Female Human (Chelaxian) Cleric 1
NG Medium Humanoid (Human)
Init 1; Senses Perception +5
AC 18, touch 11, flat-footed 17 (
5 armor, 2 shield, +1 Dex)
hp 10 (1d8
Fort 4, Ref +1, Will +7
Spd 20 ft.
Melee Heavy Shield Bash -1 (1d4
3/20/x2) and
Gauntlet (from Armor) 3 (1d33/20/x2) and
Scimitar 3 (1d63/18-20/x2) and
Unarmed Strike 3 (1d33/20/x2)
Ranged Sling 1 (1d43/20/x2)
Special Attacks Sun’s Blessing
Spell-Like Abilities Rebuke Death (8/day)
Cleric Spells Known (CL 1, 3 melee touch, 1 ranged touch):
1 (3/day) Endure Elements (DC 16), Bless, Cure Light Wounds (DC 16), Shield of Faith (DC 16)
0 (at will) Light, Detect Magic, Create Water
Str 16, Dex 12, Con 14, Int 17, Wis 20, Cha 17
Base Atk +0; CMB +3; CMD 14
Feats Combat Casting, Extra Channel
Skills Acrobatics 5, Climb -3, Diplomacy +7, Escape Artist -5, Fly -5, Heal +9, Knowledge (History) +7, Knowledge (Religion) +7, Profession (Herbalist) +9, Ride -5, Sense Motive +9, Spellcraft +7, Stealth -5, Swim -3
Languages Celestial, Common, Elven, Kelish
SQ Aura (Ex), Channel Positive Energy 1d6 (8/day) (DC 13) (Su), Cleric Domain: Healing, Cleric Domain: Sun, Spontaneous Casting
Combat Gear Bullets, Sling (10), Scale Mail, Scimitar, Shield, Heavy Wooden, Sling; Other Gear Backpack (empty), Holy symbol, wooden: Sarenrae
Aura (Ex) The Cleric has an aura corresponding to his deity’s alignment.
Channel Positive Energy 1d6 (8/day) (DC 13) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Healing Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cleric Domain: Sun Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Rebuke Death (8/day) (Sp) Heal 1d4 damage to creatures at negative HP.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Sun’s Blessing (Su) +1 to channel positive energy’s damage to undead.


During the revolution, Nobles were forced to choose to fight on the side of devil ridden Cheliax, or join the common cause of a new Republic. One Lord Thrax, when he heard of this hard choice coming, spared no time in spreading as much terror of his subjects to cow them into submission.
But the Baron had severely underestimated the response, not just of the rebellion without, but of his own staff. When the new army of liberation besieged him, one of his own servants arranged for the raising of a portcullis. Almost overnight, the siege was over, and the baron would later be tried and hung for his crimes against the people. However, his three sons had escaped. One fled to Chelix and remains there still, now a bitter old man in his own right. The second born turned to banditry himself. Rumors say he met a messy end. The third took advantage of the new religious tolerance, and blended into the priesthood of a dark god.
All three of the sons beget children of their own, some legitimately, but others perhaps without even the father’s knowing. None within Andoran dared to use their true surname, assuming they knew it all. Some to their sorrow, were told of their true heritage, and at least one, appalled by what this meant, fled.
Baenara is one of those grand children, a child born of a line of monsters and fleeing her family before she became one herself. Found on the streets by a kindly cleric of Saranrae, the girl was told that she was more than her blood, that any evil lay in those that came before, not her as she was now. She was given shelter, and eventually, a new name of her own. She would find not just a home in the temple, but a calling in the goddess.


Falcon Watch Dierdrey