About Lyssa TannerName: Lyssa Tanner
=Spells/Resources= Caster Level: Cleric 6
Level 0 (4): Detect Poison, Guidance, Mending, Stabilize
Battle Rage: 7/7
=Defense= AC 10 + 5 Dex +7 Armor = 22
=Offense= Melee
Ranged
To Hit: BAB +4, WF +1, Dex +5, Enc +1 = +11
=Statistics= STR 14 (+2)
=Powers= Aura (Good, Strong)
=Feats= Point-Blank Shot Human Bonus Feat
=Traits= Blessed Touch: 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.
Reactionary (Combat): You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.
=Skills= 25 ranks (5x2 Cleric, 2x4 Hinterlander, 7x1 Skilled)
=Languages= Abyssal, Celestial, Common =Racial Traits= Bonus Feat: Humans select one extra feat at 1st level.
=Cleric Features= 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 deities (longbow and longsword). Aura (Ex) (Good, Strong): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details). Channel Energy (Ex) (Positive): 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 a neutral cleric who worships a good deity) 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 channel 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. Domains (Good, War): 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.
Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Battle Rage (Sp): You can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). You can do so a number of times per day equal to 3 + your Wisdom modifier.
Bonus Languages: A cleric’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. =Hinterlander Features=
Favored Enemy (Ex) (Undead): At 1st level, a hinterlander chooses a favored enemy from the list below. This functions like the ranger class feature of the same name, except that the hinterlander gains an additional ability corresponding with the favored enemy chosen. Additionally, at 8th level, he can select a new favored enemy and the bonus for one such enemy increases by 2 (rather than at 5th and 10th levels). Undead: Arrows loosed from a hinterlander’s bow are infused with divine power and deal full damage to any undead that are incorporeal, as if the arrows had the ghost touch weapon special ability. Master Archer (Ex): At 1st level, and again at 3rd and 5th levels, a hinterlander gains a bonus feat from the following list, even if he doesn’t meet the prerequisites: Deadeye’s Blessing, Far Shot, Focused Shot, Point-Blank Shot, and Rapid Shot. At 3rd level, he adds Improved Precise Shot, Parting Shot, Point Blank Master, and Manyshot to the list. At 5th level, he adds Pinpoint Targeting and Shot on the Run to the list. The benefits of these feats apply only when the hinterlander wears light, medium, or no armor. Fast Movement (Ex): At 2nd level, a hinterlander’s base land speed increases by 10 feet. Favored Terrain (Hinterland) (Ex): At 2nd level, when a hinterlander is within a 10-mile radius of a settlement with a population of 2,000 or fewer individuals, he gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival checks. A hinterlander traveling through this terrain leaves no trail and can’t be tracked (although he can leave a trail if he so desires). At 9th level, these initiative and skill bonuses increase to +4, and the bonuses function as long as the hinterlander is within 20 miles of a settlement with a population of 2,000 or fewer. =Equipment= Armor:
Weapons:
Magic Items:
Other Gear: Iron Holy Symbol, a bedroll, a flint and steel, grappling hook, an iron pot, a mess kit, chalk, mirror, signal whistle, silk rope (100 ft), soap, torch (1), trail rations (20 days), and a waterskin.
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