Heir Apparent

Mirode Sharo's page

51 posts. Alias of Feth.


Classes/Levels

HP 21/21 | AC +17 T +10 FF +17 | CMB +2 CMD +12 | Fort +4 Ref +2 Will +6 | Perception +10 Init +0

About Mirode Sharo

Mirode Sharo
Elven Cleric of Sarenrae 3
NG medium humanoid (elf)

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Defense
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AC: +17 Touch +10 Flat-footed +17 (Armor: +7 Dex: +0)
HP: 21/21 (3d8+3)
Fort +4 Ref +2 Will +6

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Offense
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Speed: 30 ft

Melee: +1 Scimitar +4 (1d6+1) 18-20 x2

Ranged: Sling +4 (1d4) x2

Spells Memorized (Mirode meditates at dawn)
Rank Two Blinding Ray, Heat Metal, Protection from Evil (Communal)
Rank One: Bless, Detect Evil, Faerie Fire, Sun Metal
Orisons: Create Water, Detect Magic, Read Magic, Stabilize

Domains: Good, Light (Sun)

Blinding Flash x6 per day
Channel Energy 2d6 x5 per day
Light: At will
Touch of Good x6 per day

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Statistics
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Str:11 (+0) Dex:10 (+0) Con:12 (+1) Int:10 (+0) Wis:17 (+3) Cha:14 (+2)
BAB +2 CMB +2 CMD +12
Languages: Auran, Common, Elven, Kelesh

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Traits and Drawbacks
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Battlefield Caster: You receive a +1 trait bonus on concentration checks to cast defensively and a +1 trait bonus to AC against attacks provoked by or readied against spellcasting.

Keen Senses: Elves receive a +2 racial bonus on Perception checks.

Lightbringer: Many elves revere the sun, moon, and stars, but some are literally infused with the radiant power of the heavens. Elves with this racial trait are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spell or effect they cast (including spell-like and supernatural abilities). Elves with Intelligence scores of 10 or higher may use light at will as a spell-like ability. This racial trait replaces the elven immunities and elven magic racial traits

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light

Oppressive Expectations: When you fail at a skill check, you take a –2 penalty on checks with that skill until you succeed or until you fail at a different skill check, whichever comes first.

Outlander: You gain a +1 trait bonus on Knowledge (dungeoneering), and Knowledge (dungeoneering) is a class skill for you.
Mystic: Choose two divine spells. You cast those spells at +1 caster level. Spells: Blinding Ray and Sun Metal

Seeker: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

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Feats
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Combat Casting: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

Selective Channeling: 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.

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Skills
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4 per level + background skills

Appraise +4 (1 rank 3 class)
Diplomacy +6 (1 rank 3 class 2 cha)
Heal +7 (1 rank 3 class 3 wis)
Knowledge (Duneoneering) +5 (1 rank 3 class 1 trait)
Knowledge (History) +5 (2 rank 3 class)
Knowledge (Nobility) +4 (1 rank 3 class)
Knowledge (Religion) +5 (2 rank 3 class)
Linguistics +5 (2 rank 3 class)
Perception +10 (2 rank 3 class 3 wis 2 racial)
Sense Motive +8 (2 rank 3 class 3 wis)
Spellcraft +6 (3 rank 3 class)

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Gear
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Masterwork Breastplate
Masterwork Light Steel Shield
Masterwork Scimitar
Hot Weather Outfit
Silver Holy Symbol
Wand of Cure Light Wounds. Yeah, that’s right. Nobody’s dying because I’m out of channels.

Minor Bag of Holding
Healer’s Kit
Cleric’s Kit
Journal
Charcoal x10
Inkpen
Ink
Extra Holy Text
Spidersilk rope
201 gold

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Special Abilities
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Aura: A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment

Blinding Flash (Su): As a standard action, you can emit a flash of light from your holy symbol or divine focus. The most powerful light emanates out 20 feet from you. Creatures with fewer Hit Dice than your cleric level within this area are blinded for 1d4 rounds unless they succeed at a Fortitude save. All creatures in this area are dazzled for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier

Channel Energy: 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.

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.
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, activating a domain power is a standard action.

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).

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.

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Backstory
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Age: 346 years old
Height: 5’10
Weight: 145lb
Eyes: Turquoise
Hair: Light Blonde

Facemorph

In armor

Off the job

10 minute background:

Write 5 background and concept elements that you feel are important to your image of the character.

