenty-first birthday, shortly after her ordination to the full mysteries of the priesthood, she cryptically announced that she had a role to fulfill, and she headed to the coast to take a ship west. Traveling for years, she made her way across Golarion until she arrived in the Mendevian wastes, far from home, where she fell in with crusaders, simply saying that she was "needed here."
Personality Traits: Kemat is reserved and sometimes cryptic, though her air of mystery can be compelling. She often gives the impression that she has some kind of advice or foreknowledge, as if from a past life or a guiding spirit. She has a dark sense of humor but rarely shows more than a smirk of mirth.
As with most Osiriani, Kemat loves cats of all kinds. She sees dogs as useful assistants for hunting and warfare but has no special connection with them. She has special reverence for the kite (bird), as befits a priestess of Aset. She enjoys children in a distant, "very good, go back to your parents now" way, though as a priestess-healer of a fertility goddess, she is knowledgeable in both conception and contraception.
Kemat is loath to engage in combat; when she is found on the front lines, it is tending to the wounded or shielding them with magic.