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About Qitarah al-Tabib of SedeqQitarah al-Tabib of Sedeq (aka Kit) Description:
She is currently seventeen years old. Back story:
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]
Combat Melee
[dice=Whip]d20+7[/dice] Disarm, Finesse, Nonlethal, Reach, Trip
Ranged
Spells
Divine Lance range 60’,
Electric Arc: range 30’, two targets,
Spiritual Armament, range 120’, spell attack,
Divine Font, healing
Skills [dice=Acrobatics]d20 +7[/dice]
[dice=Lore Underworld]d20+7[/dice]
Treat Wounds and Battle Medicine Battle Medicine, one action
[dice=Battle Medicine vs DC 20]d20+12[/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]
Female Human Cleric 4
With Drakeheart
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Melee
Ranged
Divine Spells: Cantrips:
1st rank:
2nd rank:
Healing Font 4/day Focus:
Unimpeded Stride Special Attacks: Divine Abilities: Reactions ————
Skills
Lore Underworld +7
Languages: Common, Kelish, Sussuran (Air)
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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
Invested items:
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Ranginori
First Doctrine (1st): You gain the Domain Initiate cleric feat.
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Back-Alley Doctor background
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
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Domain Initiate (Freedom) Feat 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. 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
Your positive energy is even more vibrant and restorative. When you cast heal, you roll d10s instead of d8s. Risky Surgury Feat 1
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
Prerequisites trained in Medicine, Battle Medicine
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
Prerequisites trained in Medicine
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
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.
Elemental Eyes Feat 1
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
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Drakeheart Mutagen Item 1+
Usage held in 1 hand; Bulk L
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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Ancestry: Human, Sylph versatile heritage
Pathfinder Training
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