Name: Brendoran Killaneson Sarabina
Ancestry: Human
Background: Acolyte
Deity (Belief System): Ko
Class: Healer - 1st Level
Size: Medium
Alignment: Lawful Good
Speed: 35 feet per action (25' base, +10 speed bonus via Boots of Striding and Springing)
Gender: Male
Age: 22
Height: 6'6" (198.2 cm)
Weight: 250 lb (113.4 Kg)
Hair: Brown (usually in a long, tidy braid, which falls to mid-back)
Eyes: Blue-gray
Strength: 6 (-2)
Dexterity: 14 (+2)
Constitution: 14 (+2)
Intelligence: 17 (+3)
Wisdom: 18 (+4)
Charisma: 18 (+4)
Hit Points: 20/20 (+8 Ancestry, +6 Healer, +2 Constitution, +4 Toughness Feat)
Armor Class: 21 (10, +2 Dexterity, +3 armor, +2 Ring of Force Shield, +4 Signature Ability: Protection of the Ko)
Touch Armor Class: 18 (10, +2 Dexterity, +2 Ring of Force Shield, +4 Signature Ability: Protection of the Ko)
Resonance: 5/5 (Charisma modifier + character level)
Spell Points: 4/4 (Charisma modifier)
Channel Energy: 7/7 (3 + Charisma modifier)
Hero Points: 2/2 (Awarded 1 for spotting my Untrained "level -2" error. Thanks, Kaerri!)
Maximum Bulk: 3 (STR modifier + 5 = encumbered. Cannot carry STR modifier +10).
Fortitude Save: +6 (+2 Expert, +2 Con, +2 Mielikkian Amulet)
Reflex Save: +4 (+0 Trained, +2 Dex, +2 Mielikkian Amulet)
Will Save: Expert +8 (+2 Expert, +4 Wis, +2 Mielikkian Amulet)
Signature Ability: Protection of the Ko
Protection of the Ko (Monk-like AC Bonus) - When wearing light or no armor and no more than lightly-encumbered, Bria adds her Wisdom bonus (+4) to her AC and TAC. This ability does not progress with level. These bonuses to AC apply even against touch attacks or when she is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor heavier than light or when she carries a medium or heavy load.
Reasoning: Bria was raised among the Ko monastery as one of their own. Their techniques form the core of her fully-defensive fighting method. This watered-down version of the monk ability in Pathfinder 1.0.
Signature Ability: Daily Practice Pays Off
Bria's constant practice in the restoration of healing damage has improved her overall healing potency. When rolling the results of hit point restoration, be they magical or mundane, all rolls of 1 or 2 are counted as 3.
Background: Acolyte
You spent your early days in a religious monastery or cloister. You may have traveled out into the world to spread the message of your religion or because you cast away the teachings of your faith, but deep inside you’ll always carry the lessons you learned.
Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost.
You gain the Student of the Canon skill feat, and you’re trained in the Lore skill corresponding to your deity (such as Desna Lore or Sarenrae Lore).
Lore Skill: Lore of the Ko
Feats
Total character feats: 4 (Ancestry Feat, Background Feat, 1st level Healer Feat, Peaceful Healer Feat)
Ancestry Feat: Skilled (Nature skill for animal-related actions. Society skill for having a background in nobility)
Description: Your ingenuity allows you to train in a wide variety of skills. You become trained in two skills of your choice.
Prereqs: Human Ancestry
Page: 142
Background Feat: Student of the Canon
You’ve researched the fundamental tenets of many faiths enough to recognize notions about them that are unlikely to be true. When attempting a Religion check to Read Scripture or to Recall Knowledge about the tenets of faiths, you treat a critical failure as a failure instead.
Prereqs: Trained in Religion
Page: 171
Healer Feat: Communal Healing
You’re a conduit for positive energy, and as you channel it through you it heals some of your minor injuries. When you cast the heal spell to heal a single creature other than yourself, you regain Hit Points equal to the spell level of your heal spell.
Page: 73 (1st level Cleric Feat)
Peaceful Healer Feat: Toughness
You can withstand more punishment than most before going down. Increase your maximum Hit Points by your level or 4, whichever is higher. When you reach level 5 and every time you gain a level thereafter, adjust your maximum Hit Points gained from Toughness accordingly (for example, at level 7, this feat would increase your maximum Hit Points by 7).
You also gain a +1 circumstance bonus to recovery saves (see page 295).
Page: 172
* * *
Healer Powers
- Channel Energy (1st level Power)
You gain a pool of positive energy.
This pool of energy allows you to cast the heal spell a number of times per day equal to 3 plus your Charisma modifier in addition to the spells a Healer can cast using Spell Points. All spells you cast in this way are heightened to the maximum spell level you can cast as a Healer. You can find heal on page 229.
