Rivani

Qitarah al-Tabib of Sedeq's page

278 posts. Organized Play character for BretI.


Race

| HP 62/62 | AC 21 (22 w/shield) +1 vs Dispatch | F +11 R +10 W +14 | Perception +14; low-light, darkvision

Classes/Levels

| Exploration: Search | Conditions: spiritual armament

Gender

F human (sylph) Cleric | Font 0/5 | 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 eighteen 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:

Saving Throws

[dice=Fortitude]d20+11[/dice]
[dice=Reflex]d20+10[/dice]
[dice=Will]d20+14[/dice]

Perception
[dice=Perception]d20+14[/dice] Low-light, Darkvision

Spells

Range 60’
[dice=Daze, DC 22 basic Will, nonlethal mental, CF also Stunned 1]2d6[/dice]

Range 60’
[dice=Divine Lance]d20+12[/dice] Double damage on a crit
[dice=Spirit Damage]4d4[/dice]

Range 30’
[dice=Electric Arc, DC 22 basic Reflex]4d4[/dice]

Heal
[dice=Heal]3d10[/dice]
[dice=Heal, 2 actions range 30’]3d10+24[/dice]

Spiritual Armament, range 120’
[dice=Spiritual Armament]d20+12[/dice]
[dice=Slashing or Spirit damage]2d8[/dice]

Battle Medicine
[dice=Medicine, Battle Medic’s Baton vs DC 15]d20+14+1[/dice]
[dice=Healing, Magic Hands]2d10+6[/dice]

[dice=Medicine Expert, Battle Medic’s Baton vs DC 20]d20+14+1[/dice]
[dice=Healing, Magic Hands, Medic Dedication]2d10+10+6+5[/dice]

Risky Surgery, can not be used with Batlle Medicine
[dice=Risky Surgery, slashing damage]d8[/dice]
[dice=Medicine Expert, Battle Medic’s Baton, Rsky Surgery vs DC 20]d20+14+1+2[/dice] [ooc] Success becomes critical success
[dice=Healing, Magic Hands, Medic Dedication]2d10+10+6+5[/dice]

Qitarah
Female human Cleric 6
Medium human (humanoid sylph)
Senses Perception +14 E; low-light vision, darkvision
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Defense
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HP 62 (8 + (8+1)*6)
AC 21; (10 +2 Dex + 1 armor +2 Trained +6 Level, assumes Mystic Armor)
Speed 25’
Fort +11 E Reflex +10 T Will +14 E
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Offense
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Cleric Class DC 22 T
Divine Spell DC 22 T
Divine Spell Attack +12 T

Melee
Dagger +10 (d4 P) Agile, Finesse, thrown 10’, versatile S
+1 Whip +11 (d4 S) Disarm, Finesse, Nonlethal, Reach, Trip

Ranged
Crossbow +10 (d6 P) 60’, Deadly d10

Divine Spells:

Cantrips:
Daze: range 60’, 2d6 mental damage, basic Will save, CF also stunned 1
Detect Magic
Divine Lance range 60’, 4d4 spirit damage, spell attack, CS double damage
Electric Arc: range 30’, two targets, 4d4 electrical damage, basic reflex
Shield

1st rank:
Liberating Command, range 60’ 1 creature use reaction to Escape
Mystic Armor
Protection, touch, +1 status to AC

2nd rank:
Cauterize Wounds, range 60’, up to 6 creatures, those with persistent bleed can take 1 fire damage to get immediate effective recovery check
Spiritual Armament, range 120’, spell attack, 2d8 of weapon type or spiritual, CS double damage
Resist Energy

3rd rank:
Dispel Magic
Roaring Applause
Heal

Healing Font 5/day, use d10 (Healing Hands)

Focus:
1 focus point

Unimpeded Stride

Reactions

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Statistics
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Str +0 Dex +2 Con +1 Int +2 Wis +4* Cha +3

