Rivani

Qitarah al-Tabib of Sedeq's page

150 posts. Organized Play character for BretI.


Race

| HP 38/38 | AC 18 (19 w/shield) | F +8 R +7 W +12 | Perception +10; low-light, darkvision

Classes/Levels

| Conditions: Spiritual Armament

Gender

F human (sylph) Cleric | Font 1/4 | BM not used yet

About Qitarah al-Tabib of Sedeq

Qitarah al-Tabib of Sedeq (aka Kit)

Description:
Skinny with tawny complexion, brilliant blue eyes, and dark hair. She is about 5’4” tall. Likes to wear light, colorful clothing. Her hair always seems to be wind-tossed.

She is currently seventeen years old.

Back story:
Perhaps the first indication of her geniekin ties were at age five when her favorite toy Jinglemane became animate. The strength of a child’s wishes should never be underestimated. Her parents were able to hide her elemental heritage for a while, until her eyes changed color in her teen years.

As a young adult, Qitarah became known in the community for providing her skills as a healer to any that needed it. It was at this time that she became known as al-Tabib, the doctor. There were many geniekin that feared going to a regular healer. There were also others who were not geniekin, but still did not want to visit a healer that would ask too many questions about how their injuries happened.

When the Pathfinder Society released Ranginori from his imprisonment, word traveled quickly through the geniekin in Sedeq. The stories interested Qitarah and anything involving awesome lion hybrids interested her companion Jinglemane. Eventually this led to Qitarah becoming a priest in Ranginori’s service.

It is only very recently that the Pathfinder Society established a lodge in Sedeq. This led to both Qitarah and Jinglemane joining the group that was so instrumental in freeing Ranginori. The Sedeq lodge was so pleased by their skills and knowledge that they were quickly promoted to field agent status.

Botting:

Reaction:

Perception and Saves

[dice=Perception]d20+10[/dice]

[dice=Fort]d20+8[/dice]
[dice=Reflex]d20+7[/dice]
[dice=Will]d20+12[/dice]

Combat

Melee
[dice=Dagger]d20+7[/dice] Agile, Finesse, thrown 10’, versatile S
[dice=Piercing damage]d4[/dice]
[dice=Slashing damage]d4[/dice]

[dice=Whip]d20+7[/dice] Disarm, Finesse, Nonlethal, Reach, Trip
[dice=Nonlethal Slashing damage]d4[/dice]

Ranged
[dice=Crossbow]d20+7[/dice] 60’, Deadly d10
[dice=Piercing damage]d6[/dice]
[dice=If crit, Deadly]d10[/dice]

Spells
Daze: range 60’,
[dice=Daze Mental damage, basic Will DC 20]d6[/dice] CF also stunned 1

Divine Lance range 60’,
[dice=Divine Lance]d20+10[/dice] CS double damage
[dice=Spirit Damage]3d4[/dice]

Electric Arc: range 30’, two targets,
[dice=Electric Arc, electric damage, basic DC 20 reflex]3d4[/dice]

Spiritual Armament, range 120’, spell attack,
[dice=Crack from Spiritual Whip!]d20+10[/dice] CS double damage
[dice=Slashing damage (spirit damage if greater)]2d8[/dice]

Divine Font, healing
[dice=Heal, ◆, range touch]2d10[/dice]
[dice=Heal, ◆◆, range 30’]2d10+16[/dice]
[dice=Heal vs undead, ◆◆, range 30’]2d10[/dice] DC 20 basic Fort save
[dice=Heal, ◆◆◆, 30’ emanation]2d10[/dice] undead DC 20 basic Fort save

Skills

[dice=Acrobatics]d20 +7[/dice]
[dice=Athletics]d20 +6[/dice]
[dice=Diplomacy]d20 +9[/dice]
[dice=Medicine]d20 +12[/dice] E
[dice=Religion]d20 +12+1[/dice] E Shining Symbol
[dice=Survival]d20 +10[/dice]

[dice=Lore Underworld]d20+7[/dice]
[dice=Lore Pathfinder Society]d20+7[/dice]

Treat Wounds and Battle Medicine

Battle Medicine, one action
[dice=Battle Medicine vs DC 15]d20+12[/dice]
[dice=Healing]2d8[/dice] Wounded condition removed
[dice=If critical success, additional healing]2d8[/dice]

