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About Ruperta of HetzauRuperta 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.
Ruperta of Hentzau
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Melee Unarmed +10/+5 (1d3+3) Ranged Attack +2 Composite Longbow (STR+3) +13/+8 (1d8+5/x3), within 30 ft. +14/+9 (1d8+6) 110' Range 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) =================================================
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Masterwork Alchemical Silver Starknife
20 Arrows
Wand Cure Light Wounds (Cleric/1st) (50 charges) Masterwork Backpack
Belt Pouch
Spell Component Pouch
Light Horse
Wagon
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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). |