Eda DeMaire

Eda DeMaire is a True Neutral Human Cleric who is a Kyrieist and has the Domains of Healing and Plants.

Stats

Strength (STR) - 8
Dexterity (DEX) - 16
Constitution (CON) - 8
Intelligence (INT) - 13
Wisdom (WIS) - 18 (17+1)
Charisma (CHA) - 12

Skills - 56 points to spend

Heal (Wis) cs - 8
Knowledge (nature) (Int) cs - 8
Concentration (Con) cs - 6
Diplomacy (Cha) cs - 6
Spellcraft (Int) cs - 6
Craft - Medcine/Healing supplies (Int) cs - 8
Survival (Wis) - 5 (7)
Tumble (Dex) - 5 (7)

Feats

Touch of Healing - Benefit: As long as you have a conjuration (healing) spell of 2nd level or higher available to cast, you can spend a standard action to touch a target creature and heal 3 points of damage per level of the highest-level conjuration (healing) spell you have available to cast. You can use this ability only on a target that has been reduced to one-half or fewer of its total hit points. The effect ends once you've healed the subject up to half its normal maximum hit points. This ability has no effect on creatures that can't be healed by cure spells.

As a secondary benefit, you gain a +1 competence bonus to your caster level when casting conjuration (healing) spells.

Noncombatant (flaw) - Benefit: You take a -2 penalty on all melee attack rolls

Sacred Vow - Benefit: You gain a +2 perfection bonus on Diplomacy checks.

Special: This feat serves as the prerequisite for several other feats, including the Vow of Abstinence, Vow of Chastity, Vow of Nonviolence, Vow of Obedience, Vow of Peace, Vow of Poverty, and Vow of Purity

Vow of Nonviolence

Prerequisite: Sacred Vow

Benefit: The saving throw DC for spells you cast or other special abilities you use against humanoid or monstrous humanoid targets is increased by +4 if the spell does not deal damage (including ability damage but not nonlethal damage), bestow negative levels, or cause death. Spells affected by this feat include most Abjuration, Enchantment, and Illusion spells (though not phantasmal killer, for example), those few Divination spells that have targets and require saving throws (including detect thoughts and discern lies), and even Necromancy spells such as waves of fatigue and ray of exhaustion. It does not affect most Evocation, Conjuration, and Transmutation spells.

The bonus granted by this feat does not stack with the bonus granted by the Spell Focus feat. It affects only saving throw DCs, not caster level checks or other elements of a spell.

The benefit of this feat extends to special abilities other than spells that allow a saving throw, but only if the ability does not deal damage and is not dependent on dealing damage. For example, a character with the Stunning Fist feat can increase the saving throw DC to avoid being stunned by +4 if she deals nonlethal damage, rather than regular damage, with her stunning attack. A couatl's venom would not become more virulent because of this feat, however, because it deals ability damage and requires the couatl to deal hit point damage in order to deliver it.

Special: To fulfill your vow, you must not cause harm or suffering to humanoid or monstrous humanoid foes. You may not deal real damage or ability damage to such foes through spells or weapons, though you may deal nonlethal damage. You may not target them with death effects, disintegrate, pain effects, or other spells that have the immediate potential to cause death, suffering, or great harm.

Your purity is so great that any ally of yours who slays a helpless or defenseless foe within 120 feet of you feels great remorse. Your ally takes +1 morale penalty on his attack rolls for 1 hour per your character level. For each helpless foe slain, the attack penalty increases by 1, to a maximum equal to your character level. The duration of the increased penalty starts from the latest slaying.

You may ask your allies to give you an oath that a helpless foe will not be slain. If the oath is sworn, an ally who later breaks the oath takes the penalty for doing so as if you were present. If you leave a helpless foe to be killed by your allies, you have broken your vow. You may ask a defeated creature to give you an oath of surrender or noninterference in exchange for its life. If the creature breaks this oath to you, you can allow your allies to deal with the creature as they see fit without breaking their oaths or your vow of nonviolence.

