Elf

Mah'ysa Alandir's page

1,154 posts. Alias of Camris.


Full Name

Mah'ysa Alandir

Race

Half-Elven

Classes/Levels

Cleric L13+Bard L1 | HP 99/107 | AC (26) 23 T17F18 CMD27 | Saves F11R13W18 | Percep +14 | Channels: 7/7 | Bard Perform 6/6 | Endure Elements | Status: OK | Grace (+2 saves)

Gender

Fem

Size

M

Age

24

Special Abilities

As Cleric and Bard

Alignment

Neutral Good

Deity

Saranrae

Languages

Common (Chelish), Celestial, Elven, Ignan.

Occupation

Disciple of Saranrae; Abbess-Protector of Kelmarane

Strength 12
Dexterity 18
Constitution 10
Intelligence 14
Wisdom 20
Charisma 14

About Mah'ysa Alandir

Mah'ysa Alandir L14

Female half-elf bard 1/cleric of Sarenrae 13
NG Medium humanoid (elf, human)
Init +4; Senses low-light vision; Perception +14
Aura nimbus of light (30 ft., 13 rounds/day)

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Defense
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AC 23, touch 17, flat-footed 18 (+6 armor, +2 deflection, +4 Dex, +1 dodge)
hp 107 (14d8)
Fort +11, Ref +13, Will +18; +2 vs. enchantments
Immune: sleep

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Offense
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Speed 30 ft.
Melee:
. . mwk silver dagger +15/+10 (1d4/19-20) or
. . unarmed strike +14/+9 (1d3+1 nonlethal)
Ranged:
. . +1 sling +15 (1d4+2)
Special Attacks:
bardic performance 6 rounds/day (countersong, distraction, fascinate [DC 12], inspire courage +1),
channel positive energy 7/day (DC 18, 7d6 [+13 vs. undead]),
holy lance (6 rounds, 2/day),
sun's blessing

Domain Spell-Like Abilities (CL 13th; concentration +18)
8/day—touch of good (+6)

Bard Spells Known (CL 1st; concentration +3)
1st (2/day)—expeditious retreat, vanish[APG] (DC 13)
0 (at will)—dancing lights, mage hand, message, resistance

Cleric Spells Prepared (CL 13th; concentration +18)
7th—summon monster VII, sunbeam[D] (DC 22)
6th—blade barrier[D] (DC 21), greater dispel magic, heal
5th—angelic aspect, breath of life (DC 20), dispel evil[D], true seeing, wall of stone
4th—blessing of fervor[APG] (DC 19), blessing of fervor[APG] (DC 19), healing warmth[ARG], holy smite[D] (DC 19), holy smite (DC 19), spiritual ally[APG]
3rd—dispel magic, prayer, sand whirlwind (DC 18), searing light[D], searing light, wrathful mantle[APG] (DC 18)
2nd—align weapon (good only)[D], blinding ray[ARG] (DC 17), calm emotions (DC 17), resist energy, resist energy, spear of purity[UM] (DC 17)
1st—bless, endure elements[D], endure elements, protection from evil, shield of faith, stone shield[ARG], stone shield[ARG]
0 (at will)—create water, detect magic, read magic, stabilize
D Domain spell; Domains Good, Sun

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Statistics
--------------------
Str 12, Dex 18, Con 10, Int 14, Wis 20, Cha 14
Base Atk +9; CMB +11; CMD 27

Feats
Combat Expertise,
Dodge,
Extra Channel,
Mobility,
Quick Channel[UM],
Selective Channeling,
Skill Focus (Perform [sing]),
Weapon Finesse

