Cleric

Sarah Summer's page

1 post. Alias of AceofMoxen.


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Hi, I'm eager to play in a group that solves problems by talking to people. I'm submitting a Champion redeemer of Sarenae/divine sorcerer. I've got armor and protection, good talking skills, Healing, and the truth domain lets me show people that I'm telling the truth. I have little experience with age of ashes. I'm comfortable at the front of a fight or a social encounter.

stats:
Sarah Summer Champion 5
NG Medium Human Skilled Heritage Humanoid
Perception +9;
Languages Common
Skills Acrobatics +7, Athletics +13, Crafting +7, Deception +10, Diplomacy +13, Intimidation +10, Lore: Specific Place +7, Medicine +9, Performance +10, Religion +9, Society +7
Str +4, Dex +0, Con +3, Int +0, Wis +2, Cha +3
Items Full Plate, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Religious Symbol (Silver), Religious Text, Repair Kit, Glasses of Sociability, Flaming Star, Steel Shield (Hardness 5, HP 20, BT 10)
AC 23 (+25 with shield raised), Fort +12, Ref +7 (+3 with Bulwark), Will +11
HP 73
Shield Block
Glimpse of Redemption Trigger An enemy damages your ally, and both are within 15 feet of you. Your foe hesitates under the weight of sin as visions of redemption play in their mind’s eye. The foe must choose one of the following options: - The ally is unharmed by the triggering damage. - The ally gains resistance to all damage against the triggering damage equal to 2 + your level. After the damaging effect is applied, the enemy becomes enfeebled 2 until the end of its next turn.
Speed 20 feet
Melee +1 Striking Scimitar +14 (Forceful, Sweep, Magical), Damage 2d6+4 (S)
Ranged Longbow +9 (Deadly d10, Volley 30 ft.), Damage 1d8 (P)
Glasses of Sociability (Divination, Invested, Magical) Activate envision; Effect You stare at another creature and instantly remember their name if you've met and exchanged names. The glasses rely on your latent memories, so if the creature is disguising their identity, the glasses don't penetrate the disguise. If a doppelganger was disguised as an innkeeper you met, the glasses would give you the innkeeper's name, and if a noble you met before was in disguise as a masked vigilante, the glasses wouldn't reveal their name.
Divine Known Spells DC 20, attack +10 1st Echoing Weapon (1 slots); Cantrips Electric Arc, Light
Focus Spells (1 points) Lay on Hands Range touch; Targets 1 willing living creature or 1 undead creature Your hands become infused with positive energy, healing a living creature or damaging an undead creature with a touch. If you use lay on hands on a willing living target, you restore 6 Hit Points; if the target is one of your allies, they also gain a +2 status bonus to AC for 1 round. Against an undead target, you deal 1d6 damage and it must attempt a basic Fortitude save; if it fails, it also takes a -2 status penalty to AC for 1 round. Heightened (+1) The amount of healing increases by 6, and the damage to an undead target increases by 1d6.
Word of Truth Duration sustained up to 1 minute You speak a statement you believe to be true and that is free of any attempt to deceive through twisting words, omission, and so on. The statement must be 25 words or fewer. A symbol of your deity glows above your head, and anyone who sees you and hears your statement knows that you believe it to be true. Each time you Sustain this Spell, you can repeat this effect.
Additional Feats Adapted Cantrip, Basic Sorcerer Spellcasting, Deity's Domain, Natural Skill, Quick Repair, Skilled Heritage, Sorcerer Dedication, Student of the Canon, Titan Wrestler, Weight of Guilt
Additional Specials Bloodline (Angelic), Champion's Code (Tenets of Good), Deific Weapon, Deity and Cause (Redeemer Cause), Deity's Domain (Truth), Devotion Spells, Divine Ally (Divine Ally (Blade)), Skilled (Acrobatics), Skilled (Society), Skilled Heritage (Diplomacy)

story:
Sarah Summer was born in Absalom as the seventh child to poor laborers. Unable to care for her, they gave her up to the church of Sarenrae. The church blessed the child, and raised her to forgive and redeem. But as a youth, Sarah was cursed with nightmares of a dragon slaughtering innocents. Walking in the market one day, she encountered an old woman, selling trinkets. The woman knew of Sarah’s visions somehow. Sarah believed the woman was a dragon in disguise and attacked her. One punch killed the old woman, who was not a dragon at all. Wanted by the Absalom guard, Sarah returned to the church. The head priest believed her sorrow and regret, and offered her an honest chance at redemption. He smuggled her out of the city and to an adventuring group.

For a while, Sarah adventured with the knights of Sarenrae, seeking peaceful solutions to dangerous problems. Her nightmares disappeared for five years. Sarah felt fulfilled in this life, and enjoyed her time with the knights. In addition to her champion abilities, she learned to master some divine magic. Then, her nightmares returned. This time, they were focused on Dahak and the city of Breachill burning. Knowing her vision had only brought trouble before, Sarah ignored this vision, continuing to quest with the knights of Sarenrae. It was only when word reached her that Breachill was the site of some attack that Sarah decided that she could no longer ignore her vision. She has travelled to Breachill to find the trail of those responsible for the attack.