Edicts & Anathema:
Prismatic Ray Pantheon
Create works that inspire good acts, defend those who cannot defend themselves, pursue evil
Allow evil to spread, destroy that which brings joy to others, fail to offer evil a chance to surrender
Female Poppet Cleric 2
Senses: Perception +10 (E, +4 Wis), Darkvision.
Fort +5 (T, +1 Con)
Spd 25 ft
FOCUS SPELLS (DC 17) 
Shiny Button Eyes [Ancestry 1]: You've polished your eyes to reflect the smallest details in dimmest light. You gain the Canny Acumen skill feat as a bonus feat, but you must choose Perception. Additionally, you gain a +1 circumstance bonus to Perception checks against visual illusions.
Domain Initiate [Cleric 1]: Your deity bestows a special spell related to their powers. Select one domain—a subject of particular interest to you within your religion—from your deity's list (Sun). You gain an initial domain spell for that domain, a spell unique to the domain and not available to other clerics.
Canny Acumen [Heritage]: Your avoidance or observation is beyond the ken of most in your profession. Choose
Healing Hands [Cleric 2]: Your positive energy is even more vibrant and restorative. When you cast heal, you roll d10s instead of d8s.
Inventor Dedication [FA2]: You become trained in Crafting and inventor class DC. You gain the Inventor skill feat, even if you don't meet the skill feat's requirements. Choose an innovation. You gain that innovation, though you don't gain any other abilities that modify or use that innovation, such as modifications or Explode.
Student of the Canon [Background]: You’ve researched many faiths enough to recognize notions about them that are unlikely to be true. If you roll a critical failure at a Religion check to Decipher Writing of a religious nature or to Recall Knowledge about the tenets of faiths, you get a failure instead. When attempting to Recall Knowledge about the tenets of your own faith, if you roll a failure, you get a success instead, and if you roll a success, you get a critical success instead.
Pilgrim's Token [Skill 2]: You carry a small token of protection from a site holy to your faith, or you touched your religious symbol to a relic or altar at such a site. So long as this token is in your possession, when you tie an adversary's initiative roll, you go first.
Inventor [Archetype 2]: You are a genius at Crafting, easily able to determine how things are made and create new inventions. You can spend downtime to invent a common formula that you don’t know. This works just like the Craft activity: you spend half the Price of the formula up front, attempt a Crafting check, and on a success either finish the formula by paying the difference or work for longer to decrease the Price. The difference is that you spend the additional time in research, design, and development, rather than in creating an item. Once it’s complete, you add the new formula you invented to your formula book.
As old as she is Orchid’s ‘skin’ is somewhat mismatched after years of washes and a few accidents. Fortunately however she is always neatly dressed and has recently been enjoying a fine red dress with black trousers underneath it and, best of all, a neatly crafted toolbelt. WIthrop Finney hadn’t been in town long before Orchid commissioned the dress and although he found the talking doll rather odd, the prospect of such a detailed challenge invigorated the man and his work was as exceptional as ever. Orchid, meanwhile, is almost sinfully proud of her red dress, and has since invested much of her ‘life savings’ in his work.
Recently however she has become much more somber as her sleep has been haunted by dark dreams. Originally a source of pleasure, gifted to her by Desna, Orchid is worried that her recent dreams, of fire and Breachill burning beneath a vast draconic shadow, are more than the simple nightmares that Tarindlara says they are and actually portend something significant. Accordingly she’s been spending much more time on the ‘other side’ of Shelyn’s Smile, working on a number of crafting projects in the nook near the back window which has been hers for time out of mind.
Her faith, in Desna, Sarenrae and her beloved Shelyn, is undimmed but Orchid can’t help but feel that this might be the moment in her own life which she always observes with sorrow in the children. When the realities and harsh truths of life steal in and strip a layer of childish wonder from the world. That scares the poppet but Orchid has decided that it’s a price she’s willing to pay to protect Breachill, should it come to it.