![]()
About Safiki JakandeGENDER: Male
DEFENSE AC 20
OFFENSE Melee (Fist): +10 (1d4 - 1 B) (Agile, Finesse, Nonlethal, Unarmed) STATISTICS Str 8
MAGAAMBYA BRANCHES Primary: Rain-Scribes (3)
ANCESTRY FEATURES Halfling
HERITAGE Twilight Halfling: You gain low-light vision. BACKGROUND Choose two ability boosts. One must be to Constitution or Charisma, and one is a free ability boost. You're trained in your choice of the Diplomacy or Intimidation skill. You gain a skill feat: Group Impression if you chose Diplomacy or Intimidating Glare if you chose Intimidation. You're also trained in Academia Lore. Your recommended primary branch is the Tempest-Sun Mages. CLASS FEATURES Initial Proficiencies Trained in Perception Trained in Fortitude
Trained in Religion
Attacks
Defenses
Spells
Edicts: Forgive those who have wronged you, embrace a peaceful mindset, seek and allow redemption
Divine Font:
Healing Font: You gain additional spell slots each day at your highest level of cleric spell slots. You can prepare only heal spells in these slots, and the number of slots is equal to 1 plus your Charisma modifier. Divine Spellcasting:
Heightening Spells
Cantrips
Alertness
First Doctrine (1st): You gain the Domain Initiate cleric feat.
FEATS Ancestry Halfling Luck (Level 1):
Shared Luck (Level 5): You can use Halfling Luck when an ally within 30 feet fails a skill check or a saving throw to allow the ally to reroll the triggering check instead of you rerolling your own failed check. As usual, your ally must use the new result, even if it’s worse than their first roll. If you have Guiding Luck, you can’t use Guiding Luck’s effect that applies to attack rolls and Perception checks to use Shared Luck to benefit an ally. Class Domain Initiate (Doctrine): 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 can be found here.
Reach Spell (Level 2): You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet. Druid Dedication (Level 2, Free Archetype): You cast spells like a druid. You gain access to the Cast a Spell activity. You can prepare two common cantrips each day from the primal spell list in this book or any other primal cantrips you learn or discover. You're trained in spell attack rolls and spell DCs for primal spells. Your key spellcasting ability for druid archetype spells is Wisdom, and they are primal druid spells.
Druidic Order (Leaf): You revere plants and the bounty of nature, acting as both a gardener and warden for the wilderness, teaching sustainable techniques to communities, and helping areas regrow after disasters or negligent humanoid expansion. You are trained in Diplomacy. Committing wanton cruelty to plants or killing plants unnecessarily is anathema to your order. (This doesn’t prevent you from defending yourself against plants or harvesting them when necessary for survival.) Radiant Infusion (Level 4): You pour invigorating positive energy into a living ally. If the next action you use is to cast heal to restore Hit Points to a single living creature, the target deals an additional 1d6 positive damage with its melee weapons and unarmed attacks until the end of its next turn. If the heal spell is at least 5th level, this damage increases to 2d6, or 3d6 if the spell is at least 8th level. Basic Druid Spellcasting (Level 4, Free Archetype): Usually gained at 4th level, these feats grant a 1st-level spell slot. At 6th level, they grant you a 2nd-level spell slot, and if you have a spell repertoire, you can select one spell from your repertoire as a signature spell. At 8th level, they grant you a 3rd-level spell slot. Archetypes refer to these benefits as the "basic spellcasting benefits". General Assurance (Level 3): Receive a fixed result on a skill check. (Religion) Skill Intimidating Glare (Background): You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language. Battle Medicine (Level 2): 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. Automatic Knowledge - Religion (Level 4): Recall Knowledge as a free action once per round. Branch Benefits Additional Lore (Rain-Scribe Level 1): Choose an additional Lore skill subcategory. You become trained in it. At 3rd, 7th, and 15th levels, you gain an additional skill increase you can apply only to the chosen Lore subcategory. (Forest Lore) Steeped In History (Rain-Scribe Level 2): At 2nd level in a branch, you learn about the history of the branch and the Magaambya in general. You gain a +1 circumstance bonus to Recall Knowledge about the Magaambya, the tenets or history of your branch, and members of your branch. At 11th level, this increases to a +2 circumstance bonus. Magaambyan Attendant Dedication (Rain-Scribes Level 3): You gain the ability to cast a single arcane or primal cantrip of your choice, (as is normal for cantrips, it is heightened to a spell level equal to half your level, rounded up). If you weren’t already, you become trained in that tradition’s spell DCs and spell attack rolls, with Intelligence as your spellcasting ability if you choose arcane or Wisdom as your spellcasting ability if you choose primal.
SPELLS: Cantrips (5/d Divine, 3/d Primal: Detect Magic: Sense whether magic is nearby.
1st (3/d Divine, 1/d Primal): Admonishing Ray: A ray of energy bludgeons your target into submission without causing lasting harm. (x2)
2nd (3/d Divine): Admonishing Ray (Heightened): A ray of energy bludgeons your target into submission without causing lasting harm.
