Sarael the Healer

Holy and helpful, Sarael protects others

Description:

Sarael the Healer
Female Half-Elf Cleric 6
Lawful Neutral
Deity: Irori

Strength 11 (0)
Dexterity 14 (
2)
Constitution 13 (1)
Intelligence 13 (
1)
Wisdom 17 (3)
Charisma 12 (
1)

Size: Medium
Height: 5’ 2"
Weight: 120 lb
Eyes: Green
Hair: Red Curly
Skin: Pale

Domains: Animal Healing
Energy: Positive [Healing / Damages Undead]
Total Hit Points: 46 -18= 28
Speed: 20 feet
Armor Class: 18 = 10 + 5 [chainmail] + 1 [light steel] + 2 [dexterity]
Touch AC: 12
Flat-footed: 16

Initiative modifier: + 2 = + 2 [dexterity]
Fortitude save: + 6 = 5 [base] + 1 [constitution]
Reflex save: + 4 = 2 [base] + 2 [dexterity]
Will save: + 8 = 5 [base] + 3 [wisdom]
Attack (handheld): + 4 = 4 [base]
Attack (missile): + 6 = 4 [base] + 2 [dexterity]
Combat Maneuver Bonus: + 4 = 4 [base]
Combat Maneuver Defense: + 16 = 10 + 4 [base] + 2 [dexterity]

Light load:38 lb. or less
Medium load:39-76 lb.
Heavy load:77-115 lb.
Lift over head:115 lb.
Lift off ground:230 lb.
Push or drag: 575 lb.

Languages: Common Draconic
Gold = 500

Short Sword [1d6, crit 19-20/x2, 1 lb, light, piercing]
Glaive [1d10, crit x3, 10 lb., two-handed, slashing]
Shortbow [1d6, crit x3, range inc. 60 ft., 2 lb., piercing]
Two-bladed Sword [1d8/1d8, crit 19-20/x2, 10 lb., two-handed, slashing]
Chain mail [medium; + 5 AC; max dex + 2; check penalty -5 40 lb.]
Light Steel Shield [ + 1 AC; check penalty -1; hardness 10; hp 10; 6 lb.]

Feats:
Skill Focus (Heal)
Spell Penetration +2 to beat spell resistance
Stealthy
Enlarge Spell

Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier
Acrobatics Dex* -2 = +2 + 2 -5 [armor] -1 [shield]
Appraise Int 1 = +1
Bluff Cha 1 = +1
Climb Str* -3 = +0 + 3 -5 [armor] -1 [shield]
Craft_1 Int 1 = +1
Craft_2 Int 1 = +1
Craft_3 Int 1 = +1
Diplomacy Cha 3 = +1 + 2 [half-elf]
Disguise Cha 3 = +1 + 2
Escape Artist Dex* -4 = +2 -5 [armor] -1 [shield]
Fly Dex* -4 = +2 -5 [armor] -1 [shield]
Heal Wis 10 = +3 + 1 + 3 [class skill] + 3 [skill focus]
Intimidate Cha 1 = +1
Knowledge (dungeoneering) Int 3 = +1 + 2
Knowledge (local) Int 3 = +1 + 2
Perception Wis 7 = +3 + 2 + 2 [half-elf]
Sing Cha 3 = +2 + 1
Tell Joke Cha 2 = +1 + 1
Dance Cha 2 = +1 + 1
Whistling Cha 1 = +1
Ride Dex* -4 = +2 -5 [armor] -1 [shield]
Sense Motive Wis 3 = +3
Stealth Dex* -2 = +2 -5 [armor] -1 [shield] + 2 [stealthy]
Survival Wis 4 = +3 + 1
Swim Str** -6 = +0 -5 [armor] -1 [shield]

  • = check penalty for armor/shield
    • = some groups double armor/shield penalties for swimmers

Zero-level Cleric spells: 4 can be selected per day, unlimited casting
Create Water- Creates 2 gallons/level of pure water. {
Detect Magic-Detects spells and magic items within 60 ft.
Guidance-+1 on one attack roll, saving throw, or skill check.
Stabilize- Cause a dying creature to stabilize.

First-level Cleric spells: 4 (3 + 1) per day + 1 from a domain:
Santuary-prevents attacks on both sides
Endure Elements-Exist comfortably in hot or cold regions.
Bless- Allies gain +1 on attack rolls and saves against fear

Second-level Cleric spells: 4 (3 + 1) per day + 1 from a domain:
Find Traps-Notice traps as a rogue does.
Consencrate-Fills area with positive energy, weakening undead.
Death kneal-Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 caster level.
Enthrall-Captivates all within 100 ft. + 10 ft./level.
Shield Other- You take half of subject’s damage.

Third-level Cleric spells: 3 (2 + 1) per day + 1 from a domain:
Animate Dead-
Water Breathing-
Water Walk-
Wind Wall-

Favored class points: Hit points +6; Skill points +0
Adjust weapon attack rolls and armor penalties as required for masterwork / magic equipment.

Half-Elf
This half-elf chose +2 to strength (already included)
Immune to magical sleep
Allowed two favored classes. Here I am assuming it is the first two favored classes.
Take a skill focus as a bonus feat at level 1
+ 2 racial bonus on saves vs. enchantments
Low-light vision
+ 1 racial bonus on perception checks
+ 2 racial bonus on diplomacy and gather information checks

Cleric
Alignment Aura
Spontaneous casting — trade prepared spells for curative spells
Channels positive energy (4x/day)
High wisdom gains bonus spells daily
Domain choices give additional abilities. See the rulebook for details
Animal clergy can speak with animals, and get an animal companion at 4th level.
Healing clergy can touch the dying to restore them, and at 6th level all cure spells are enhanced by half as if empowered
Concentration check: d20 + cleric level + wisdom modifier vs. DC

Class HP rolled
Level 1: Cleric 8
Level 2: Cleric 7
Level 3: Cleric 8
Level 4: Cleric 1 + 1 to intelligence
Level 5: Cleric 6
Level 6: Cleric 4

Sarael’s Equipment:

69 lb Weapons / Armor / Shield (from above)
3 lb Arrows (quiver of 20) x1
2 lb Backpack
5 lb Bedroll
1 lb Bottle
1 lb Flint and steel
2 lb Signet ring
0 lb Spyglass
0 lb Healer kit
0 lb Spell component pouch
_____
83 lb Total

Bio:

[COMING SOON]

Sarael the Healer

The Fabled Seven The_Horrible_DM