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About Sister SeskaSISTER SESKA
Init: +1; Senses: Perception +3
===DEFENSES AND DEFENSIVE ABILITIES===
Spoiler:
AC 15 (Armor +4 Dex +1) T11 FF14 | CMD 15
hp 23 (3d8+6) Fort +3 (Base 3); Ref +2 (Base 1 + Dex 1); Will +6 (Base 3 + Wis 3) ===COMBAT AND ADVENTURING ABILITIES===
Spoiler:
BAB +2 ; CMB +4
Melee Battle Aspergillum +5 (1d6+2/x2 B) Dagger +4 (1d4+2/19–20/x2 P/S) Ranged
Special Attacks/Combat Abilities/Other:
Channel Positive Energy (4/day, Will DC 12, 2d6 damage) (Su): A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability. Domains: Community and Healing:
Community Domain Calming Touch (6/day, 1d6+3 NL healed plus removes fatigued, shaken, and sickened) (Sp): You can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Spells: 1st—bless, 2nd—shield other, 3rd—prayer, 4th—imbue with spell ability, 5th—telepathic bond, 6th—heroes' feast, 7th—refuge, 8th—mass cure critical wounds, 9th—miracle. Healing Domain
Spells: 1st—cure light wounds, 2nd—cure moderate wounds, 3rd—cure serious wounds, 4th—cure critical wounds, 5th—breath of life, 6th—heal, 7th—regenerate, 8th—mass cure critical wounds, 9th—mass heal. Spellcasting:
Caster Level 3; Concentration +6 Cleric spell list Spells Prepared (* indicates domain spell)
Level 1 (DC 14) (prepare 3 + 1 domain)
Level 2 (DC 15) (prepare 2 + 1 domain)
Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric 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). ===STATISTICS, FEATS, SKILLS, AND RELATED ABILITIES===
Feats, Proficiencies, and Traits:
Feats Weapon Focus (Light Mace) (L1): Add +1 to attacks with the chosen weapon. Toughness (Human bonus): Gain +3 hit points upon taking the feat and +1 hp every level thereafter. Selective Channeling (L3): When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy. Proficiencies
Traits
Savanna Child (Region): You were born and raised on the rolling plains or savannas. You spent much of your youth exploring these vast reaches and know many of the region’s secrets. Pick one of the following skills: Handle Animal, ***Knowledge (nature)***, or Ride. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.
Skills and Specializations:
Skills (2 skill points/level + 1 human + 1 Int = 4/level; any skill listed with no ranks in it are class skills that I have not trained and want to keep track of) Appraise +1 (Ranks + Class + Int 1) Craft (Alchemy) +7 (3 Ranks + Class 3 + 1 Int) Diplomacy +1 (Ranks + Class + Cha 1) Heal +9 (3 Ranks + 3 Class + 3 Wis) Knowledge (arcana) – (Ranks + Class + Int) Knowledge (history) – (Ranks + Class + Int) Knowledge (nature) +6 (1 Ranks + 3 Class + 1 Int + 1 trait) Knowledge (nobility) – (Ranks + Class + Int) Knowledge (planes) – (Ranks + Class + Int) Knowledge (religion) +6 (2 Ranks + 3 Class + 1 Int) Linguistics – (Ranks + Class + Int) Profession – (Ranks + Class + Wis) Sense Motive +8 (2 Ranks + 3 Class + 3 Wis) Spellcraft +5 (1 Rank + 3 Class + 1 Int) Specializations
Mind Magic 3 ranks Languages: Common, Elven, Dwarven
===EQUIPMENT===
Gear:
=Worn/Equipped= Mwk Battle aspergillum (305 gp, 4 lbs) 1d6/x2, can contain 5 hits of holy water Dagger (2 gp, 1 lb) 1d4 (19–20) Mwk Armored Coat (220 gp, 20 lbs) (+4 armor, +3 max Dex, -1 ACP) Light quickdraw steel shield (59 gp, 7 lbs) (+1 shield bonus, -2 ACP) Adventurer’s Sash (20 gp, 3 lbs) Mwk Backpack (50 gp, 4 lbs) Cleric's vestments (free) Holy symbol, silver (25 gp, 1 lb) =In or hooked to Adventurer’s Sash=
=In Backpack=
=In Other Container=
===DESCRIPTION===
2) Name one specific person from your past, you have lost contact with during the conflict.
3) Quirks to be aware of?
4) What unsettles your PC?
5) Particular goals in life?
Background:
Seska grew up in a small village in on the plains of Erathia. Her parents served part time in the local militia; her father grew vegetables and herbs and her mother made herbal remedies to sell to neighbors. She had an older brother by five years, Cliffe, who helped his family run the business. Their parents taught both children their peacetime trade as well as the basics of combat. When the invasion came, her parents and brother were all conscripted into the war effort. An older adolescent at the start of the tensions, she became supply runner, getting water, food, messages, and medicine, and had a knack for staying out of the line of fire when doing her work. While she was out delivering a message, the barbarians attacked their encampment. Her parents were killed and her brother wounded. She tried to use the remedies she learned to save her brother’s life, though at first, his fever would not break. In desperation, she prayed to St. Elaine to guide her hands, and with a glow of light coming from her hands, she miraculously healed him. With her newfound gifts, she joined the medics and clerics attending to the fallen and trained to refine her abilities, both mundane and magical. She did not get to celebrate saving her brother long. Cliffe became obsessed with avenging their parents. He believed if he could sneak into the enemy camp when they were resting, he could take out the leader in his sleep. Against his commander’s orders, he tried to carry out his plan one night, leaving his tent to infiltrate the enemy after saying good bye to Seska, who begged him to stay. He left regardless, and that was the last anyone saw him. The enemy camp was in disarray that morning, however—something had caused a disruption that put them off balance, though the leader was alive and well—and the defenders were able to attack and destroy the camp. They never found any sign of Cliffe, save a bloodied piece of his clothing. Officially he is missing and presumed dead, died heroically trying to stop the enemy. Some whisper that he ran off and deserted, however. Seska believes him dead, and curses out anyone who claims he ran away. Seska became devoted to her healing gifts and arts, using her skills to take care of many wounded soldiers and adventurers—. She has now traveled to the town of Fairhaven to offer her healing services to those working to take on the goblin garrison. In her private life, she enjoys card games, including Arcomage, more for the mental challenge than the prospect of earning money, although if she really needs the cash, she doesn’t mind getting it that way.
Appearance:
HeroForge Portrait Seska is of medium height and build with a heart-shaped face and long auburn hair. She has large, sparkling hazel eyes. She wears blue and white vestments and a protective armored coat over the top. |