Skills
Acrobatics +12 E
Athletics +8 trip or disarm +1 Whip
Diplomacy +11
Medicine +14 E +1 Item when holding Battle Medic’s Rod
Nature +12
Religion +15 E Shining Symbol
Survival +12

Lore Underworld +9
Lore Pathfinder Society +9
Lore Plane of Air +9

Languages: Common, Kelish, Sussuran (Air), Goblin
Off-Hours Study Languages: Thalassic (Water)
Background: Back-Alley Doctor
Off-Hours Study Lores: Lore Plane of Air
Patron Deity: Ranginori
Home Region: Qadira (Sedeq)

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Gear
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Combat Gear: Explorer's Clothing, +1 Whip, Crossbow, 10 Bolts, Dagger, Healer's tools, Silver Religious Symbol, Wayfinder, Pearly White Spindle aeon stone, Shining Symbol, Battle Medic’s Rod

Other Gear: Adventurer’s Pack, Pup Tent, Winter Clothing, Spacious Pouch type I

Consumables
lesser drakeheart mutagen x3
Minor healing potion
Holy Water x2
Scroll of Resist Energy
3rd rank Scroll of Translate
3rd rank Scroll of Water Breathing
Scroll of Water Walk

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

Provisions and items picked up along the way:

scroll of heroism
Rank 3 scroll of healing x4 5
Medical cache

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Class Abilities and Feats
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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.

Domain Initiate 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.

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.

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

Domain: Freedom

Healing Hands Feat 1
Cleric

Prerequisites healing font

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

Medic Dedication Feat 2
Archtype Dedication

Prerequisites trained in Medicine, Battle Medicine

You become an expert in Medicine. When you succeed with Battle Medicine or Treat Wounds, the target gains a circumstance bonus to the number of Hit Points they regain equal to 5 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 due to having already been treated with Battle Medicine. If you're a master in Medicine, you can do so once per hour.

Magic Hands Feat 6
Cleric

Prerequisites Healing Hands
The blessing of your deity heightens your healing ability, integrating magical healing with the mundane. When you succeed at a Medicine check to Treat Wounds, you can roll d10s instead of d8s for the healing and add a status bonus to the healing equal to your level.

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

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

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 immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds.

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.

Ward Medic Feat 2
General Skill

Prerequisites expert in Medicine
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.

Ancestral Paragon Feat 3
General

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

Took Adapted Cantrip

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Ancestry and Background
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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.

Sylph Heritage (Uncommon)
You are descended from air elementals or were born under the element's influence. You gain the sylph trait, in addition to the traits from your ancestry. You also gain low-light vision or darkvision if your ancestry already has low-light vision. You can choose from sylph feats and feats from your ancestry whenever you gain an ancestry feat.

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 prepare spells, you can choose this spell when you prepare your cantrips, in addition to your other options. If you have a spell repertoire, replace one of your cantrips known with the chosen spell. You can cast this cantrip as a spell of your class's tradition.

Took Electric Arc cantrip. Got this ancestry feat from Ancestral Paragon.

Cloud Gazer Feat 5
Sylph

Your connection to air allows you to see through obscuring mists. You can see well enough through fog, mist, and clouds that would normally cause creatures to be concealed that you don't need to succeed at a flat check to target creatures benefiting from such concealment.

Character creation:

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Character Creation
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Str +0
Dex +2 FV
Con +1 V
Int +2 FV
Wis +4 ABCFV
Cha +3 ABF

Ancestry: human (Geniekin Sylph)
Elemental Eyes, Cloud Gazer
Adapted Cantrip from Ancestral Paragon
Background: Back-Alley Doctor
Medicine, Underworld Lore, Risky Surgery
Skill:
Battle Medicine, Continual Recovery, Ward Medic
Class: cloistered cleric
Domain initiate (Freedom)
Medic Dedication, Healing Hands, Magic Hands
General
Ancestral Paragon (Adapted Cantrip)