Str 12, Dex 12, Con 12, Int 12, Wis 18, Cha 16
Base Atk +2; CMB +3; CMD 14
Feats Channel Smite, Guided Hand[UC], Selective Channeling
Traits dangerously curious, harrow born (varisian)
Skills Acrobatics -2 (-6 to jump), Diplomacy +7, Heal +8, Knowledge (arcana) +5, Knowledge (history) +5, Knowledge (religion) +7, Perception +7, Spellcraft +7, Use Magic Device +9
Languages Common, Elven, Varisian
SQ variant channeling (cities variant channeling[UM])
Combat Gear potion of cure light wounds, wand of cure light wounds; Other Gear kikko armor[UC], light crossbow, mwk scimitar, bedroll, harrow deck[UE], masterwork backpack[APG], mess kit[UE], spell component pouch, trail rations (5), waterskin, wooden holy symbol of Angelic ankh, 1,540 gp, 1 cp
Special Abilities:
Channel Smite Channel energy can be delivered through a Smite attack.
Cities Variant Channeling (±1 Sacred) Attack & AC bonus when flanking/Difficult movement
Cleric Channel Positive Energy 2d6 (6/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Fire) Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Fire Bolt 1d6+1 fire (7/day) (Sp) As a standard action, ranged touch attack deals fire dam to foe in 30 ft.
Guided Hand May use Wisdom modifier for attack rolls with favored weapon
Rebuke Death (7/day) (Sp) As a standard action, touch heals 1d4+1 dam to negative HP target.
Selective Channeling Exclude targets from the area of your Channel Energy.
Background:
Growing up in an inn lets you meet numerous sorts of people. When said inn also provides the most popular tavern in town, the sorts of people are even more diverse. As such, my younger years found me conversing with many different races. Many loved the pretty little girl who was kind to everyone.
The family that lived next to the Inn was an old family friend of ours. They were elven and had a girl my age. Tessara Vari was my best friend. We would both bug my grandmother to tell us tales of her adventuring, of how she was helping people. Luckily grandmother never seemed to mind.
Until i was seven, my assumed deity was the same as my parents, Cayden Cailean. Then my grandmother's deity showed herself to me and helped me to save my best friends life. Since that day, i’ve been a faithful follower of Sarenrae.
It was also from my grandmother’s influence that i became a cleric. When i turned ten, i got to travel the countryside with her. While she helped people, she started teaching me all she knew.
For four years i traveled with her. Then my father took ill and i was requested to return home to help. While i didn't want to leave my grandmother's side, my parents needed me.
I stayed there for a couple years, receiving letters from grandmother telling me about her travels. The last few has been sent from her home in Kintargo, where she had decided to stay since her health was on the recline. She told me of how the Silver City was growing in unrest, about how the Lord-Mayor had gone missing.
On my seventeenth birthday, i entered into the city of Kintargo to surprise my grandmother. The surprise was on me when i found out she had passed away a day earlier. I was told she had been at a service when the Silver Star, the place she worshiped at, was burned down. I also found out a long time friend of grandmothers, Shensen, has gone missing. Not surprising since many have gone missing in the Silver City since the changing of the lord-mayor.
Now as i take care of my grandmothers affairs, i wonder what to do. Should i stay here and make a living or travel the land like she did, helping where i could? While it isn't necessary to return home to help, it is an option. My hometown could use another healer.
As i ponder my options, one thought keeps recurring; Was the fire set or accidental and what happened to Shensen?
I decide that for now, Kintargo will be my home. I have questions that need to be answered.
Spells:
CURE LIGHT WOUNDS
School conjuration (healing)
Casting Time 1 standard action
Range touch
Target creature touched
Duration instantaneous
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.