[dice=Battle Medicine vs DC 20]d20+12[/dice]
[dice=Healing]2d8+10[/dice] Wounded condition removed
[dice=If critical success, additional healing]2d8[/dice]

[dice=Injury on Medicine critical failure]d8[/dice]

Risky Surgery, don’t do it on anyone with less than 9 hit points remaining!
[dice=Risky Surgury damage]d8[/dice]
[dice=Risky Surgery vs DC 15]d20+12+2[/dice]
[dice=Healing]4d8[/dice] Any success is treated as Critical Success

[dice=Risky Surgury damage]d8[/dice]
[dice=Risky Surgery vs DC 20]d20+12+2[/dice]
[dice=Healing]4d8+10[/dice] Any success is treated as Critical Success

Female Human Cleric 4
Medium human (humanoid sylph)
Senses Perception +10 T; low-light vision, darkvision
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Defense
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HP 38
AC 18; (10 +1 Dex + 1 armor +2 Trained +4 Level, assumes Mystic Armor)
Speed 25’
Fort +8 T Reflex +7 T Will +12 E

With Drakeheart
AC 21
Perception +11
Reflex +6 Will +11
-1 all Recall Knowledge checks

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Offense
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Divine Spell DC 20 T
Divine Spell Attack +10 T

Melee
Dagger +7 (d4 P) Agile, Finesse, thrown 10’, versatile S
Whip +7 (d4 S) Disarm, Finesse, Nonlethal, Reach, Trip

Ranged
Crossbow +7 (d6 P) 60’, Deadly d10

Divine Spells:

Cantrips:
Daze
Detect Magic
Divine Lance
Electric Arc
Shield

1st rank:
Fear
Magic Weapon
Mystic Armor

2nd rank:
Dispel Magic
Spiritual Armament
Resist Energy

Healing Font 4/day

Focus:
1 focus point

Unimpeded Stride

Special Attacks:

Divine Abilities:

Reactions

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Statistics
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Str +0 Dex +1 Con +0 Int +1 Wis +4 Cha +3

Skills
Acrobatics +7
Athletics +6
Diplomacy +9
Medicine +12 E
Religion +13 E Shining Symbol
Survival +10

Lore Underworld +7
Lore Pathfinder Society +7

Languages: Common, Kelish, Sussuran (Air)
Background: Back-Alley Doctor
Pathfinder Training: Generalist
Patron Deity: Ranginori
Home Region: Qadira (Sedeq)

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Gear
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Combat Gear: Explorer's Clothing, Whip, Crossbow, 10 Bolts, Dagger, Healer's tools, Silver Religious Symbol, Wayfinder, Pearly White Spindle Aeon Stone, Shining Symbol

Other Gear: Adventurer’s Pack

Consumables
lesser drakeheart mutagen x3
Minor healing potion
Holy Water
Holy Water

Invested items:
Wayfinder with Pearly White Spindle Aeon Stone
Shining Symbol

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Class Abilities
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Ranginori
Zephyrous Prince
Edicts Open closed areas to fresh air, travel throughout your surroundings daily, fly or make creations that fly
Anathema Wrongfully imprison a creature, restrain a creature longer or more tightly than is necessary, suffocate a creature
Favored Weapon Whip
Domains Air, freedom, lightning , travel
Cleric spells 1st: liberating command , 4th: fly, 6th: chain lightning

First Doctrine (1st): You gain the Domain Initiate cleric feat.
Second Doctrine (3rd): Your proficiency rank for Fortitude saves increases to expert.

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Background and Pathfinder Training
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Back-Alley Doctor background
You're the medic many turn to when a more official clinic or healer might not be available. You may specialize in stitching up bullet wounds or have a standing, confidential deal with a criminal syndicate to provide your services any time of day or night. In either case, you've perhaps turned to the adventuring life because a former client is unhappy with your work or members of the local constabulary have been asking too many questions.

Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost.

You're trained in the Medicine skill and the Underworld Lore skill. You gain the Risky Surgery skill feat.

