Pregens Seelah Lvl1

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SEELAH CHAMPION 1 EQUIPMENT

BULK Current: 7, 4 L; Maximum: 8 Bulk


ANCESTRY HUMAN (SKILLED) BACKGROUND STREET URCHIN
backpack, minor elixir of life, longsword, scale mail, shortbow (20
SPEED 25 FEET PERCEPTION +3 (TRAINED) WORN
arrows), steel shield (Hardness 5, HP 20, BT 10)
LANGUAGES COMMON, OSIRIANI CLASS DC 17
bedroll, chalk (10 pieces), flint and steel, rations (2 weeks), repair
STOWED
STRENGTH DEXTERITY CONSTITUTION toolkit, rope (50 feet), soap, thieves’ toolkit, torch (5), waterskin
WEALTH 2 gp, 3 sp
+3 +1 +2
INTELLIGENCE WISDOM CHARISMA

+0 +0 +3

DEFENSES
AC WITH SHIELD
CURRENT HIT POINTS MAX HIT POINTS ARMOR CLASS
RAISED

20 17 19
FORTITUDE REFLEX WILL
+7 +4 +5

STRIKES
MELEE [one-action] longsword +6 [+1/-4] (holy, versatile P), 1d8+3 slashing
[one-action] shortbow +4 [-1/-6] (deadly d10, holy, range increment 60 feet),
RANGED
1d6 piercing

SKILLS
ACROBATICS (DEX) ARCANA (INT) ATHLETICS (STR)
+1 +0 +6 •
CRAFTING (INT) DECEPTION (CHA) DIPLOMACY (CHA)
+3 • +3 +6 •
INTIMIDATION (CHA) ABSALOM LORE (INT) LORE (OTHER; INT)
+6 • +3 • +0
MEDICINE (WIS) NATURE (WIS) OCCULTISM (INT)
+0 +0 +0
PERFORMANCE (CHA) RELIGION (WIS) SOCIETY (INT)
+3 +3 • +3 •
STEALTH (DEX) SURVIVAL (WIS) THIEVERY (DEX)
+4 • +0 +4 •
• = TRAINED •• = EXPERT ••• = MASTER

FEATS AND ABILITIES


ANCESTRY ABILITIES Natural Skill*
CLASS FEATS Nimble Reprisal
GENERAL FEATS Shield Block
SKILL FEATS Pickpocket
champion’s aura, champion’s cause (justice), deity
CLASS ABILITIES (Iomedae), devotion spells (lay on hands), sanctification
(holy)*, Retributive Strike
* Abilities with an asterisk have already been calculated into Seelah’s WHAT IS A CHAMPION?
statistics and do not appear elsewhere. You are an emissary of a deity, a devoted servant who has taken up a
weighty mantle. You protect your allies from harm while upholding a
strict code that sets you apart from those around you.

Numbers shown next to this symbol are added to a d20 roll. ©2024 Paizo Inc. Permission granted to photocopy for personal use only.
SEELAH CHAMPION 1 If you perform enough acts that are anathema to your deity, you
lose the magical abilities that come from your connection to your deity.
EQUIPMENT Seelah’s edicts and anathema are as follows:

