Creative Characters – Eve Narcassa

Greetings!

Welcome to Creative Characters. This is where I indulge myself a bit and create an unusual character, based on a concept, idea, theme, feat or whatever else catches my fancy. These characters are NOT supposed to be optimized, but they ARE supposed to be INTERESTING. For the sake of reference, and consistency, all characters here are created with the Elite stat array (15, 14, 13, 12, 10, 8) and all hit points are rolled as averages (and rounded down). They are also written so that they can be used as either NPCs or PCs as the reader chooses, and are written with all special abilities typed out, so as to ensure a minimum amount of book-flipping throughout your game.

This is a recurring series, and you should be seeing installments of it each week. Should you wish to see a particular build or idea featured here, then please don’t hesitate to comment

This week, I intend to do things a little differently, for the next few weeks actually. In this case, that’s because I have a specific theme in mind for the next 5 characters. These will all be members of a specific holy order, and come with a built-in reason to adventure together. Please welcome the Holy Order of Saint Gregor, this time featuring the heart of the group, Eve Narcassa

Eve Narcassa (CR 7)

XP 3,200 Female human cleric 8 (merciful healer)
LG Medium humanoid (human)
Init +0; Senses Perception +5

DEFENSE

AC 23, touch 11, flat-footed 23 (+9 armor, +1 deflection, +3 shield)
hp 72 (8+7d8+16 (Constitution) +8 (favored class bonus) +8 (toughness))
Fort +9, Ref +3, Will +12

OFFENSE

Speed 30 ft.
Melee mwk scimitar +6/+1 (1d6-1/18-20×2)
Cleric Spells Prepared (concentration +13)

4thcure critical wounds (DC 19), neutralize poison, restoration
3rdcure serious wounds (DC 18), daylight, magic circle against evil, prayer
2ndaid, consecrate, cure moderate wounds (DC 17), shield other
1stbless, cure light wounds (DC 16), obscuring mist, protection from evil, shield of faith
0detect magic, detect poison, light, stabilize

Domain Healing

TACTICS

During Combat Eve knows that she is out of her element when it comes to combat, so she tends to not be an attacker. Instead, she will buff and heal her friends, trusting to her Combat Medic ability to keep her safe when she has to heal friends who are in combat. She prefers using individual cure spells as needed to keep people alive, using spontaneous casting and Healer’s Blessing to get the most out of them, otherwise, she will buff her friends and hinder enemies as best as she is able to. She knows that the battlefield is a dangerous place, however, and has taken care to train in armor and the use of shields, and uses them both to keep herself safe when she has to move near the front lines.

STATISTICS

Str 8, Dex 10, Con 14 (13 + 1 level), Int 12, Wis 20 (15 + 1 level + 2 race + 2 magic), Cha 16 (14+2 magic)
Base Atk +6/+1 CMB +12; CMD 21
Feats Armor Proficiency Light, Armor Proficiency Medium, Armor Proficiency Heavy, Extra Channel, Martial Weapon Proficiency (scimitar), Selective Channeling, Shield Proficiency, Simple Weapon Proficiency (all), Toughness
Skills Diplomacy +14, Heal + 16, Knowledge (religion) +12
Languages Common, Elven
Gear +1 half-plate, cloak of resistance (+1), headband of mental prowess (+2 Wis and Cha), +1 heavy steel shield, pearl of power (4th level), ring of protection (+2), backpack, bedroll, blanket, explorer’s outfits (2x), small tent, trail rations (7 days); Coin 1159 gp, 4 sp, (these remaining coins can be spent at the GM or player’s discretion before the start of the game session).

SPECIAL ABILITIES

Aura (Ex)

Eve has a moderate good aura for spells that have effects, based on alignment, such as detect good.

Channel Energy (Su)

Eve channels positive energy to heal living creatures. Channeling energy causes a burst that affects all living creatures in a 30-foot radius centered on Eve. The amount of damage healed is 4d6. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. Eve may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. Eve can choose whether or not to include herself in this effect.
She must be able to present her holy symbol to use this ability.

Combat Medic (Ex)

Eve does not provoke attacks of opportunity when using the Heal skill to stabilize another creature or casting healing spells.

Healer’s Blessing (Su)

All of Eve’s cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.

Merciful Healing (Su)

Eve can channel positive energy to relieve the following harmful conditions: fatigued, staggered
Eve can remove either condition from up to two creatures within her channel energy burst.

Rebuke Death (Sp)

Eve can touch a living creature as a standard action, healing it for 1d4 points of damage plus 4. She can only use this ability on a creature that is below 0 hit points. She can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Spontaneous Casting

Eve can channel stored spell energy into healing spells that she did not prepare ahead of time. She can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

True Healer (Su)

When Eve channels holy energy, she can choose to apply the benefits of merciful healing or to reroll any 1s when determining how much damage she heals with the holy energy. She must choose which benefit to take before she rolls to see how much damage she heals.

HISTORY

The Order of Saint Gregor is dedicated to the recovery of religious artifacts of all kinds. For benevolent religions, they will return these to the clergy of those religions (usually at whatever local headquarters that they have) or destroying them in the case of those belonging to evil religions.

Eve is in many ways the heart of the adventuring group. She not only looks after their physical well-being, but serves as a confessional and a confidante to the other members of their group, something she takes very seriously, trying to ensure that even when they have their worst encounters, and fare poorly, then they are still in good condition, at least mentally.

Eve is, in fact, as good as the day is long, having time for everyone, and if left alone in a town, her friends often have to come and get her from any charities, where she can be found helping out.

She grew up a happy child, with a sunny disposition, and early on, she decided to shine the light of her goddess upon the world, and after a few missions, she came to the realization that she was not a warrior of the light, but the holder of the flame, healing the wounded, and helping with the recovery of important artifacts.



About Kim Frandsen

Kim is a freelance writer for various companies (including d20pfsrd.com Publishing, Fat Goblin Games, Flaming Crab Games, Outland Entertainment, Purple Duck Games, Rusted Iron Games and Zenith Games) as well as an editor of the Pathfinder and D&D 5th Edition product lines for d20pfsrd.com Publishing. Hopes to one day rule the world!

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