- Healer’s Blessing (1st level Power)
A healer's devotion to her craft provides benefits in the form of additional healing. Whenever a healer restores hit points in any of her class methods (except for those that provide fast healing), she may add her Wisdom modifier multiplied by her class level divided by two to the total. This effect works only once. These bonus hit points are never affect by metamagic. This benefit only occurs for skills and spells provided by the healer class.
- Healer's Freedom (1st level Power)
A healer does not have to memorize spells but instead may cast any spell from the spells from his list of Divine Spells. This benefit only applies to healer spells and not to any spells he gains from any other class.
Peaceful Healer Powers
- Aura of Protection (1st level Power)
Casting: Somatic Casting
Range: 10 foot radius or less
The Peaceful Healer provides an aura that prevents minor amounts of damage to herself and her allies. She can alter the size of the aura from a 10 foot radius to a 5 foot radius or she may use it only to protect herself. The damage reduced begins at DR 1/-- at 1st level, and improves at level 4 and every 4 levels thereafter to a maximum of DR 6/-- at level 20.
The Peaceful Healer must be conscious and aware to use the Aura. This counts as a Concentration-based spell-like ability and she cannot cast or use any other Concentration-based spells or abilities while Aura of Protection is active (including Life Sense). The Peaceful Healer can concentrate up to 30 minutes at which she gains the Fatigued condition. Aura of Protection is magical in nature and can be dispelled temporarily with Dispel Magic.
- Life Sense (1st level Power)
Casting: Somatic Casting
Range: 30 foot radius
By concentrating, a Peaceful Healer can magically detect the nearby presence of hit points and their fluctuation in living creatures. This aura reaches out in a 30 foot radius centered on the Peaceful Healer. While active, a Peaceful Healer becomes aware of the loss and gain of hit points (but not temporary hit points) in every living creature she can sense. For example, if four creatures within her aura drank potions, she would know if any of them healed or took damage to their hit points, but not if any were poisoned by a poison that did not cause hit point damage.
At 1st level, the Peaceful Healer cannot tell how many hit points creatures have, only that they possess, or do not possess, hit points. At 5th level, a Peaceful Healer can determine the amount of any creature's hit points within Life Sense. This ability has no effect on the non-living or undead. This ability cannot detect conditions that do not cause hit point gain or loss. Walls made of wood, stone, or other natural elements do not affect the aura of Life Sense, but walls made of lead or magical force completely block this ability.
The Peaceful Healer must be conscious and aware to use this ability. This counts as a Concentration-based spell-like ability and she cannot cast or use any other Concentration-based spells or abilities while Life Sense is active (including Aura of Protection). The Peaceful Healer can concentrate up to 30 minutes at a time and she then gains the Fatigued condition. Life Sense is magical in nature and can be dispelled temporarily with Dispel Magic.
Skills
Ranks are: Untrained (level -2), Trained (level + 0), Expert (level +1), Master (level +2), Legendary (level +3) - only Signature skills can be trained at Master or Legendary ability.
Perception - Trained
Total skill ranks: 8 (+5 Class, +3 Intelligence bonus). Skills chosen at 1st level are: Athletics, Crafting, Diplomacy, Medicine, Nature, Performance, Religion, and Survival.
Acrobatics +1 (+2 DEX, -1 Untrained)
Arcana +2 (+3 INT, -1 Untrained)
Athletics -1 (+1 level, -2 STR - Healer Signature Skill - Trained via 1st level skills)
Crafting +4 (+1 level, INT +3 - Trained via 1st level skills )
Deception +3 (+4 CHA, -1 Untrained)
Diplomacy +5 (+1 level, +4 CHA - Healer Signature Skill - Trained via 1st level skills)
Intimidation +3 (+4 CHA, -1 Untrained)
Lore: Lore of the Ko +4 (+1 level, +3 INT - Trained via Student of the Canon feat)
Lore: Monster Lore +4 (+1 level, +3 INT - Trained via Skilled Feat)
Medicine +5 (+1 level, WIS +4 - Healer Signature Skill)
Nature +5 (+1 level, +4 WIS - Trained via Skilled Feat - Trained via 1st level skills)
Occultism +2 (+3 INT, -1 Untrained)
Performance +5 (+1 level, +4 CHA - Healer Signature Skill - Trained via 1st level skills)
Religion +5 (+1 level, +4 WIS - Healer Signature Skill -Trained via 1st level skills )
Society +2 (+3 INT, -1 Untrained)
Stealth +1 (+2 DEX, -1 Untrained)
Survival +5 (+1 level, +4 WIS - Trained via 1st level skills)
Thievery +1 (+2 DEX, -1 Untrained)
Languages: Common, Dwarven
Healer bonus languages: Celestial, Abyssal, Infernal.
Intelligence bonus languages: Elven, Dwarven, Halfling.