Traits
missionary,
strength of the sun

Skills
Acrobatics +26,
Climb +5,
Diplomacy +9,
Heal +10,
Knowledge (arcana) +3,
Knowledge (dungeoneering) +3,
Knowledge (engineering) +3,
Knowledge (geography) +7,
Knowledge (history) +11,
Knowledge (local) +3,
Knowledge (nature) +3,
Knowledge (nobility) +7,
Knowledge (planes) +16,
Knowledge (religion) +16,
Linguistics +6,
Perception +14,
Perform (dance) +10,
Perform (sing) +15,
Perform (string instruments) +8,
Sense Motive +10,
Spellcraft +10,
Swim +2,
Use Magic Device +6;
Racial Modifiers +2 Perception
Languages Celestial, Common, Elven, Ignan, Osiriani

SQ
bardic knowledge +1,
elf blood

Combat Gear
air elemental gem,
potion of cure moderate wounds (2),
potion of eagle's splendor,
staff of courage[UE]
*Bless (1 charge)
*Remove fear (1 charge)
**Prayer (2 charges)
**Remove paralysis (2 charges),
strand of prayer beads (lesser),
wand of cure moderate wounds,
holy water (4);

Other Gear
+2 mithral chain shirt,
+1 sling,
mwk silver dagger,
bag of holding i,
belt of incredible dexterity +2,
boots of elvenkind,
cloak of resistance +2,
figurine (onyx dog),
headband of inspired wisdom +4,
immovable rod,
incense of meditation,
ring of feather falling,
ring of protection +2,
argbadh's seal (focus for planar ally type spell) (worth 1 gp, 0.1 lb),
backpack, bedroll, belt pouch, candle (10), chalk, chalkboard[APG], flint and steel, holy text (Hymns to Sarenrae)[UE], ink, inkpen, masterwork Buzuqe, mess kit[UE], paper (10), pocketed scarf[UE], pot, reinforced scarf[UE], scarf[UE], silk rope (50 ft.), silver holy symbol of Sarenrae, soap, spell component pouch, torch (10), trail rations (5), twisted tuning fork (0.5 lb), waterskin,
cat,
28 pp, 507 gp, 4 sp

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Tracked Resources
--------------------
Bardic Performance (standard action, 6 rounds/day) - 0/6
Bead of Blessing - 0/1
Bead of Healing - 0/1
Cleric Channel Positive Energy 7d6 (7/day, DC 18) (Su) - 0/7
Feather Fall (Constant) - 0/0
Holy Lance (6 rounds, 2/day) (Su) - 0/2
Holy water - 0/4
Masterwork silver dagger - 0/1
Nimbus of Light (30 ft., 13 rounds/day) (Su) - 0/13
Potion of cure moderate wounds - 0/2
Potion of eagle's splendor - 0/1
Staff of courage - 0/10
Torch - 3/10
Touch of Good +6 (8/day) (Sp) - 1/8
Trail rations - 0/5
Wand of cure moderate wounds - 29/50

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Special Abilities
--------------------
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 6 rounds/day) Your performances can create magical effects.
Cleric Channel Positive Energy 7d6 (7/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 +/-3 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 (6 rounds, 2/day) (Su) Touched weapon temporarily becomes holy.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Nimbus of Light (30 ft., 13 rounds/day) (Su) As a standard action, 30 ft. aura of daylight deals 13 dam to undead each rd and dispels [Darkness] spells.
Quick Channel Channel energy faster by expending more uses
Selective Channeling Exclude targets from the area of your Channel Energy.
Sun's Blessing (Su) +13 to channel damage vs. undead and they don't get channel resistance.
Touch of Good +6 (8/day) (Sp) Grant +6 to skill checks, ability checks and saving throws for 1 rd.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

ANIMAL COMPANION
Spooky
Male Cat
N Tiny Animal
Init +3; Senses low-light vision, scent; Perception +7
--------------------
Defense
--------------------
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 21 (1d8-8)
Fort +6, Ref +10, Will +4
--------------------
Offense
--------------------
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.
--------------------
Statistics
--------------------
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
Languages
SQ performance [trick], watch [trick]
Other Gear You have no money!

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TRACKED RESOURCES
--------------------
. . -none-

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Special Abilities
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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 http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

APPEARANCE
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.

PERSONALITY:

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

BACKGROUND:

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.