3rd (2/d Divine): Slow: Make a creature slower, reducing its actions. (x2) Divine Font (5/d): Heal: Positive energy heals the living or harms the undead, either a single creature or all in a burst. Focus Spells (1 point in pool) Adapt Self: You make subtle changes to yourself to adapt to the situation. SKILLS Untrained +0 Arcana
Trained +10 Acrobatics
Expert +13 Intimidation
LANGUAGES Common, Halfling, Druidic EQUIPMENT Dagger: 2sp (1L)
Cleric Kit: 2.2gp (1B, 3L)
41.5gp General Background:
Safiki grew up among the Song’o tribe in the Laughing Jungle. His primary occupation was traveling and trading between the tribes and the nearby communities of Freehold, Port Freedom, and Anthusis. Most of the Song’o preferred not to venture near human settlements, but Safiki’s charming, gregarious nature made him a natural fit for the wasafiri.
As time passed Safiki started courting a beautiful young woman named Nyota. He was not alone in this. Nyota had many suitors vying for her favor, most notably Badru, the chieftain’s son. Once Badru and Safiki had been the best of friends, but as they began competing with each other for Nyota’s attention their friendship soured. Eventually the two got into a fight, as foolish young men often do when trying to impress a woman. Words turned into blows turned into Badru laying still on the ground. Safiki never intended to kill Badru. But Badru was still dead. Safiki’s punishment was permanent exile from the tribe. He didn’t fight the sentence. He never wanted to fight anything ever again. Making his way to Anthusis, he found various odd jobs as a day laborer. Most of his earnings were spent on alcohol as he attempted to drown out the memory of Badru’s dead eyes. Stumbling down the street after his latest drunken binge, Safiki spotted two men arguing. He tried to get between them, slurring about how no woman was worth killing each other over. Except the men weren’t arguing over a woman, they were criminals fighting about how to split the take from their latest job. Safiki didn’t have time to realize his mistake before a knife slipped between his ribs. When he woke he wasn’t in the Boneyard, much to his surprise. He was in a small room. A man was reading nearby. When he saw Safiki was awake, he closed the book with a smile. "Greetings. I am called Haji. And you are very lucky to have been hurt so near my clinic.” Safiki gingerly felt where the knife wound had been. ”Wouldn’t it have been luckier to not get stabbed?” ”In this instance, my young friend, the answer is no.” Haji’s smile turned wry. ”You had far too much to drink. That amount of alcohol would have killed you just as surely as the knife.” ”Oh.” Safiki wasn’t sure how he felt about that. ”I was told you tried to stop a fight. A worthy endeavor, albeit a bit foolish in the state you were in.” Haji wasn’t smiling anymore. He looked almost…concerned? ”I must ask, what led you to drink so? I would hardly be a proper healer if I let you go without inquiring about the root cause of the problem.” Perhaps it was the professional demeanor. Perhaps it was the warmth in dark brown eyes. Whatever the reason, Safiki answered. He told Haji everything; the fight, the death, how he saw Badru’s eyes every time he closed his own. He couldn’t live with the guilt anymore. He didn’t want to live with the guilt anymore. He wanted to… ”I see.” For a long time, that was all Haji said. He sat back in his chair, idly fiddling with an amulet around his neck. Safiki knew Haji must be a cleric; no other healer could have saved him. However he didn’t recognize the holy symbol. A spiral, with three circles contained inside. ”You are imbalanced. So focused on the past,” His finger gently traced the circle closest to the center of the spiral. ”That you forget the present and future still exist.” ”I have not always been a healer, and I know a few things about searching for redemption. Most followers of the Open Hand do.” Haji stared straight into Safiki’s eyes. ”Neither you nor I can change what has happened. But if you will let me, I will help you try to find a balance. Where you can reflect on the past to help you make choices in the present that will lead to a better future. Is that something you desire?” Safiki just nodded. What did he have to lose? He began helping Haji around the clinic. Mundane healing was useful for more minor injuries, and Safiki found he had a talent for herbs. He started using his charming nature to calm down frightened patients. When he joined Haji in his morning prayers and began casting spells of his own, it felt like the most natural thing in the world. He had found his balance. Eager to help people the way Haji had helped him, Safiki sought to learn all he could about his new magical abilities. Most of his instruction came from Haji of course, but Safiki’s friendly nature earned him other teachers as well. He was a child of the jungle and while there weren’t many druids around a large city like Anthusis, Safiki still met a few while herb-gathering. They taught him much about the wild, and eventually inducted him into their order. It was Haji who suggested he join the Magaambya. True, they focused more on arcane magic than divine, but they believed all magic was magic, regardless of the source. Above all else they believed that magic should be used to aid other people. Surely a cleric who was also a druid would be welcomed there, even without a sponsor? Safiki could learn from the most premier magical experts in the world, then bring that knowledge back. (Unbeknownst to Safiki, joining the Magaambya was also intended to teach him how to stand on his own without Haji’s support.) It was a long and arduous journey with no promise of a reward at the end. Without a sponsor, Safiki feared he would arrive only to be turned away. Many nights he lay awake telling himself he would start heading back to Anthusis on the morrow, but then the next day he would continue his slow journey to the northeast. A journey that should have taken weeks took months instead, but eventually he made it. He arrived in Nantambu. |