Linguistic languages: Sylvan, Terran (taught by Digger the Armand).
Monster Lore notes
Successes: Ankheg, Armand, Banshee, Bugbear, Bulette, Centaur, Demon (Eastern Demon Lord - [Lord Feng]), Demon (Eastern Oni - Common), Devil (Pit Fiend, Succubus), Dragon (Black, Gold, Green, Shadow), Drow Elf, Elemental (Fire, Stone), Dryad, Hippogriff, Hobgoblin, Ghast, Ghoul, Ghost, Giant (Hill, Frost, Stone), Gnoll (including Flinds), Golem (Stone), Goblin, Griffin, Hound Archon, Hell Hound, Hydra (Pyrohydra), Kobold, Lizard Folk, Meep, Mimic, Minotaur, Nymph, Ogre, Ogre Magi, Orc, Owl Bear ("Pika!"), Pegasus, Phase Spider, Pixie, Pseudo-dragon, Rakshasa, Satyr, Shocker Lizard, Skeleton, Sprite, Tiger, Troll, Unicorn, Werewolf, Wraith, Vampire, Yuan-Ti, Zombie.
Botched: Halflings (Hobbits, though the Meadowsweets have been trying to set her straight).
(From Cleric) While a cleric’s selection of deity is critical, most characters pay respect to one or more deities, especially in times of hardship or need. Those who reject the divine might find themselves adrift in the afterlife, without a home for their souls to find peace, or possibly even sacrificed to stave off the end times.
Each deity entry contains the following information, designed to help you roleplay a character who follows that deity. While only a cleric or paladin gains a mechanical effect from a deity’s edicts, anathema, and favored weapon, any follower is likely to hold the edicts dear, feel guilty when performing anathema acts, and consider fighting with her deity’s favored weapon.
Alignment the deity’s alignment
Edicts behaviors the deity encourages
Anathema a few examples of acts that are anathema to the deity, considered to be blasphemous by the clergy
Favored Weapon the primary weapon associated with the deity, often used by the deity’s clerics and other followers
Code of the Ko
- Fear and hate no one. Love and respect everyone.
- Avoid killing, but if you must, do not hesitate.
- Help others. Create goals that promote compassion and fulfill them.
- Enlighten yourself only in whatever way feels natural and true to you.
- Your body is your holy symbol. Your mind is your shrine. Your spirit is your monastery. Practice daily.
Follower Alignments: Lawful Good, Lawful Neutral, or Neutral Good only.
Edicts: Seeking and finding enlightenment, practicing compassion,
Anathema: Practicing laziness, selfishness, hedonism, vanity, or gluttony. Not caring for those in need, allowing one's emotions to rule one's decisions without the balance of logic, harming for pleasure.
Favored Weapon: Healers do not have Favored Weapons, but instead, their bodies, minds, and spirits act as their holy symbol. As long as they stay within the Code of the Ko, they do not need any item to act as a holy symbol and can cast spells that require one freely.
Class Features
You gain these abilities as a healer. Abilities gained at higher levels list the requisite levels next to the features’ names.
Divine Spellcasting
You have the power to cast divine spells using the Cast a Spell activity, and you gain access to the Material Casting, Somatic Casting, and Verbal Casting actions (see Spellcasting on page 195). Because you’re a healer, your character's mind and body are your divine focus as part of your Material Casting and Somatic Casting actions, so you usually don’t need spell components or another hand free. You must meditate (practice physically, mentally, and spiritually) as your daily preparation in order to gain your spells. At 1st level, you gain two 1st-level spells and four cantrips each morning from the common spells on the healer spell list (see Spells tab). You may cast any spell from that list up to your number of daily available spells. These spells remain available to you until you cast them or until you meditate. The number of spells you can prepare are called your spell slots.
As you increase in level as a healer, the number of spells you can prepare each day increases, as does the highest level of spell you can cast, as shown on the Cleric Spells per Day table on page 70.
Some of your spells require you to attempt a spell roll to see how effective they are, or have your enemies roll against your spell DC. Since your key ability is Wisdom, your spell rolls and spell DCs use your Wisdom modifier. See page 291 for details on calculating your spell rolls and spell DCs.
Heightening Spells
When you get spell slots of 2nd level and higher, you can prepare lower-level spells in those slots to strengthen them. This increases the spell’s level to match the heightened spell slot. Many spells have specific improvements when they are heightened to certain levels (see page 192).
Peaceful Healer class variant
A Peaceful Healer cannot intend to cause harm or pain to any creature, living, dead, or undead unless the act is to prevent further damage (like setting a bone that it may heal properly or pulling an arrow from someone's body in order to remove it). A healer may damage inanimate objects, but she cannot cause harm or pain or she may lose her powers temporarily, starting with her highest-level powers fading first. Repeated events may permanently retire the character from the healer class (GM's discretion).
