Almah Rovshki

Ruperta of Hetzau's page

1,034 posts. Alias of Corsario.


Full Name

Ruperta of Hetzau

Race

Cleric of Desna 8 | HP 30/57 | AC 24 T 17 FF 19 CMD 26 | F +9 R +9 W +12 | Init +4 | Perc +7 |

Classes/Levels

Status: Normal

Gender

Female Human (Varisian)

Size

Medium

Age

21

Special Abilities

Cleric Channel Energy

Alignment

Chaotic Good

Deity

Desna

Location

Varisia

Languages

Celestial, Common, Shoanti, Varisian

Occupation

Vagabond, Healer

Homepage URL

Image

Strength 17
Dexterity 18
Constitution 10
Intelligence 10
Wisdom 16
Charisma 14

About Ruperta of Hetzau

Ruperta of Hetzau is a Young Human Varisian Healer and Midwife (Cleric), a follower of Desna, who has been directed, in a vision from her goddess, to look for a green star. She doesn't know what this "Green Star" is, or where it is located.
But the believer in luck and the luck is where The Great Dreamer directs you, so she will go.
Together with her friends Pai, Pax, Corbyn and Slumper, she braved the dangers of Korvosa and the Crimson Throne, bringing the mad Queen there to a halt. But the dreamer called, and now she embarked in a new quest.
Height 5'3" Weight 170 lbs. Deep Brown Eyes, Raven Black Hair.
Image

Ruperta of Hentzau
Female Human (Varisian) Cleric 8
CG Medium Humanoid (Human)
Init +4, Senses Perception +7
Aura Good and Chaos

=================================================
USE RESOURCES
=================================================
Healing Kit: 1 charge
Arrows: 4

=================================================
DEFENSE
=================================================
AC 24, Touch 17, Flat-Footed 19 (+6 Armor, +2 Deflection, +4 Dex, +1 Natural, +1 Dodge)
HP 57 (8d8+8 FC)
Fort +9, Ref +9, Will +12

=================================================
OFFENSE
=================================================
Speed 50 ft., Agile Feet (6/day), Dimensional Hop (16 5-ft. increments)
Melee Masterwork Alchemical Silver Starknife +11/+6 (1d4+2/x3)

  • Power Attack -2 Att +4 Dmg
    Melee Unarmed +10/+5 (1d3+3)
  • Power Attack -2 Att +4 Dmg
    Ranged Attack +2 Composite Longbow (STR+3) +13/+8 (1d8+5/x3), within 30 ft. +14/+9 (1d8+6) 110' Range
  • Deadly Aim -2 Att +4 Dmg
  • Weapon of Awe +2 Sacred to Dmg, if critical target shaken with no ST
  • Holy Lance (Su) Holy weapon, +2d6 against evil, Good Aligned
  • Rapid Shot (Full attack action) Extra attack at full bonus -2 Att all attacks
  • Many Shot (Full attack action) First attack fires two arrows, Damage x2
    Ranged Holy Water (Flask) +10/+5 (2d4), within 30 ft. +1 Att and Dmg
    Ranged Tanglefoot Bag +10/+5, within 30 ft. +11/+6
    Special Attacks Channel Positive Energy (4d6, DC 16, 5/day)

    =================================================
    PREPARED SPELLS
    =================================================
    Cleric (CL 8th; Concentration +11)
    4th Level
    Blessing of Fervor (DC 17)
    Pending
    *Dimension Door
    3rd Level
    Prayer
    Sacred Bond (DC 16)
    Pending
    Pending
    *Fly (DC 16)
    2nd Level
    Grace
    Weapon of Awe (DC 15)
    Pending
    Pending
    *Locate Object
    1st Level
    Abundant Ammunition
    Divine Favor
    Liberating Command (DC 14)
    Pending
    Pending
    *Longstrider
    0th Level
    Create Water
    Detect Magic
    Light
    Read Magic
    *:Domain spell.
    Deity Desna; Domains Azata Subdomain (Good), Travel

    =================================================
    STATISTICS
    =================================================
    Str 17, Dex 18, Con 10, Int 10, Wis 16, Cha 14
    Base Atk +6; CMB +10; CMD 26
    Traits Reckless, Heirloom Weapon (Proficiency Longbow)
    Feat Tax Agile Maneuvers, Deadly Aim, Mobility, Point-Blank Shot, Power Attack, Weapon Finesse
    Feats Dodge, Manyshot, Precise Shot, Rapid Shot, Weapon Focus (Longbow)
    Languages Celestial, Common, Shoanti, Varisian
    SQ Agile feet (6/day), aura of chaos, aura of good, chaos blade (4 rounds, 1/day), dimensional hop (16 5-ft. increments), elysium's call, humanoid traits, spontaneous casting
    Encumbrance Light (75.9 lbs.) - Light 100, Medium 200, Heavy 300, Lift over head 300, Lift off ground 600, Push / Drag 1500

