Characters/Seelah (Level 1)
Seelah (Level 1)
| Seelah (Level 1) | |
|---|---|
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| Level | 1 |
| Size | Medium |
| Key Ability | STR |
| Hero Points | 1 |
| Defenses & Combat | |
| HP | 20/20 |
| AC | 17 |
| Saving Throws | Fort +7, Ref +4, Will +5 |
| Perception | +3 |
| Speed | 25 ft. |
| Attributes | |
| STR +3 | |
| Languages | common, osiriani |
Details
- Ancestry: Human
- Heritage:
Skilled Heritage - Background: Street Urchin
- Class:
Champion - Deity:
Iomedae - Key Ability: STR
- Hero Points: 1
- Languages: common, osiriani
Biography
Although still viewed by many theologians and traditionalists as a newcomer to the world's faiths, Iomedae the Inheritor seems poised for greatness among the divine. Certainly her numerous orders of paladins have risen swiftly to take on the vaunted role of paragon in many societies. Evangelical in their exuberance to spread word of her wisdom, Iomedae's missionaries were pivotal in the defense during the fabled Siege of Solku. They sacrificed their lives saving the town from gnoll slavers, and although none of them survived the siege, their presence lived on. Particularly in the eyes of young Seelah.
Seelah's family came to the walled town of Solku as pilgrims fleeing the atrocities of distant Geb to the distant south. Unfortunately, they traded one peril for another, and within months of their settling in Solku, the gnolls of White Canyon began their infamous pillaging. Seelah's parents were slain in the first of these raids, leaving her orphaned at the age of 14 in a strange town. She did what she must to survive on the city streets, pickpocketing and bullying and even hiring herself out as a mercenary. When a group of Iomedae's knights arrived to defend Solku, Seelah was immediately taken with their beautiful, shining armor, and within an hour she had stolen a particularly fine mithral helm with a golden bird upon its brow. Yet then, something strange happened—Seelah became overwhelmed with guilt at her theft. For days, she agonized over the act, trying (and failing) several times to pawn the helm. During the Battle of Red Hail, Seelah realized that one of the bravest knights, a woman named Acemi with hair in long braids, fought the battle without her helm. This was the woman's undoing—in holding Solku's gates, she took a mortal wound to the skull from a gnoll's flail. The woman's heroism carried the day, but that evening she died of her wound.
Wracked with guilt, Seelah approached Acemi's body as her companions prepared for her pyre. They watched silently as Seelah placed the stolen helm over the dead woman's head, and then climbed onto the pyre aside her to join her in death. The paladins were moved beyond words—they had known from the start that Seelah had stolen the helm, but Acemi had forbidden her brothers and sisters from collecting it, hoping that the helm would bring the desperate orphan enough money to survive for another few months. The knights of Iomedae took Seelah in that night. Although she has come to terms with Acemi's death, Seelah still regrets the theft that ironically brought her into Iomedae's arms. She originally came to Iomedae out of guilt, but in the past several years, that guilt has transformed into a powerful love and faith in the Inheritor.
The young paladin wears her hair in Acemi's style and is trained in the use of the longsword. In so doing, she hopes to carry on the good work that Acemi might have done had she not fallen at the Battle of Red Hail. It's the least she feels she can do to make up for a death that she allowed to happen.
