Wizard

Lisavet Ambra's page

434 posts. Alias of Brainiac.


Race

HP: 176/176| AC: 34 | F: +22, R: +21, W: +26 w/resolve; +1 vs. fire | Perception +23 (+2 init) | Focus 2/2 | Spells: 7th 3/2; 6th 3/3; 5th 3/3; 4th 3/3; 3rd 3/3; 2nd 3/3; 1st 3/3

Gender

Appearance |

About Lisavet Ambra

Female human cleric 14
NG Medium Humanoid (Human)

Senses: Perception +23 (+18 proficiency, +5 Wis)

DEFENSE
AC 34 (+4 armor, +18 proficiency, +1 Dex, +1 item)
HP 176/176
Resist electricity 5

Fort +22 (+18 proficiency, +3 Con, +1 item)
Ref +21 (+18 proficiency, +2 Dex, +1 item)
Will +26 (+20 proficiency, +5 Wis, +1 item); resolve

OFFENSE

Melee staff +19 (d8+4)
Ranged

Spd 25* ft

CLASS/SPELL DC 33

DIVINE SPELLS PREPARED
7th (3/day)-heal x4 (x2), angel form x2, divine decree
6th (3/day)-summon celestial^, dispel magic^, true seeing
5th (3/day)-dispel magic^, flame strike, prying eye
4th (3/day)-air walk, circle of protection, dimensional anchor
3rd (3/day)-darkvision^, fireball, searing light
2nd (3/day)-darkvision, see invisibility, shield other
1st (3/day)-air bubble, bless, command
Cantrips-disrupt undead, divine lance, forbidding ward, guidance, shield

FOCUS SPELLS (2 Focus Point)
Fire Ray (14d6), Share Burden (React)

RITUALS KNOWN
Guardian's aegis, planar ally, resurrect

STATISTICS
Str 14 (+2)
Dex 14 (+2)
Con 16 (+3)
Int 10 (+1)
Wis 20 (+5)
Cha 18 (+4)

CLASS FEATURES

Divine Font, Doctrine (Cloistered Cleric)

HERITAGE

Versatile Heritage

BACKGROUND

Raised by Belief: Whether in a monastery, a religious household, or just as part of your everyday life, your upbringing was steeped in the traditions of a faith or philosophy. You might remain committed or you may have turned from your childhood creed, but your skills are still founded in your devotion.

Choose two ability boosts. One boost must be to an ability specified in the Divine Ability entry for your deity, and one is a free ability boost.

You’re trained in your deity’s associated skill, and you gain Assurance with that skill. You gain a Lore skill with a subcategory associated with your deity (Abadar Lore, for instance).

FEATS

Ancestry Feats:

1st: Cooperative Nature: The short human life span lends perspective and has taught you from a young age to set aside differences and work with others to achieve greatness. You gain a +4 circumstance bonus on checks to Aid.

1st: Natural Ambition: You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.

3rd: General Training: Your adaptability manifests in your mastery of a range of useful abilities. You gain a 1st-level general feat. You must meet the feat's prerequisites, but if you select this feat during character creation, you can select the feat later in the process in order to determine which prerequisites you meet.

5th: Clever Improviser

7th: Sense Allies

9th: Cooperative Soul

11th: Group Aid

13th: Stubborn Persistence

Class Feats:

Doctrine: Domain Initiate: Fire

Natural Ambition: Healing Hands: Your positive energy is even more vibrant and restorative. When you cast heal, you roll d10s instead of d8s.

Turn Undead: Undead harmed by your positive energy might flee, compelled by an innate aversion to the force opposite undeath. When you use a heal spell to damage undead, each undead of your level or lower that critically fails its save gains the fleeing condition for 1 round.

Medic Dedication: You become an expert in Medicine. When you succeed with Battle Medicine or Treat Wounds, the target regains 5 additional HP at DC 20, 10 HP at DC 30, or 15 HP at DC 40. Once per day, you can use Battle Medicine on a creature that's temporarily immune. If you're a master in Medicine, you can do so once per hour.

Expanded Domain Initiate: Repose

Doctor's Visitation: You move to provide immediate care to those who need it. Stride, then use one of the following: Battle Medicine or Treat Poison. You can spend a second action to instead Stride and then Administer First Aid or Treat a Condition (if you have it).