Generalist school
Pathfinder Society Lore

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Feats
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Domain Initiate (Freedom) Feat 1
Cleric

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. You gain an initial domain spell for that domain, a spell unique to the domain and not available to other clerics. Each domain's theme and domain spells appear in Table 8–2: Domains on page 441.

Domain spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to pray to your deity or do service toward their causes.

Focus spells are automatically heightened to half your level rounded up. Focus spells don't require spell slots, nor can you cast them using spell slots. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules for focus spells appear on page 300.

Special You can select this feat multiple times, selecting a different domain each time and gaining its domain spell.

Healing Hands Feat 1
Cleric
Prerequisites healing font

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

Risky Surgury Feat 1
General Skill
Prerequisites trained in Medicine

Your surgery can bring a patient back from the brink of death, but might push them over the edge. When you Treat Wounds, you can deal 1d8 slashing damage to your patient just before applying the effects of Treat Wounds. If you do, you gain a +2 circumstance bonus to your Medicine check to Treat Wounds, and if you roll a success, you get a critical success instead.

Medic Dedication Feat 2
Archetype Dedication

Prerequisites trained in Medicine, Battle Medicine
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.

Special You can't select another dedication feat until you gain two other feats from the medic archetype.

Battle Medicine [one-action] Feat 1
General Healing Manipulate Skill

Prerequisites trained in Medicine
Requirements You're holding or wearing healer's tools.

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 Feat 2
General Skill
Prerequisites expert in Medicine

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.

Ancestral Paragon Feat 3

Whether through instinct, study, or magic, you feel a deeper connection to your ancestry. You gain a 1st-level ancestry feat.
Chose Adapted Cantrip

Elemental Eyes Feat 1
Sylph
Prerequisites low-light vision

You can see in the darkness as easily as an elemental. You gain darkvision.

Special You can select this feat only at 1st level, and you can't retrain into or out of this feat.

Adapted Cantrip Feat 1
Human
Prerequisites spellcasting class feature
Through study of multiple magical traditions, you've altered a spell to suit your spellcasting style. Choose one cantrip from a magical tradition other than your own. If you have a spell repertoire or a spellbook, replace one of the cantrips you know or have in your spellbook with the chosen spell. If you prepare spells without a spellbook (if you're a cleric or druid, for example), one of your cantrips must always be the chosen spell, and you prepare the rest normally. You can cast this cantrip as a spell of your class's tradition. If you swap or retrain this cantrip later, you can choose its replacement from the same alternate tradition or a different one.
Chose Electric Arc

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Gear notes
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Drakeheart Mutagen Item 1+
Alchemical Consumable Elixir Mutagen Polymorph

Usage held in 1 hand; Bulk L
Activate [one-action] Interact

Your skin grows tough scales like a drake, your eyesight become sharp and your pupils slitted, and your limbs grow wiry and quick, but your mind and reflexes become slow.

Benefit You gain the listed bonus to AC, a Dexterity cap of +2 (as usual, use your lowest Dexterity cap if you have more than one), and an item bonus to Perception checks. If you're wearing armor, you still calculate your proficiency bonus to AC based on your proficiency in the armor you're wearing, even if the drakeheart mutagen has a higher item bonus. You also gain the Final Surge action.

Final Surge You Stride twice. The drakeheart mutagen's duration ends.

Drawback You take a –1 penalty to Will saves, Reflex saves, and all skill checks to Recall Knowledge.

Type lesser; Level 1; Price 4 gp The item bonus to AC is +4, the item bonus to Perception is +1, and the duration is 1 minute or until you use Final Surge, whichever comes first.

Plans:

Human via NATURAL AMBITION ancestry feat would allow me to mitigate lack of class feats. Could get that at 3rd via general feat Ancestral Paragon if needed.

Human via Adapted Cantrip could get me an attack cantrip, most likely Ray of Frost.

Human via Natural Skill would get me two additional trained skills.

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Character Creation
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Str +0
Dex +1 F
Con +0
Int +1 F
Wis +4 ABCF
Cha +3 ABF

Ancestry: Human, Sylph versatile heritage
Elemental Eyes
Background: Back-Alley Doctor
Lore Underworld, Risky Surgery
Class: Cleric (Cloistered)
Medic Dedication
Skill
Battle Medicine
General

Pathfinder Training
Generalist, Pathfinder Society Lore