⚔ Defense & Saves
- HP: 20/20
- AC: 17
- Perception: +3 (Trained)
- Speed: 25 ft. (land)
- Fortitude: +7 (Expert)
- Reflex: +4 (Trained)
- Will: +5 (Expert)
🗡 Attacks
| Weapon | Traits | Attack Bonus | Damage | |
|---|---|---|---|---|
| Longsword (Trained) | Versatile-P | +6/+1/-4 | 1d8+3 slashing | |
| Shortbow (Trained) | Deadly-D10 | +4/-1/-6 | 1d6 piercing |
📊 Ability Scores
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +3 | +1 | +2 | +0 | +0 | +3 |
🎓 Skills
| Skill | Modifier | Proficiency |
|---|---|---|
| Absalom Lore | +3 | Trained |
| Acrobatics | +1 | Untrained |
| Arcana | +0 | Untrained |
| Athletics | +6 | Trained |
| Crafting | +3 | Trained |
| Deception | +3 | Untrained |
| Diplomacy | +6 | Trained |
| Intimidation | +6 | Trained |
| Medicine | +0 | Untrained |
| Nature | +0 | Untrained |
| Occultism | +0 | Untrained |
| Performance | +3 | Untrained |
| Religion | +3 | Trained |
| Society | +3 | Trained |
| Stealth | +4 | Trained |
| Survival | +0 | Untrained |
| Thievery | +4 | Trained |
💰 Wealth & Carry
| Coin | Total Value | Bulk | Invested |
|---|---|---|---|
| 2 GP, 3 SP | 19.1 gp | 7.1 / 8 enc / 13 max | 0/10 |
✨ Feats & Features
Heritage
Skilled Heritage- Your ingenuity allows you to train in a wide variety of skills. You become trained in one skill of your choice. At 5th level, you become an expert in the chosen skill.
Background Features
- Street Urchin
- You eked out a living by picking pockets on the streets of a major city, never knowing where you'd find your next meal. While some folk adventure for the glory, you do so to survive.
- Choose two ability boosts. One must be to Dexterity or Constitution, and one is a free ability boost.
- You're trained in the Thievery skill and a Lore skill for the city you lived in as a street urchin (such as Absalom Lore or Magnimar Lore). You gain the Pickpocket skill feat.
Feats
Cause (champion)- You devote yourself to a specific cause in your deity's name. Some are limited to sanctification, as noted in parentheses. Your cause adds to your edicts and anathema and grants you a special reaction called your champion's reaction, which appears after the divider, along with its upgrades if you gain the relentless reaction and exalted reaction class features at higher levels.
- Desecration (Unholy): You selfishly corrupt and destroy.
- Grandeur (Holy): You exemplify the glory and splendor of the celestial realms.
- Iniquity (Unholy): You destroy, take advantage, and act with dishonor.
- Justice: You follow laws and mete out just punishment.
- Liberation: You oppose tyranny and fight for freedom.
- Obedience: You enforce hierarchies and order.
- Redemption (Holy): You try to redeem those who commit wicked deeds.
Champion's Aura (champion)- You're surrounded by an aura in a 15-foot emanation. It has the aura and divine traits. Any follower of your deity within the aura immediately knows you're a champion of your deity. This aura is used as the range for your champion's reaction and for various other effects. You can suppress or resume the aura as a single action, which has the concentrate trait, and it ends if you fall Unconscious.
Champion's Aura (champion)- You're surrounded by an aura in a 15-foot emanation. It has the aura and divine traits. Any follower of your deity within the aura immediately knows you're a champion of your deity. This aura is used as the range for your champion's reaction and for various other effects. You can suppress or resume the aura as a single action, which has the concentrate trait, and it ends if you fall Unconscious.
Deific Weapon (champion)- You zealously bear your deity's favored weapon. If it's an unarmed attack with a d4 damage die or a simple weapon, increase the damage die by one step (d4 to d6, d6 to d8, d8 to d10, d10 to d12). If the weapon is uncommon, you gain access to it, and if it's an advanced weapon, you treat it as a martial weapon for the purposes of proficiency
Deific Weapon (champion)- You zealously bear your deity's favored weapon. If it's an unarmed attack with a d4 damage die or a simple weapon, increase the damage die by one step (d4 to d6, d6 to d8, d8 to d10, d10 to d12). If the weapon is uncommon, you gain access to it, and if it's an advanced weapon, you treat it as a martial weapon for the purposes of proficiency
Deity (Champion) (champion)- As a champion, you are a warrior in the name of a deity you revere above all others. Choose one deity.