    =================================================
    SKILLS
    =================================================
    Acrobatics +11, (Jump) +19
    Appraise +5 (Background)
    Bluff (U) +2
    Climb (U) +2
    Diplomacy +9
    Disguise (U) +2
    Escape Artist (U) +3
    Fly (U) +3
    Handle Animal +4 (Background)
    Heal +8
    Intimidate (U) +2
    Knowledge (Geography) +2 (Background)
    Knowledge (History) +5 (Background)
    Knowledge (Religion) +7
    Linguistics(Celestial, Shoanti) +5 (Background)
    Perception +7
    Perform (Dance) +4 (Background)
    Perform (Untrained) +2
    Profession (Midwife) +8 (Background)
    Ride (U) +3
    Sense Motive +8
    Sleight of Hand +5
    Spellcraft +7
    Stealth (U) +3
    Survival (U) +3
    Swim (U) +2

    =================================================
    GEAR
    =================================================
    +2 Chain Shirt
    Desna Silver Burning Holy Symbol
    Traveler's outfit

    Masterwork Alchemical Silver Starknife
    +2 Composite Longbow (STR+3)
    2 Holy Water (Flask)
    2 Tanglefoot bag

    20 Arrows
    20 Blunt Arrow
    20 Alchemical Silver Arrows
    20 Cold Iron Arrows
    2 Adamantine Arrows
    2 Barbed Srrow
    2 Whistling Arrows
    Grappling arrow

    Wand Cure Light Wounds (Cleric/1st) (50 charges)

    Masterwork Backpack
    Healer's Kit (10 charges)
    Smokestick
    10 Chalks
    Flint and steel
    Mirror (small/steel)
    Silk Rope (50 ft)
    Signal Whistle

    Belt Pouch
    6 Gold Coin
    5 Silver Coin

    Spell Component Pouch
    Diamond Dust (500 gp)
    2 Golden Bracelets (Sacred Bond Spell Component)
    Small Silk Pillow (Nap Stack Spell Component)

    Light Horse
    Bit and Bridle
    Riding Saddle
    Saddlebags
    Training Harness

    Wagon
    Bedroll
    Courtier's outfit
    Dancer's Garb
    Dandy Brush
    Holy Text (typical)
    Mess Kit
    Pole (10 ft.)
    Iron Pot
    2 Sacks
    Silk Rope (50 ft)
    Soap (1 lb.)
    Waterskin
    5 Rations (trail/per day)
    5 Feed (per day)
    ---
    Patchwork blanket made from a bunch of different fabrics

    =================================================
    SPECIAL ABILITIES
    =================================================
    Agile Feet (Su) As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability 6 times per day.

    Aura of Chaos (Ex) You project a strong chaotic aura.

    Aura of Good (Ex) You project a strong good aura.

    Bonus Feat Humans select one extra feat at 1st level.

    Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 4d6 points of positive energy damage to undead creatures or to heal living creatures of 4d6 points of damage. Creatures that take damage from channeled energy receive a DC 16 Will save to halve the damage. You can use this ability 5 times per day.

    Holy Lance (Su) You can give a weapon touched the Holy special weapon quality for 4 rounds. You can use this ability 1 times per day.

    Dimensional Hop (Sp) You can teleport up to 80 feet per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.

    Elysium's Call (Su) With a touch, you can imbue creatures with the spirit of Elysium, lifting their spirits and freeing them from bonds. The creatures touched can immediately reroll any failed saving throws against spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, targets receive a +2 sacred bonus on such saving throws and a +2 sacred bonus on CMB checks to escape a grapple. Finally, targets can ignore up to 5 feet of difficult terrain each round, as if they had the Nimble Moves feat. These bonuses last for 4 rounds, although the saving throw reroll only applies when the creature is touched. You can use this ability 6 rounds per day.

    Heirloom Weapon When you select this trait, choose one of the following benefits: proficiency with that specific weapon, a +1 trait bonus on attacks of opportunity with that specific weapon, a +2 trait bonus on one kind of combat maneuver when using that specific weapon. Longboy Proficiency.

    Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.

    Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

    Proficiency (Longbow)

    Reckless You have a tendency for rash behavior, often disregarding your own safety as you move across the battlefield. You gain a +1 bonus on Acrobatics checks, and Acrobatics is always a class skill for you.

    Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

    Spontaneous Casting You can channel stored spell energy into healing spells that you did not prepare ahead of time. You 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).