STATISTICS
Str 10
Dex 12
Con 8
Int 12
Wis 10
Cha 10
ANCESTRY FEATURES Ability Boosts: Dexterity, Intelligence, Free
Ability Flaw: Constitution
Low-Light Vision:
You can see in dim light as though it were bright light, so you ignore the concealed condition due to dim light.
HERITAGE Whisper Elf
Your ears are finely tuned, able to detect even the slightest whispers of sound. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one. This benefit doesn't apply if you can't hear or if the creature is incapable of making sound (for example, if it's affected by a silence spell).
CLASS FEATURES Key Ability: Dexterity
Proficiencies:
Perception
Trained in Perception
Saves
Expert in Fortitude
Trained in Reflex
Expert in Will
Skills
Trained in Acrobatics
Trained in Religion
Attacks
Trained in simple weapons
Trained in martial weapons
Trained in unarmed attacks
Defenses
Trained in all armor
Trained in unarmored defense
Class DC
Trained in champion class DC
Spells
Trained in spell attack modifiers
Trained in spell DC
Edicts:
- Do not knowingly harm innocents or fail to prevent harm to an innocent if your direct intervention could save them.
- Oppose slavery and tyranny,
- Fight for others’ freedom to make their own decisions
- Respect choices others make for their own lives
Anathema:
- Commit murder
- Cause fear or despair
- Cast nightmare or use similar magic to corrupt dreams
- Engage in bigoted behavior
- Force or threaten someone to act a certain way
- Engage in slavery or tyranny
- Torture
- Rape, nonconsensual sexual contact, or sexual threats
- Harm to children, including sexual abuse
- Reprehensible uses of mind-control magic
Sanctification (Holy):
Holy: You gain the holy trait and add that trait to any Strikes you make. You gain the edict, “Do not knowingly harm innocents or fail to prevent harm to an innocent if your direct intervention could save them” and the anathema “Commit murder.”
Deific Weapon: You zealously bear your deity's favored weapon. If it's an unarmed attack with a d4 damage die or a simple weapon, increase the damage die by one step (d4 to d6, d6 to d8, d8 to d10, d10 to d12). If the weapon is uncommon, you gain access to it, and if it's an advanced weapon, you treat it as a martial weapon for the purposes of proficiency. For Kirian, this is a starknife.
Champion's Aura: You're surrounded by an aura in a 15-foot emanation. It has the aura and divine traits. Any follower of your deity within the aura immediately knows you're a champion of your deity. This aura is used as the range for your champion's reaction and for various other effects. You can suppress or resume the aura as a single action, which has the concentrate trait, and it ends if you fall unconscious.