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Mah'ysa Alandir's page

900 posts. Alias of Camris.

Full Name

Mah'ysa Alandir




Cleric L10+Bard L1 | HP67/67 | AC (29)21 T16F17 CMD24 | Saves F9R9W14 | Percep +11 | Endure Elements | Status: Hasted







Special Abilities

As Cleric and Bard


Neutral Good




Common (Chelish), Celestial, Elven, Ignan.


Disciple of Saranrae; Abbess-Protector of Kelmarane

Strength 12
Dexterity 16
Constitution 13
Intelligence 13
Wisdom 18
Charisma 16

About Mah'ysa Alandir

Mah'ysa Alandir L11
Female Half-Elf Bard 1/Cleric 10
NG Medium humanoid (elf, human)
Init +3; Senses low-light vision; Perception +11

AC 21, touch 16, flat-footed 17 (+5 armor, +3 Dex, +2 deflection, +1 dodge)
hp 67 (11d8+11)
Fort +9, Ref +9, Will +14; +2 vs. enchantments
Immune magic sleep

Speed 30 ft.
Melee +1 quarterstaff +10/+5 (1d6+2) and
. . masterwork silver dagger +12/+7 (1d4/19-20) and
. . unarmed strike +11/+6 (1d3+1)
Ranged +1 sling glove +8/+3 (1d4+2)
Special Attacks bardic performance 7 rounds/day (countersong, distraction, fascinate, inspire courage +1), channel positive energy 8/day (DC 18, 5d6), holy lance (5 rounds, 1/day), sun's blessing

Domain Spell-Like Abilities (CL 11st; concentration +15)
. . 7/day—touch of good

Bard Spells Known (CL 1st; concentration +4):
L1st (2/day)—expeditious retreat, vanish
L0 (at will)—dancing lights, mage hand, message, resistance

Cleric Spells Prepared (CL 11st; concentration +15):
. . 5th—angelic aspect, breath of life (DC 19), dispel evil[D]
. . 4th—blessing of fervor[APG] (DC 18), healing warmth[ARG], holy smite[D] (DC 18), holy smite (DC 18), spiritual ally[APG]
. . 3rd—dispel magic, prayer, searing light[D], searing light, wrathful mantle[APG] (DC 17)
. . 2nd—align weapon[D], blinding ray[ARG] (DC 16), calm emotions (DC 16), resist energy, resist energy, spiritual weapon
. . 1st—bless, endure elements[D], endure elements, protection from evil, sanctuary (DC 15), shield of faith
. . 0 (at will)—create water, detect magic, read magic, stabilize

[D] Domain spell; Domains Good, Sun

Str 12, Dex 16, Con 13, Int 13, Wis 18, Cha 16
Base Atk +7; CMB +9; CMD 24

Combat Expertise,
Extra Channel,
Selective Channeling,
Skill Focus (Perform (sing)),
Weapon Finesse

strength of the sun

Acrobatics +20,
Appraise +2,
Bluff +4,
Climb +5,
Diplomacy +10,
Disguise +4,
Escape Artist +3,
Fly +3,
Heal +10,
Intimidate +4,
Knowledge (arcana) +8,
Knowledge (dungeoneering) +3,
Knowledge (engineering) +3,
Knowledge (geography) +7,
Knowledge (history) +9,
Knowledge (local) +3,
Knowledge (nature) +3,
Knowledge (nobility) +7,
Knowledge (planes) +11,
Knowledge (religion) +11,
Linguistics +6,
Perception +11,
Perform (dance) +12,
Perform (sing) +14,
Perform (string instruments) +10,
Ride +3,
Sense Motive +9,
Spellcraft +7,
Stealth +3,
Survival +5,
Swim +2,
Use Magic Device +8;
Racial Modifiers +2 Perception
Languages Celestial, Common, Elven, Ignan

bardic knowledge +1,
domains (good, sun),
elf blood,
nimbus of light

Combat Gear
elemental gem (air),
strand of prayer beads (lesser),
wand of cure moderate wounds;
Other Gear
+1 chain shirt,
+1 quarterstaff,
+1 sling glove,
masterwork silver dagger,
bag of holding i,
boots of elvenkind,
headband of inspired wisdom +2,
ring of protection +2,
backpack, bedroll, belt pouch, candle (10), chalk, chalkboard, flint and steel, holy symbol, silver, holy text, ink, black, inkpen, mess kit, masterwork Buzuqe, paper (10),
pocketed scarf,
reinforced scarf,
silk rope, soap, spell component pouch, torch (7), trail rations (5), - Twisted Tuning Fork -, waterskin,
80 PP, 27 GP, 22 SP, 20 CP

