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About Siobhan SableTenets, Redeemer of Sarenrae:
- You must never perform acts anathema to your deity (create undead, lie, deny a repentant creature an opportunity for redemption, fail to strike down evil) or willingly commit an evil act, such as murder, torture, or the casting of an evil spell.
- You must never knowingly harm an innocent, or allow immediate harm to one through inaction when you know you could reasonably prevent it. This tenet doesn't force you to take action against possible harm to innocents at an indefinite time in the future, or to sacrifice your life to protect them. - You must first try to redeem those who commit evil acts, rather than killing them or meting out punishment. If they then continue on a wicked path, you might need to take more extreme measures. - You must show compassion for others, regardless of their authority or station. Female Human Champion 7
Senses: Perception +11 (T, +2 Wis). DEFENSE
Fort +14 (E, +3 Con)
OFFENSE
Spd 30/25 ft
FOCUS SPELLS (+11, DC 21)
STATISTICS
FEATS
Ancestry:
Co-operative Nature [Ancestry 1]: The short human life span lends perspective and has taught you from a young age to set aside differences and work with others to achieve greatness. You gain a +4 circumstance bonus on checks to Aid.
Sense Allies [Ancestry 5]: Like many humans raised in a close-knit community, you have always been strongly attuned to the presence of others. Willing allies that you are aware of within 60 feet that would otherwise be undetected by you are instead hidden from you. The flat check for you to target willing allies within 60 feet that are hidden from you is 5 instead of 11. Class:
Weight of Guilt [Champion 1]: Guilt clouds the minds of those who ignore your Glimpse of Redemption. Instead of making the triggering creature enfeebled 2, you can make it stupefied 2 for the same duration.
Divine Grace [Champion 2]: {R} You call upon your deity’s grace, gaining a +2 circumstance bonus to the save. Marshal Dedication [Archetype 2]: You've combined your social skills and combat training to become a talented combat leader. Choose Diplomacy or In addition, you're surrounded by a marshal's aura in a 10-foot emanation. Your aura has the emotion, mental, and visual traits and grants you and allies within the aura a +1 status bonus to saving throws against fear. Sun Blade [Champion 4]: You can unleash burning sunlight from your sword or spear. You gain the sun blade devotion spell. Increase the number of Focus Points in your focus pool by 1. Inspiring Marshal Stance [Archetype 4]: {A} You become a brilliant example of dedication and poise in battle, encouraging your allies to follow suit. When you spend this action, attempt a Diplomacy check. The DC is usually a standard-difficulty DC of your level, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check. Critical Success Your marshal's aura increases to a 20-foot emanation and grants you and allies a +1 status bonus to attack rolls and saves against mental effects. Success As critical success, but your aura's size doesn't increase. Failure You fail to enter the stance. Critical Failure You fail to enter the stance and can't take this action again for 1 minute. Shield Wall [Champion 6]: When you have a shield raised, you can use your Shield Block reaction when an attack is made against an ally adjacent to you. If you do, the shield prevents that ally from taking damage instead of preventing you from taking damage, following the normal rules for Shield Block. Rallying Charge [Marshal 6]: {AA} Your fearless charge into battle reinvigorates your allies to carry on the fight. You Stride up to your Speed and make a melee Strike. If your Strike hits and damages an enemy, each ally within 60 feet who saw you hit gains temporary Hit Points equal to your Charisma modifier. These temporary Hit Points last until the start of your next turn. General:
Shield Block [Champion 1]: {R} You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
Incredible Initiative [Heritage 1]: You react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls. Fleet [General 3]: You move more quickly on foot. Your Speed increases by 5 feet. Toughness [General 7]: Your body can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. You reduce the DC of recovery checks by 1. Skill:
Battle Medicine [Background]: 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 immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds.
Intimidating Glare [Skill 2]: 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. Pilgrim’s Token [Skill 4]: You carry a small token of protection from a site holy to your faith, or you touched your religious symbol to a relic or altar at such a site. So long as this token is in your possession, when you tie an adversary's initiative roll, you go first. Glad-Hand [Skill 6]: First impressions are your strong suit. When you meet someone in a casual or social situation, you can immediately attempt a Diplomacy check to Make an Impression on that creature rather than needing to converse for 1 minute. If you fail, you can engage in 1 minute of conversation and attempt a new check at the end of that time rather than accepting the failure or critical failure result. SKILLS
LANGUAGES
EQUIPMENT
BACKGROUND
HERITAGE
CLASS FEATURES
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