Sosiel Vaenic

Safiki Jakande's page

28 posts. Alias of ClearSpring.


Full Name

Safiki Jakande

Gender

Halfling Cleric 5 | HP 56/56 | AC 20 | F +11 R +10 W +13 | Perc +13, Low-Light Vision | Speed 25 ft | Spells: 1st (4/4), 2nd (3/3), 3rd (2/2), DF (5/5) | Active Conditions: None

Size

Medium

Age

29

Alignment

NG

Deity

Korada

Languages

Common, Druidic, Halfling

Strength 8
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 19
Charisma 18

About Safiki Jakande

GENDER: Male
ANCESTRY: Halfling
CLASS: Cleric
LEVEL: 5
ALIGNMENT: NG
SENSES: Perception +13

DEFENSE

AC 20
HP 56
Fort +11
Ref +10
Will +13

OFFENSE

Melee (Fist): +10 (1d4 - 1 B) (Agile, Finesse, Nonlethal, Unarmed)

STATISTICS

Str 8
Dex 16
Con 14
Int 10
Wis 19
Cha 18

MAGAAMBYA BRANCHES

Primary: Rain-Scribes (3)
Secondary: Emerald Boughs (0)

ANCESTRY FEATURES

Halfling
Hit Points: 6
Size: Small
Speed: 25 feet
Ability Boosts: Dexterity, Wisdom, Free
Ability Flaw: Strength
Languages: Common, Halfling, Additional languages equal to your Intelligence modifier (if it's positive). Choose from Dwarven, Elven, Gnomish, Goblin, and any other languages to which you have access (such as the languages prevalent in your region).
Keen Eyes: Your eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one.

HERITAGE

Twilight Halfling: You gain low-light vision.

BACKGROUND

Unsponsored:

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

Cleric

Initial Proficiencies

Trained in Perception

Trained in Fortitude
Trained in Reflex
Expert in Will

Trained in Religion
Trained in one skill determined by your choice of deity
Trained in a number of additional skills equal to 2 plus your Intelligence modifier

Attacks
Trained in simple weapons
Trained in the favored weapon of your deity. If your deity’s favored weapon is uncommon, you also gain access to that weapon.
Trained in unarmed attacks

Defenses
Untrained in all armor, though your doctrine might alter this
Trained in unarmored defense

Spells
Trained in divine spell attacks
Trained in divine spell DCs

Deity: Korada

Edicts: Forgive those who have wronged you, embrace a peaceful mindset, seek and allow redemption
Anathema: Cause lethal harm to a creature, deny a repentant creature an opportunity for redemption, ask a retired warrior to fight
Areas of Concern: foresight, forgiveness, and peace
Follower Alignments: NG, N
Divine Ability: Wisdom or Charisma
Divine Font: heal
Divine Skill: Diplomacy
Favored Weapon: fist
Domains: change, healing, magic, protection
Cleric Spells: 1st: soothe, 3rd: slow, 4th: resilient sphere

Divine Font:
Through your deity's blessing, you gain additional spells that channel either the life force called positive energy or its counterforce, negative energy. When you prepare your spells each day, you can prepare additional heal or harm spells, depending on your deity. The divine font spell your deity provides is listed in the Divine Font entry for your deity; if both are listed, you can choose between heal or harm. Once you choose, you can't change your choice short of an ethical shift or divine intervention.

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:
Your deity bestows on you the power to cast divine spells. You can cast divine spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells (see Casting Spells). Because you're a cleric, you can usually hold a divine focus (such as a religious symbol) for spells requiring material components instead of needing to use a material component pouch. At 1st level, you can prepare two 1st-level spells and five cantrips each morning from the common spells on the divine spell list in this book or from other divine spells to which you gain access. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.
As you increase in level as a cleric, the number of spells you can prepare each day increases, as does the highest level of spell you can cast, as shown in Table 3–9: Cleric Spells per Day on page 120.
Some of your spells require you to attempt a spell attack roll to see how effective they are, or your enemies to roll against your spell DC (typically by attempting a saving throw). Since your key ability is Wisdom, your spell attack rolls and spell DCs use your Wisdom modifier. Details on calculating these statistics appear in Spell Attack Rolls.

