28.08.
22, 19:44 Pathbuilder 2e
Seelah Sheryn Champion 3
N Medium Human Skilled Heritage Humanoid
Perception +6;
Languages None selected
Skills Acrobatics +1, Athletics +9, Diplomacy +7, Intimidation +9, Lore: One City +5, Medicine +6, Religion +6,
Thievery +6
Str +4, Dex +1, Con +1, Int +0, Wis +1, Cha +2
Items Half Plate, Steel Shield (Hardness 5, HP 20, BT 10)
AC 21 (+23 with shield raised), Fort +8, Ref +6, Will +8
HP 41
Shield Block Trigger While you have your shield raised, you would take damage from a physical 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.
Retributive Strike Trigger An enemy damages your ally, and both are within 15 feet of you. You protect your
ally and strike your foe. The ally gains resistance to all damage against the triggering damage equal to 2 +
your level. If the foe is within reach, make a melee Strike against it.
Speed 20 feet
Melee Longsword +9 (Versatile P), Damage 1d8+4 (S)
Ranged Shortbow +6 (Deadly d10), Damage 1d6 (P)
Desperate Prayer Frequency once per day Trigger You begin your turn and have no Focus Points in your pool.
You call out to your deity in a plea for their aid. You instantly recover 1 Focus Point.
Battle Medicine (General, Healing, Manipulate, Skill) Prerequisites trained in Medicine Requirements You are
holding or wearing healer's tools. You can patch up yourself or an adjacent ally, even in combat. Attempt a
Medicine check with the same DC as for Treat Wounds, and restore a corresponding amount of Hit Points;
this does not remove the wounded condition. As with Treat Wounds, you can attempt checks against higher
DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine
for 1 day.
Focus Spells (1 points) Lay on Hands Range touch; Targets 1 willing living creature or 1 undead creature
Your hands become infused with positive energy, healing a living creature or damaging an undead creature
with a touch. If you use lay on hands on a willing living target, you restore 6 Hit Points; if the target is one of
your allies, they also gain a +2 status bonus to AC for 1 round. Against an undead target, you deal 1d6
damage and it must attempt a basic Fortitude save; if it fails, it 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.
Athletic Rush Duration 1 round Your body fills with physical power and skill. You gain a +10- foot status
bonus to Speed and a +2 status bonus to Athletics checks. As a part of Casting this Spell, you can use a
Stride, Leap, Climb, or Swim action. The spell's bonuses apply during that action.
Additional Feats Deity's Domain, Godless Healing, Intimidating Prowess, Pickpocket, Skilled Heritage
Additional Specials Champion's Code, Deific Weapon, Deity and Cause (Paladin Cause), Deity's Domain
(Might), Devotion Spells, Divine Ally (Divine Ally (Blade)), Skilled Heritage (Intimidation), Tenets of Good
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