1. Mirode was born in Taldor. Her family fled to Qadira with the rest of their temple after their worship of Sarenrae was outlawed. Mirode lost her husband in the upheaval and she’s never gotten over it. She holds a grudge against the Cult of the Dawnflower over the actions that led to the ban.

2. Mirode was born with a glow about her. To her devout parents this was a sign from Sarenrae, evidence that she’d blessed their child as a reward for their faith. They pledged Mirode to Sarenrae’s service when she was only a few days old. The clerics taught Mirode how to harness the power of the light she was born with. Mirode can make herself glow at will. Trait: Lightbringer/Domain: Light

3. Mirode has a daughter named Lisbet. Lisbet’s fully grown now and working as a healer for the church. Mirode had already been tossing around the idea of traveling when she started dreaming of Jalmeray. Following that prompt was an easy decision.

4. Mirode believes Sarenrae has chosen her for something. She’s just not sure what. But it’s got to be something important if she was marked from birth, right? That’s what her family has told her all her life. Growing up under the burden of their expectations has left its mark on Mirode. She gets very flustered when she fails at something, believing she’s let others down. Drawback: Oppressive Expectations

5. Mirode has a very strong belief in the power of redemption. She believes that all people are good at heart and that they only turn to evil when dark influences come into play. This view makes her exceptionally accepting of others if somewhat naive. She will aggressively try to rehabilitate any ‘evil’ person she comes across.

List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

1. In character: Mirode’s been floundering since coming to Qadira. Katheer isn’t a bad place to live, the people have been nice and the libraries are great and Lisbet loves it. But’s it’s not where Mirode expected to be. All the plans and dreams she had for her life got tossed out the window and she never got her feet back under her. She’s clinging to these visions of Jalmeray and desperately hoping whatever Sarenrae wants her there for will give her a sense of purpose again.

2. Out of character: I don’t have one. I just want to throw her into the game and see how she does.

List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.

1. Few of the noble houses in Taldor are comprised of non-humans. Mirode’s husband, Adagan, belonged to one such house. Though he broke away from his heritage over a century ago and kept knowledge of his heritage from everyone but his wife, Mirode still worries about it becoming public knowledge. She doesn’t want Lisbet to suffer the backlash of being descended from the Taldan nobility. Mirode’s brother-in-law is still the head

2. Adagan is actually still alive. His brother decided that if it became known that Adagan was married to a cleric of Seranrae it would besmirch the family name. So he had his brother kidnapped in a ‘raid’ and presented someone else’s mangled corpse to Mirode. Adagan is held on a short leash until he ‘comes to his senses’ as his brother puts it. With no knowledge of where his family is Adagan’s been playing along while he tries to track them down.

Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile.

1. Grace Reeve: Grace is middle aged human living in Katheer. She works as a dressmaker for a living and she belongs to the church of Sarenrae. Mirode is Grace’s godmother. The two have a close relationship and trade letters often.

2. Kahir al-Mahai: Although is now a member of the city watch he spent his youth as a con man and thief. When he was caught and sentenced to be hanged for his crimes Mirode interceded on his behalf; she saw someone who deserved a second chance. She was right. With Mirode’s help Kahir turned his life around and now uses his clever mind to help the same people he grifted. Kahir is fiercely loyal to Mirode.

3. Hasal Nayzah: This seemingly ordinary merchant is actually the head of what once was a thriving cult to Norgorber. Mirode was part of effort by the church of Sarenrae to break the cult; worse still she was personally responsible for several of the cult members breaking ties with Norgober and giving up information on the cult. Hasal went from having no small amount of money and power to fleeing Almas with only the clothes on his back. He has a deep hatred of Mirode.

Describe three memories that your character has.

1. Mirode vividly remembers the birth of her daughter. The look on her husband’s face as he held Lisbet for the first time is her most cherished memory.

2. Mirode’s most embarrassing moment was the time she got stuck in a fence. She’d tried to slip between the bars but she’d just gotten herself wedged in with her arms stuck to her sides. She had to be cut out while onlookers watched in merriment.

3. Mirode hates that slavery is legal in Qadira. She’s a member of an anti-slavery group that’s trying to outlaw the practice. They’re not making much headway but they refuse to stop trying. Mirode’s spent all her spare coin on buying slaves, freeing them then setting them up with a new life via the church.