Heightening Spells
When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell's level, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain levels.

Cantrips
A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded—this is usually equal to the highest level of cleric spell slot you have. For example, as a 1st-level cleric, your cantrips are 1st-level spells, and as a 5th-level cleric, your cantrips are 3rd-level spells.

Alertness
You remain alert to threats around you. Your proficiency rank for Perception increases to expert.

Doctrine (Cloistered Cleric)

First Doctrine (1st): You gain the Domain Initiate cleric feat.
Second Doctrine (3rd): Your proficiency rank for Fortitude saves increases to expert.
Third Doctrine (7th): Your proficiency ranks for divine spell attack rolls and spell DCs increase to expert.
Fourth Doctrine (11th): You gain expert proficiency with your deity’s favored weapon. When you critically succeed at an attack roll using that weapon, you apply the weapon’s critical specialization effect; use your divine spell DC if necessary.
Fifth Doctrine (15th): Your proficiency ranks for divine spell attack rolls and spell DCs increase to master.
Final Doctrine (19th): Your proficiency ranks for divine spell attack rolls and spell DCs increase to legendary.

FEATS

Ancestry

Halfling Luck (Level 1):
Frequency once per day
Trigger You fail a skill check or saving throw.
You can reroll the triggering check, but you must use the new result, even if it’s worse than your first roll.

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.
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 here. (Change Domain)

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.
You learn the Druidic language, and you are bound by the druid's anathema.
Choose a druidic order. You become a member of that order and are also bound by its specific anathema, allowing you to take the order's feats. You become trained in Nature and your order's associated skill; for each of these skills in which you were already trained, you become trained in a skill of your choice. You don't gain any other abilities from your choice of order.

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.
Regardless of whether you choose an arcane or primal cantrip, you also either become trained in Arcana or Nature, or an expert in one of those skills in which you were already trained.
When you gain this feat, choose to affiliate with the Cascade Bearers, Emerald Boughs, Rain–Scribes, Tempest-Sun Mages, or Uzunjati. This grants you additional feats available to only that branch.

SPELLS:

Cantrips (5/d Divine, 3/d Primal:

Detect Magic: Sense whether magic is nearby.
Electric Arc: Zap one or two creatures with lightning.
Forbidding Ward: Protect an ally against one specific enemy.
Guidance: Divine guidance improves one roll.
Light: Make an object glow.
Prestidigitation: Perform a minor magical trick.
Shield: A shield of magical force blocks attacks and magic missiles.
Stabilize: Stabilize a dying creature.

1st (3/d Divine, 1/d Primal):

Admonishing Ray: A ray of energy bludgeons your target into submission without causing lasting harm. (x2)
Fear: Frighten a creature, possibly making it flee.
Grease: Coat a surface or object in slippery grease.

2nd (3/d Divine):

Admonishing Ray (Heightened): A ray of energy bludgeons your target into submission without causing lasting harm.
Dispel Magic: End a spell or suppress an item's magic.
Faerie Fire: Colorful light prevents creatures from being concealed or invisible.

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
-1 Athletics
+0 Crafting
+4 Deception
+0 Lore (Other)
+0 Occultism
+4 Performance
+0 Society
+3 Stealth
+3 Thievery

Trained

+10 Acrobatics
+11 Diplomacy
+7 Lore (Academia)
+11 Medicine
+11 Survival

Expert

+13 Intimidation
+9 Lore (Forest)
+13 Nature
+13 Religion

LANGUAGES

Common, Halfling, Druidic

EQUIPMENT

Dagger: 2sp (1L)
Explorer's Clothing: 0.1gp (1L)
Healer's Tools: 5gp (1B)
Staff of Healing: 90gp (1B)
Wooden Shield: 1gp (1B)

Cleric Kit: 2.2gp (1B, 3L)
Backpack
Bedroll
Caltrops (2)
Chalk (10)
Flint/Steel
Rope (50 ft)
Rations (14)
Religious Symbol (Wooden)
Soap
Torches (5)
Waterskin

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.