- === Skill ===
- You become trained in the divine skill listed for your deity. As normal, if you're already trained in that skill, you become trained in a different skill of your choice.
- === Anathema ===
- Champions care deeply about the edicts and anathema they take from their deity, sanctification, and cause. As with any implementation of edicts and anathema in the rules, these are a tool for roleplaying between you, the GM, and the other players at the table—you're still playing a nuanced character, not strictly following a script.
- Acts fundamentally opposed to your deity's ideals are anathema to your faith. Learning or casting spells, committing acts, and using items that are anathema to your deity remove you from your deity's good graces.
- Similarly, using items, spells, or actions that are anathema to the tenets or goals of your faith could interfere with your connection to your deity. For example, assisting with a ritual that raises undead would be anathema to Pharasma, the goddess of death. Many actions that are anathema don't appear in any deity's formal list. For borderline cases, you and your GM determine which acts are anathema.
- If you perform enough acts that are anathema to your deity, you lose the magical abilities that come from your connection to your deity. The class features that you lose are determined by the GM, but they likely include your holy or unholy trait, your focus pool, and your blessing of the devoted. These abilities can be regained only if you repent by conducting an atone ritual. If your deity doesn't require the specific sanctification you had, your GM might let you retrain your sanctification and cause while still following the same deity.
- === Sanctification ===
- Depending on your deity, their sanctification can make you holy or unholy. This commits you to one side of a struggle over souls. Whether you become holy, unholy, or neither will limit your choice of causes, devotion spells, and feats.
- If you "can be" holy or unholy according to your deity's sanctification entry, you make that choice, and if you "must be" holy or unholy, you gain the trait automatically. If the deity lists "none," you can choose only options that don't require the holy or unholy trait. If you are holy or unholy and gain the opposing trait in some way, you lose the previous trait until you atone.
- Unholy sanctification for a champion can be extremely disruptive to a typical game and should be a player character option only in appropriate adventures or campaigns where the group collectively decides to embrace them. Unholy sanctification and causes are uncommon options.
- Holy: You gain the holy trait and add that trait to any Strikes you make. You gain the edict, "Do not knowingly harm innocents or fail to prevent harm to an innocent if your direct intervention could save them" and the anathema "Commit murder." Even if your game includes behavior outside the Pathfinder baseline, the acts listed there are anathema to you.
- Unholy: You gain the unholy trait and add that trait to any Strikes you make. You gain the edict, "Do not put another's needs before your own or those of your deity" and the anathema "Commit an entirely altruistic act, such as giving something away in charity" and "Put anyone's needs before those of your deity." None of these prevents you from performing acts others might consider helpful, but these acts must be done with the expectation that they ultimately further your own goals or those of your deity
Devotion Spells (champion)- Your deity's power grants you special divine spells called devotion spells, which are a type of focus spell. Choose either Shields of the Spirit or a spell based on your deity's divine font (Lay on Hands if your deity allows heal, Touch of the Void if your deity allows harm).
- It costs 1 Focus Point to cast a focus spell. When you gain your first devotion spell, you also gain a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you regain 1 Focus Point by spending 10 minutes using the Refocus activity to pray to your deity or do service toward their causes.
- Your devotion spells are divine spells. Your spellcasting attribute is Charisma.
- Focus spells are automatically heightened to half your level rounded up. Certain feats give you more focus spells. The maximum Focus Points your focus pool can hold is equal to the number of focus spells you have, but can never be more than 3 points.
Justice (champion)- In your deity's name you seek justice, following the law and punishing those who transgress it.
- Edicts follow the law, respect legitimate authorities or leadership
- Anathema take advantage of another, cheat
- Champion's Reaction Retributive Strike
- Relentless Reaction (9th Level) If your Strike hits, the target takes persistent spirit damage equal to your Charisma modifier.
- Exalted Reaction (11th Level) Each ally in your champion's aura with the target in their melee reach can spend a reaction to Strike the target with a –5 penalty.
