Brienna Soldado

Isandra Aemaldir's page

90 posts. Organized Play character for soulnova.


Full Name

Isandra Aemaldir

Race

| HP 45/45 | AC 20, T 11, FF 19 | CMD 15| F +9 R +5 W +11 | Init +3 | Perc +14

Classes/Levels

| Speed 20ft | Channel positive energy 7/7 (DC15), Firebolt (7/7), Blinding Flash (7/7), Fire Resistance 10 | Active Conditions: None.

Gender

Female NG Medium Human Cleric of Sarenrae 6

About Isandra Aemaldir

Isandra
Human cleric of Sarenrae 6
NG Medium humanoid (human)
Init +3; Senses Perception +14

[dice=Perception]1d20+14[/dice]

MYTHWEAVERS CHARACTER SHEET
PFS TRACKING SHEET
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Defense
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AC 20, touch 11, flat-footed 19 (+6 armor +3 shield, +1 Dex)
hp 45 (6d8+12)
Fort +9, Ref +5, Will +11

Initiative modifier: + 3 = +1 [dexterity] + 2 [reactionary]

Fortitude save: + 9 = 5 [base] + 2 [constitution] + 2 [cloak resistance]
Reflex save: + 5 = 2 [base] + 1 [dexterity] + 2 [cloak resistance]
Will save: + 11 = 5 [base] + 4 [wisdom] + 2 [cloak resistance]

[dice=Fort save]1d20+9[/dice]
[dice=Ref save]1d20+5[/dice]
[dice=Will save]1d20+11[/dice]

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Offense
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Attack (handheld): + 4 = 4 [base]
Attack (missile): + 5 = 4 [base] + 1 [dexterity]
Combat Maneuver Bonus: + 4 = 4 [base]
Combat Maneuver Defense: + 11 = 10 + 0 [base] + 1 [strength]

Speed 20 ft.
Melee
mwk cold iron scimitar +4 (1d6+1/18-20)
[dice=Scimitar +1]1d20+5[/dice]
[dice=Slashing Cold Iron]1d6[/dice]

Scimitar+1 +4
[dice=Scimitar +1]1d20+5[/dice]
[dice=Slashing]1d6+1[/dice]

Ranged
sling +5 (1d4+1)
[dice=Sling]1d20+5[/dice]
[dice=Bludgeoning]1d4[/dice]

Fire Bolt
[dice=Fire bolt Ranged touch]1d20+5[/dice]
[dice=Fire]1d6+3[/dice]

Special Attacks channel positive energy 7/day (DC 15, 3d6)
Domain Spell-Like Abilities (CL 6; concentration +10)
7/day—Fire bolt Ranged touch attack 1d6+(1/2 lvl)
7/day—blinding flash creatures are dazzled for (½ lvl) rounds, less than HD are blinded for 1d4 rounds.
Cleric Spells Prepared (CL 6; concentration +10)
3rd DC17—fireball (dc+1)**, flame blade, stone shape, align weapon communal
2st DC16—produce flame (dc+1)**, sound burst, life pact, grace, protection from evil communal
1st DC15—burning hands(dc+1)**, bless, sun metal, positive pulse, fallback strategy
0 (at will) DC14—detect magic, light, guidance, read magic
** Domain spell; Domains Fire, Light

Darkleaf Do-Maru +1 [medium; + 6 AC; max dex + 6; check penalty -1 12.5 lb.]
Darkwood Heavy Shield +1[ + 3 AC; check penalty 0; hardness 10; hp 10; 5 lb.]
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Statistics
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Str 10, Dex 12, Con 14, Int 13, Wis 17, Cha 14
Base Atk +4; CMB +4; CMD 15
Feats Selective Channeling, Spell Focus (Evocation), Spell Specialization (fireball), Flame Blade Dervish,
Traits Seeker, reactionary

Skill Name Key
Acrobatics Dex 0 = +1 -1CP
Appraise Int 0 = +0
Bluff Cha 2 = +2
Climb Str* -1 = 0 -1CP
Craft_1 Int 1 = +1
Craft_2 Int 1 = +1
Craft_3 Int 1 = +1
Diplomacy Cha 11 = +2 + 6 + 3 [class skill]
Disguise Cha 2 = +2
Escape Artist Dex* 1 = +1
Fly Dex 1 = +1
Heal Wis 10 = +4 +3 +3
Stealth Dex* 0 = +1 -1CP
Intimidate Cha 2 = +2
Knowledge (arcana) Int 5 = +1 + 1 + 3 [class skill]
Knowledge (planes) Int 5 = +1 + 1 + 3 [class skill]
Knowledge (religion) Int 7 = +1 + 3 + 3 [class skill]
Perception Wis 14 = +4 + 6 + 3 [class skill] + 1 seeker
Perform_1 Cha 1 = +1
Perform_2 Cha 1 = +1
Perform_3 Cha 1 = +1
Perform_4 Cha 1 = +1
Perform_5 Cha 1 = +1
Profession (Herbalist) Wis 8 = +4 + 1 + 3 [class skill]
Ride Dex 0 = +0
Sense Motive Wis 12 = +4 + 5 + 3 [class skill]
Survival Wis 4 = +4
Swim Str** -1 = 0 -1 CP

* = check penalty for wearing armor

Armor Check Penalty –3
Languages Common
SQ aura (faint good), spontaneous casting

Height: 5' 0"
Weight: 135 lb
Eyes: Green
Hair: Light Brown Wavy
Skin: Tan

Boons:
Tattoo of the Open Road 1/1: Gain 10 temp HP when hit by a Crit or 15 dmg from spell
Average Snowbloom: Diplomacy/Bluff vs Linnorm or Intimidate vs Irrisen
Goblin Scourge: Atk/Dmg +1 bonus and +2 saves vs goblins
Infernal True Name: Give a devil at 60ft the sickened condition
Haunt Survivor: Perception+2 vs Haunts and reroll vs haunt saves 1/day
Duskwarden Favor: Cross to gain Favored Terrain Underground

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Special Abilities
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Channel Positive Energy 1d6 (7/day, DC 12) (Su) Isandra can release a wave of positive energy by channeling divine power through her holy symbol. This energy can be used to cause damage to undead creatures or to heal living creatures. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on Isandra. Creatures that take damage from channeled energy may attempt a DC 12 Will saving throw to halve the damage. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. Isandra can channel energy 5 times per day as a standard action that does not provoke an attack of opportunity. Isandra can choose whether or not to include herself in this effect. She must be able to present her holy symbol to use this ability.

Selective Channeling When Isandra channels positive energy, she can select up to two creatures within the area of the burst; these targets are not affected by her channeled energy.

Blinding Flash (Su): As a standard action, you can emit a flash of light from your holy symbol or divine focus. The most powerful light emanates out 20 feet from you. Creatures with fewer Hit Dice than your cleric level within this area are blinded for 1d4 rounds unless they succeed at a Fortitude save. All creatures in this area are dazzled for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier

Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

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~~~~~~~~~~~ Background and Personality ~~~~~~~~
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Isandra is a young girl with still too much to learn about the world. She was raised in a small village outside of Almas. Her family has a tradition of being herbalists and caretakers so when she started to follow her parents footstep's it came almost natural for her. Sadly, a plague struck down the village some years ago and not even her parents were able to withstand the sickness. The town was saved by a cleric of Sarenrae that happened to be traveling nearby.

Isandra decided to follow the cleric and join the church to keep helping people through her skills. She is a quiet girl and assist in the best way she can. She might no be the smartest of gals, but she just follows her common sense.