Peaceful Healers cannot cause damage with their spells or abilities. When they use Channel Energy, they do not damage undead. Any spells that they cast that sincerely unintentionally cause damage are not counted against them.
The Peaceful Healer receives three benefits for this sacrifice; Aura of Protection, Life Sense, and the Toughness Feat (see Feats and Powers). While they do not receive bonus abilities beyond these, these abilities increase in power as the Peaceful Healer rises in level.
KEY ABILITY - Wisdom
HIT POINTS - 6 plus your Constitution modifier
PROFICIENCIES
Perception Trained
Saving Throws
Expert in Fortitude (+2)
Trained in Reflex (+0)
Expert in Will (+2)
Skills
Trained in a number of skills equal to 5 plus your Intelligence modifier.
Weapons
Trained in all blunt, simple weapons, dagger, short sword, short spear, nunchaku, and sai.
Armor
Trained in light armor and shields.
Spells
Trained in divine spell rolls and DCs and in attack rolls for divine spells.
SIGNATURE SKILLS
Athletics
Diplomacy
Medicine
Performance
Religion
Cast as Cleric. DC = 14 (10 + Wisdom modifier)
A superscript "(H)” included after a spell’s name indicates that this spell has stronger effects when heightened. A superscript “(U)” indicates that the spell has an uncommon rarity, and a superscript “(R)” indicates that it is rare.
Cantrips available: Choose 4 to cast at will.
1st level spells available: 2 1st level spells per day.
Cantrips
Dancing Lights
Daze
Detect magic (H)
Forbidding ward (H)
Guidance
Know direction (H)
Light (H)
Message (H)
Prestidigitation
Read aura (H)
Shield (H)
Sigil (H)
Stabilize (H)
1st Level Spells
Air bubble
Alarm (H)
Bless
Color Spray
Create water
Detect alignment (H, U)
Detect poison (H, U)
Heal (H)
Mending (H)
Protection (U)
Purify food and drink
Sanctuary
Soothe
Weapons
Illuminating Escrima stick +2
-- Damage: 1d6 (-2 STR, +2 item) Bludgeoning
-- Bulk 1
-- Hands 1
-- Group: Club
-- Trait: Thrown 10 feet, provides Light on command as a torch unlimited times per day.
Armor
Glamered Leather Armor +2
-- Armor Bonus +3
--Touch Armor Bonus +0
-- Dexterity Modifier Cap +6
-- Check Penalty -0
-- Speed Penalty -0
-- Bulk 1
-- Traits: None
-- Can polymorph into other types of normal clothing as a Interact with Item Action (brush your hands down the garment).
Ring of Force Shield (as Shield spell but at +2 to AC, when active, the Raise a Shield action is always in effect)
-- Armor Bonus +2
-- Touch Armor Bonus +2
-- Dexterity Modifier -0
-- Check Penalty -0
-- Speed Penalty -0
-- Bulk 0
Magic items
- Bag of Holding Type I (250 pound/30 cubic foot limit). Wt: 15 lbs
- Boots of Striding and Springing - Or sandals or cloth shoes or whatever footwear you like most. These boots, while worn, increase the wearer's base land speed by 10 feet. In addition to this enhanced Striding ability, these boots allow the wearer to make greater leaps. He can jump with a +5 competence bonus on Acrobatics checks.
- Chime of Opening (10/10 charges) - Dwarven-made, this little charm sings a tune that can come in handy. Metagame info: A chime of opening is a hollow mithril tube about 1 foot long. When struck, it causes locks, doors, portals, shackles, and the like to open. It automatically dispels a hold portal spell or even an arcane lock case by a wizard of lower than 15th level. This is a brand-new chime which can function 10 times. (GM Note: Unlike the normal version that cracks and becomes useless, this chime simply ceases to open things and can be recharged. The ringing sound is beautiful and something unique to hear and can be used as a signal. One can sound the chime without activating its magical properties if so desired.)
- Amulet of Protection +2 with symbol of Mielikki (from Chapter Four, page 3). Adds +2 to all saving throws. "The beautifully-crafted face of a unicorn hangs on a leatherbound cord."
Adventuring Gear
Apparel
Two sets of brown and white hooded Ko adventuring robes.
Consumables
- Troll Potion (Potion of Fast Healing 7, d4+4 minutes).
- Waterskin x2 (full)
- Good Rations (2 weeks)
A sturdy leather backpack,
a comfy bedroll,
2 small sacks,
1 large sack,
a dagger,
a hooded lantern
3 flasks of oil,
50 feet of hemp rope,
6 tindertwigs (matches, basically, but better. Lighting a torch is a standard action instead of a full-round action with flint and steel),
A tinderbox (much like flint and steel, but far more convenient),
Currency: 3,311 gold pieces (in Bag of Holding) carried as 30 mithril coins and 311 gold pieces.
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