+1 Sling glove - 0/1
Bardic Performance (standard action) (7 rounds/day) - 0/7
Bead of Blessing (Strand of prayer beads (lesser)) - 0/1
Bead of Healing (Strand of prayer beads (lesser)) - 0/1
Cleric Channel Positive Energy 5d6 (8/day) (DC 18) (Su) - 5/8
Holy Lance (5 rds) (1/day) (Su) - 0/1
Masterwork Silver Dagger - 0/1
Nimbus of Light (10 rounds/day) (Su) - 0/10
Torch - 3/10
Touch of Good (7/day) (Sp) - 0/7
Trail rations - 0/5
Wand of cure moderate wounds - 32/50

Special Abilities
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action) (7 rounds/day) Your performances can create magical effects.
Cleric Channel Positive Energy 5d6 (8/day) (DC 18) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Good) Granted Powers: You have pledged your life and soul to goodness and purity.
Cleric Domain (Sun) Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Holy Lance (5 rds) (1/day) (Su) A melee weapon you are holding becomes holy
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Nimbus of Light (10 rounds/day) (Su) 30'r aura of daylight deals 10 damage to undead per round and dispels [Darkness] spells.
Selective Channeling Exclude targets from the area of your Channel Energy.
Strength of the Sun +1 CHA-based checks during the day.
Sun's Blessing (Su) +10 to channel damage vs. undead and they don't get channel resistance.
Touch of Good (7/day) (Sp) Grant +5 to skill checks, ability checks and saving throws for 1r.

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Male Cat
N Tiny Animal
Init +3; Senses low-light vision, scent; Perception +7
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 21 (1d8-8)
Fort +6, Ref +10, Will +4
Speed 30 ft.
Melee Bite (Cat) +13 (1d3-4/x2) and
. . Claw x2 (Cat) +13 x2 (1d3-4/x2) and
. . Unarmed strike +13/+8 (1-4/x2)
Space 2 ft.; Reach 0 ft.
Str 3, Dex 17, Con 8, Int 2, Wis 12, Cha 7
Base Atk +7; CMB +16; CMD 14 (18 vs. Trip)
Feats Agile Maneuvers, Improved Natural Attack (Claw x2 [Cat]), Jaguar Pounce, Lunge, Weapon Finesse
Tricks Come [Trick], Fetch [Trick], Heel [Trick], Perform [Trick], Performance [Trick], Stay [Trick], Watch [Trick]
Skills Acrobatics +9, Appraise -3, Bluff -1, Climb +12, Diplomacy -1, Disguise -1, Escape Artist +5, Fly +12, Heal +2, Intimidate -1, Perception +7, Ride +4, Sense Motive +2, Stealth +20, Survival +3, Swim +8; Racial Modifiers +4 Climb, +4 Stealth
SQ performance [trick], watch [trick]
Other Gear You have no money!

. . -none-

Special Abilities
Agile Maneuvers Use DEX instead of STR for CMB
Jaguar Pounce Treat charge or spring attack against flat-footed or helpless foes as if you have Improved Critical.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Performance [Trick] The animal has been trained to perform many tricks.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Watch [Trick] Stands watch over designated area.

While Spooky is with you, you gain +1 luck bonus on all attack rolls, skill checks, saving throws, and level checks.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Considered attractive by most human standards,
Mah'ysa either does not recognize her attractiveness, or has deemed to not flaunt it.
She wears new, brown leathers and a quarterstaff topped with the ankh symbol of Saranrae.
Besides her armor, she wears a wide variety of blue and yellow shawls which she uses to protect herself from the wind and sand.
Over her armor is a light, blue robe with the golden sun starburst of her faith dotting the fine material and a silver holy symbol of Saranrae can be seen hanging around her neck.
Her fairer skin and light hair betrays the elfish lineage and her blue eyes hold a wisdom that yet betrays a level of naivety that stems from little contact outside of the church.


Still somewhat nieve, loves the art of song and dance, loves to read.


Mah'ysa is a foundling with a strange birthmark that bears more than a passing resemblance to her faith’s Ankh holy symbol.
Growing up, she found devotion through the sacred songs and dances of the faith, and loves to sing.

In Katapesh, the establishment of a new village is always cause for interest to the nation’s churches, as establishing new temples in villages is an excellent way to expand upon the church’s resources and bring in more faithful. If the Pactmasters’ plans to revitalize and rebuild Kelmarane are successful, the village will need a temple, and the church of Saranrae is keenly interested in being represented there.

This mission is well suited to worshipers of Sarenrae, as Kelmarane was founded near an old monastery dedicated to the Dawnflower, and reconsecrating that monastery is of great interest to Sarenrae’s church.
Furthermore, a temple dedicated to her once stood in Kelmarane itself, but it has long since fallen into ruin; whispers among the religion tell that the church’s old pastor may have fallen from grace and may even have been part of the cause of the hard times that befell the village.

Mah'ysa joined Garavel’s band in hopes of helping to reestablish a new temple in the revitalized village; and now that she has succeeded, she is the Abbess-Protector of it now (along with Bahir), second only to the Abbott himself.

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