Natural Skill (Intimidation) (Crafting) (human)- Your ingenuity allows you to learn a wide variety of skills. You gain the trained proficiency rank in two skills of your choice.
Nimble Reprisal (champion)- You can use Retributive Strike at greater distance. You can use a ranged weapon to make a ranged Strike instead of a melee Strike for Retributive Strike. The enemy needs to be in range, but not in reach, and it must still be in your champion's aura.
- You can also make melee Strikes against enemies a bit farther away. If the enemy that triggered your reaction is outside your reach but is within 5 feet of your reach, as part of your reaction you can Step to put the enemy in your reach before making a melee Retributive Strike.
Pickpocket (general, skill)- You can Steal or Palm an Object that's closely guarded, such as in a pocket, without taking the -5 penalty. You can't steal objects that would be extremely noticeable or time consuming to remove (like worn shoes or armor or actively wielded objects). If you're a master in Thievery, you can attempt to Steal from a creature in combat or otherwise on guard. When doing so, Stealing requires 2 manipulate actions instead of 1, and you take a -5 penalty.
Shield Block (champion, druid, exemplar, fighter, inventor)- You gain the Shield Block general feat, a reaction that lets you reduce damage with your shield.
Shield Block (general)- Trigger While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an attack.
- 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.
Actions
Raise a Shield (general)- Requirements You are wielding a shield.
- You position your shield to protect yourself. When you have Raised a Shield, you gain its listed circumstance bonus to AC. Your shield remains raised until the start of your next turn.
Retributive Strike (champion, divine)- Trigger An enemy damages your ally, and both are in your champion's aura
- Effect You protect your ally and strike your enemy. The ally gains resistance to all damage against the triggering damage equal to 2 + your level. If the enemy is within reach, make a melee Strike against it.
- Effect: Champion's Resistance
🎒 Inventory
Weapons
| Item | Qty | Bulk | Level | Price | |
|---|---|---|---|---|---|
| Longsword | 1 | 1 | 0 | 1 gp | |
| Shortbow | 1 | 1 | 0 | 3 gp |
Armor & Shields
| Item | Qty | Bulk | Level | Price | |
|---|---|---|---|---|---|
| Scale Mail | 1 | 2 | 0 | 4 gp | |
| Steel Shield | 1 | 1 | 0 | 2 gp |
Consumables
| Item | Qty | Bulk | Level | Price | |
|---|---|---|---|---|---|
| Elixir of Life (Minor) | 1 | 0.1 | 1 | 3 gp |
Ammunition
| Item | Qty | Bulk | Level | Price | |
|---|---|---|---|---|---|
| Arrows | 20 | 0.1 | 0 | 1 sp |
Bags & Storage
| Item | Qty | Bulk | Level | Price | |
|---|---|---|---|---|---|
| Backpack | 1 | 0 | 0 | 1 sp | |
| |||||
Treasure & Currency
| Item | Qty | Bulk | Level | Price | |
|---|---|---|---|---|---|
| Gold Pieces | 2 | 1 | 0 | 1 gp | |
| Silver Pieces | 3 | 1 | 0 | 1 sp |
🔮 Spellcasting
Focus Spells (Divine) — Focus
- DC 16 | Attack +6
Rank 1
Lay on Hands [champion, focus, healing, manipulate, vitality]
Description
Your hands become infused with powerful vitality, capable of healing a living creature or damaging an undead creature with a touch.
- Willing Living Creature The target regains 6 Hit Points. If the target is someone other than yourself, it also gains a +2 status bonus to AC for 1 round.
- Undead Creature The target takes 1d6 vitality damage with a basic Fortitude save; on a failure, the target also takes a –2 status penalty to AC for 1 round.
Heightened (+1) The amount of healing increases by 6, and the damage to an undead target increases by 1d6.
Spell Effect: Lay on Hands
Last synced: 2026-08-03 04:00