Magic Hands: The blessing of your deity heightens your healing ability, making your mundane healing work as if by magic. When you succeed at a Medicine check to Treat Wounds, your action gains the divine trait and you heal the maximum amount for the 2d8 (or 4d8 on a critical success). If you have an ability that adds additional dice to your Treat Wounds, you still roll those normally.

Treat Condition: You treat an adjacent creature in an attempt to reduce the clumsy, enfeebled, or sickened condition. If a creature has multiple conditions from this list, choose one. Attempt a counteract check against the condition, using your Medicine modifier as your counteract modifier and the condition's source to determine the DC. You can't treat a condition that came from an artifact or effect above 20th level unless you have Legendary Medic; even if you do, the counteract DC increases by 10. Treating a Condition that is continually applied under certain circumstances (for instance, the enfeebled condition a good character gains from carrying an unholy weapon) has no effect as long as the circumstances continue.

Critical Success Reduce the condition value by 2.
Success Reduce the condition value by 1.
Critical Failure Increase the condition value by 1.

Channeled Succor: You can remove conditions with divine grace. You can sacrifice one heal spell you’ve prepared in your extra slots from healing font to cast one of the following spells instead: remove curse, remove disease, remove paralysis, or restoration. The spell is heightened to the same level as the heal spell you sacrificed.

Holistic Care: You provide emotional and spiritual care. Add frightened, stupefied, and stunned to the list of conditions you can reduce with Treat Condition. If the stunned condition has a duration instead of a value, you can't use Treat Condition to reduce it.

Shield of Faith: Residual energy from your domain spells bolsters your defenses. When you spend a Focus Point to cast a domain spell, you gain a +1 status bonus to your AC until the start of your next turn.

Ritualist Dedication: You have begun to master the difficult art of casting rituals. You gain a +2 circumstance bonus to all primary checks to perform a ritual. You learn two uncommon rituals with a level no higher than half your level; you must meet all prerequisites for casting the ritual to choose it. At 8th level and every 4 levels thereafter, you learn another uncommon ritual with a level no higher than half your level and for which you meet the prerequisites. You can cast these as the primary caster, but you can't teach them to anyone else or allow someone else to serve as primary caster unless they know the ritual as well.

Domain Focus: Your devotion to your deity’s domains grows greater, and so does the power granted to you. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1.

Flexible Ritualist: You can perform two aspects of a ritual yourself. When you cast a ritual, you can reduce the number of secondary casters by 1. When you do, you must fulfill any requirements for the secondary caster, and you attempt the secondary check normally performed by that secondary caster. You can't replace a secondary caster who is the target of the spell (as in the atone ritual).

Fast Channel: Divine power is always at your fingertips, swiftly responding to your call. When you cast harm or heal by spending 2 actions, you can get the effects of the 3-action version instead of the 2-action version.

Assured Ritualist: You can cover for a secondary caster’s error. If you are the primary caster, after rolling all the secondary checks, choose one check on which the secondary caster rolled a failure or critical failure, and treat the result as one degree of success better.

Skill Feats:

Background: Assurance (Medicine)

Battle Medicine: You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.

Continual Recovery: You zealously monitor a patient’s progress to administer treatment faster. When you Treat Wounds, your patient becomes immune for only 10 minutes instead of 1 hour. This applies only to your Treat Wounds activities, not any other the patient receives.

Ward Medic: You’ve studied in large medical wards, treating several patients at once and tending to all their needs. When you use Treat Disease or Treat Wounds, you can treat up to two targets. If you’re a master in Medicine, you can treat up to four targets, and if you’re legendary, you can treat up to eight targets.

Pilgrim’s Token

Battle Prayer

Resourceful Ritualist: You can cast difficult rituals that might otherwise be just beyond your skill. You can attempt checks to cast a ritual that requires expert proficiency if you are trained, master proficiency if you are an expert, or legendary proficiency if you are a master.

+1

General Feats:

Versatile Heritage: Armor Proficiency (Light)

Armor Proficiency (Medium)

Incredible Initiative

Fleet

Toughness

SKILLS
Diplomacy (M) +24
Intimidation +20
Medicine (M) +25
Religion (M) +25
Sarenrae Lore +16

LANGUAGES
Common

EQUIPMENT
greater staff of healing, +1 resilient red dragonhide breastplate, elemental robe (electricity)

568.8 gp

20 wks pregnant