The following rules apply to Seelah’s equipment. EDICTS


Backpack A backpack can hold up to 4 Bulk worth of items. If you’re • be temperate, fight for justice and honor, hold valor in your heart
carrying or stowing the pack rather than wearing it on your back, its • do not knowingly harm innocents or fail to prevent harm to an
Bulk is light instead of negligible. The first 2 Bulk of items stowed innocent if your direct intervention could save them
in your backpack do not count against your Bulk limits (and are not • follow the law, respect legitimate authorities or leadership
included in your worn Bulk).
Deadly (trait) On a critical hit, the weapon adds a weapon damage die ANATHEMA
of the listed size; this is added after doubling the weapon’s damage. • abandon a companion in need, dishonor yourself, refuse a challenge
□ Elixir of Life, Minor (alchemical, consumable, elixir, healing) from an equal
Activate [one-action] (Interact); Effect Upon drinking this elixir, you regain • commit murder
1d6 Hit Points and gain a +1 item bonus to saving throws against • take advantage of another, cheat
diseases and poisons for 10 minutes.
Holy (trait) Strikes with this trait may have additional effects against FEATS AND ABILITIES
unholy creatures.
Repair Toolkit A repair kit is required to Repair items with the Crafting Seelah’s feats and abilities are described below.
skill. Champion’s Aura You’re surrounded by an aura in a 15-foot emanation.
Thieves’ Toolkit You need a thieves’ toolkit to Pick Locks or Disable It has the aura and divine traits. Any follower of your deity within
Devices (of some types) using the Thievery skill. If your thieves’ the aura immediately knows you’re a champion of your deity. This
toolkit is broken, you can repair it by replacing the lock picks with aura is used as the range for your champion’s reaction and for
replacement picks appropriate to your toolkit; this doesn’t require various other effects. You can suppress or resume the aura as a
using the Repair action. If you wear your thieves’ toolkit, you can single action, which has the concentrate trait, and it ends if you fall
draw and replace it as part of the action that uses it. unconscious.
Versatile (trait) A versatile weapon can be used to deal an alternate Nimble Reprisal You can use a ranged weapon to make a ranged
damage type listed. For instance, a slashing weapon that has Strike instead of a melee Strike for Retributive Strike. The enemy
“versatile P” can be used to deal piercing or slashing damage. needs to be in range, but not in reach, and it must still be in your
Choose the damage type each time you make an attack. champion’s aura.
You can also make melee Strikes against enemies a bit farther
SHIELD ACTIONS 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
While she has a shield equipped, Seelah can use the following actions. you can Step to put the enemy in your reach before making a melee
Raise Shield [one-action] While wielding a shield, you position it to protect Retributive Strike
yourself until the beginning of your next turn. This grants you a Pickpocket You can Steal or Palm an Object that’s closely guarded,
+2 circumstance bonus to AC, and you can use the Shield Block such as in a pocket, without taking the –5 penalty (outright theft
reaction. may violate your code, but using these abilities to thwart or trick
Shield Block [reaction] Trigger You would be damaged by a physical attack the forces of evil is well within your purview). You can’t steal objects
while your shield is raised; Effect You interpose your shield that would be extremely noticeable or time consuming to remove
between yourself and the attack, reducing the damage by 5. (such as a worn suit of armor).
You and your shield each take any remaining damage, possibly Retributive Strike [reaction] (divine) Trigger An enemy damages your ally,
breaking or destroying the shield (the shield gains the broken and both are in your champion’s aura; Effect You protect your ally
condition after taking 10 or more damage and is destroyed once and strike your enemy. The ally gains resistance 3 to all damage
it’s taken 20 damage). against the triggering damage. If the enemy is within reach, make a
melee Strike against it.
EDICTS AND ANATHEMA ⃞ Focus Points You gain a pool of Focus Points that allow you to cast
your devotion spell: lay on hands. Each use of this spell uses 1 Focus
As a paladin of Iomedae, you care deeply about the edicts and Point and Seelah currently has a total focus pool of 1.
anathema you take from your deity, sanctification, and cause. These Lay On Hands [one-action] (uncommon, champion, focus, healing, manipulate,
are a tool for roleplaying between you, the GM, and the other players vitality) Range touch; Targets 1 willing living creature or 1 undead
at the table—you’re still playing a nuanced character, not strictly creature; Effect You restore 6 Hit Points to a willing, living target;
following a script. if the target is one of your allies, they also gain a +2 status bonus
Acts fundamentally opposed to your deity’s ideals are anathema to to AC for 1 round. Against an undead target, you deal 1d6 vitality
your faith. Learning or casting spells, committing acts, and using items damage with a basic Fortitude save (DC 17); if it fails, it also takes a
that are anathema to your deity remove you from your deity’s good –2 status penalty to AC for 1 round.
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.

Numbers shown next to this symbol are added to a d20 roll. ©2024 Paizo Inc. Permission granted to photocopy for personal use only.

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