If you intentionally break your vow, you immediately and irrevocably lose the benefit of this feat. You may not take another feat to replace it. If you break your vow as a result of magical compulsion, you lose the benefit of this feat until you perform a suitable penance and receive an atonement spell.

Vow of Peace

Prerequisite: Sacred Vow, Vow of Nonviolence

Benefit: This sacred vow grants significant supernatural benefits, but its cost is high.

First, you are constantly surrounded by a calming aura to a radius of 20 feet. Creatures within the aura must make a successful Will save (DC 10 + one-half your character level + your Cha modifier) or be affected as by the calm emotions spell. Creatures who leave the aura and reenter it receive new saving throws. A creature that makes a successful saving throw and remains in the aura is unaffected until it leaves the aura and reenters. The aura is a mind-affecting, supernatural compulsion.

Second, you gain a +2 natural armor bonus to your AC, a +2 deflection bonus to your AC, and a +2 exalted bonus to your AC. This exalted bonus does nor apply to touch attacks and does not hinder incorporeal touch attacks. Brilliant energy weapons, however, do not ignore it. It does not stack with an armor bonus. If you also have the Vow of Poverty feat, the natural armor, deflection, and exalted Armor Class bonuses granted by that feat all increase by +2. If a creature strikes you with a manufactured weapon, the weapon must immediately make a successful Fortitude save (DC 10 + one-half your character level + your Con modifier) or shatter against your skin, leaving you unharmed.

Finally, you gain a +4 exalted bonus on all Diplomacy checks.

Special: To fulfill your vow, you must nor cause harm to any living creature (constructs and undead are not included in this prohibition). You may not deal real damage or ability damage to such creaturesthrough spells or weapons, though you may deal nonlethal damage. You may not target them with death effects, disintegrate, or other spells that have the immediate potential to cause death or great harm. You also may not use nondamaging spells to incapacitate or weaken living foes so that your allies can kill them - if you incapacitate a foe, you must take him prisoner.

If you intentionally break your vow, you immediately and irrevocably lose the benefit of this feat. You may not take another feat to replace it. If you break your vow as a result of magical compulsion or otherwise unwittingly you lose the benefit of this feat until you perform a suitable penance and receive an atonement spell. (Characters who have taken a Vow of Peace are known to drink water through a strainer in order to avoid accidentally swallowing, and thereby causing harm to, a small insect.)

Items

+1 Merciful quarterstaff +1D6 damage and all damage is subdual - 1000gp
Ring of Sustenance Provides nourishment and wearer needs 2 hours of sleep per day - 2,500gp
Medal of Gallantry +2 diplomacy -2 bluff (also can cast sanctuary on wearer x3/day as swift action) - 1350gp
Ring of Retributive Healing For each hp healed to anyone, wearer gains 1 hp - 2000gp
Healing Belt 3 charges of healing - 2d8 each (+1d8 for each extra charge used at a time) - 750gp
Breastplate - 200 gp
Watch (pocket) - 100 gp
Healer's Kit (home made) - 25gp
Holy Symbol of Kyrie
2 sets of Cleric's clothes
Sallow Diptych
Backpack - 2gp
Bedroll - 1sp
Scented soap - 1gp
Waterskin - 1gp
Rope, hempen - 1gp
Flint and steel - 1gp
Lamp, bullseye - 12gp
Oil for lamp - 1sp
Mirror - 10gp

Spells

Burning Finger *1
Create Water *3
Detect Magic *2
Detect Poison *2
Guidance
Light
Mending *1
Purify Food & drink *1
Read Magic
Resistance

Bless *1
Bless Water
Detect Undead
Cure Light Wounds *2
Endure Elements *1
Entropic Shield *2
Obscuring Mist
Remove Fear *2
*Cure Light Wounds*
*Entangle* *1

Cure Moderate Wounds *2
Delay Poisen *1
Gentle Repose
*Barkskin* *1
*Cure Moderate Wounds*

Cure Serious Wounds *1
Dispel Magic *1
*Cure Serious Wounds* *1
*Plant Growth*

Notes

HP - 35
AC - 13
Attack Bonus - 0

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