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Elf

Mah'ysa Alandir's page

634 posts. Alias of Camris.


Full Name

Mah'ysa Alandir

Race

Half-Elven

Classes/Levels

Cleric L8+Bard L1 | HP 57/57 | AC 21 | Saves F06 R07 W13 | Percep +11

Gender

F

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 13
Dexterity 16
Constitution 13
Intelligence 12
Wisdom 18
Charisma 16

About Mah'ysa Alandir

Mah'ysa Alandir

Half Elven Female

Cleric Level 8/ Bard Level 1
Disciple of Saranrae

Neutral Good

Str 13 ____ +1
Dex 16____ +3
Con 13____ +1
Int 12____ +1
Wis (18)__ +4
Cha 16____ +3

CURRENT HP 57/57 (100%)
Cleric (8+5+2+8+6+8+8+5) + Bard (7)
Max HP 57

SPEED
Move 30ft. = 30ft base

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.

SAVES:

---TOTAL = Class + Stat
FORT +6 = +6+0 +0
REFL +7 = +2+2 +3
WILL +13 = +6+2 +5
*Immunity to Sleep magic. (HalfElf racial trait.)
*Bonus+2 to saves vs. Enchantment. (HalfElf racial trait).

SKILLS:

SKILLS:
Cleric (8[x2]+8[int]+8[fav]) + Bard (6+1[int]+1[fav])
Total= 40 Ranks

--TRAINED Class
18 ACROBATICS (7 Ranks+3 Dex+3 Trained Class+5 Boots of Elvenkind)
9 DIPLOMACY (2 Ranks+3 Cha+3 Trained Class+1 trait bonus)
9 HEAL (2 Ranks+ 4 Wis+3 Trained Class)
7 KNOWLEDGE (Arcana) (2 Ranks+1 Int+3 Trained Class+1 Bard knowledge)
6 KNOWLEDGE (Geography)(1 Ranks+1 Int+3 Trained Class+1 Bard knowledge)
7 KNOWLEDGE (History)(2 Ranks+1 Int+3 Trained Class+1 Bard knowledge)
6 KNOWLEDGE (Nobility)(1 Ranks+1 Int+3 Trained Class+1 Bard knowledge)
8 KNOWLEDGE (Planes) (3 Ranks+1 Int+3 Trained Class+1 Bard knowledge)
9 KNOWLEDGE (Religion) (4 Ranks+1 Int+3 Trained Class+1 Bard knowledge)
5 LINGUISTICS (1 Ranks+1 Int+3 Trained Class)
11 PERCEPTION (1 Ranks+ 5 Wis+3 Trained Class+2 Race bonus)
9 PERFORM (Dance) (3 Ranks+3 Cha+3 Trained Class)
13 PERFORM (Sing) (4 Ranks+3 Cha+3 Trained Class +3 Skill Focus)
7 PERFORM (String) (1 Ranks+3 Cha+3 Trained Class)
9 SENSE MOTIVE (2 Ranks+ 4 Wis+3 Trained Class)
6 SPELLCRAFT (2 Ranks+1 Int+3 Trained Class)
7 USE MAGIC DEVICE (1 Ranks+3 Cha+3 Trained Class)

--TRAINED Non-Class

--Untrained CLASS
1 APPRAISE (0 Ranks +1 Int +0 Untrained Class)
3 BLUFF (0 Ranks +3 Cha +0 Untrained Class)
0 CLIMB (0 Ranks +0 Str +0 Untrained Class)
1 CRAFT (0 Ranks +1 Int +0 Untrained Class)
3 DISGUISE (0 Ranks +3 Cha +0 Untrained Class)
3 ESCAPE ARTIST (0 Ranks +3 Dex +0 Untrained Class)
3 INTIMIDATE (0 Ranks +3 Cha +0 Untrained Class)
2 KNOWLEDGE (Dungeoneering)(0 Ranks +1 Int +0 Untrained Class+1 Bard knowledge)
2 KNOWLEDGE (Local)(0 Ranks +1 Int +0 Untrained Class+1 Bard knowledge)
2 KNOWLEDGE (Nature)(0 Ranks +1 Int +0 Untrained Class+1 Bard knowledge)
4 PROFESSION: (0 Ranks+ 4 Wis +0 Untrained Class)
3 SLEIGHT OF HAND (0 Ranks +3 Dex+0 Untrained Class)
3 STEALTH (0 Ranks +3 Dex +0 Untrained Class)

--Untrained Non-class
3 DISABLE DEVICE (0 Ranks +3 Cha)
3 FLY (0 Ranks +3 Dex)
3 RIDE (0 Ranks +3 Dex)
4 SURVIVAL (0 Ranks + 4 Wis)
0 SWIM (0 Ranks +0 Str)

LANGUAGES
Common (Chelish), Celestial, Elven, Ignan.

COMBAT:

DEFENSE
AC 21-- TouchAC 16-- Flat-FootedAC 17
* If fighting Acrobatic Defensively, AC 24-- TouchAC 19--
* If Total Acrobatic Defense, AC 27-- TouchAC 22--

Armor+5, Dex+3, Dodge+1, Deflection +2 (Ring)

INITIATIVE +3
(Dex +3)

BASE ATTACKS BONUS: (+6/+1)
COMBAT MANEUVER BONUS (CMB): +7
COMBAT MANEUVER DEFENSE (CMD): 20

WEAPONS -------------AttackBonus---- Dam---- Crit---- RngInc
QUARTERSTAFF +1 ------- +10/+5----- 1d6+2 ----- 20/x2
SLING GLOVE +1 ------- +10/+5 ----- 1d6+2 ----- 20/x2 ----- 50ft
DAGGER--------------+9/+4 ----- 1d4+1 --- 19-20/x2----- 10ft
>>>Thrown-----------+9/+4 ----- 1d4+1 --- 19-20/x2----- 10ft

TOUCH Attack--------+9/+4

ABILITIES AND FEATS:

GENERAL FEATS (5)
Combat Expertise: You can elect to have a -2 to attacks to gain +2 dodge bonus to AC.
Dodge: You gain a +1 dodge bonus to Armor Class.
Extra Channel: Channel energy +2 additional times per day.
Weapon Finesse: Use Dex instead of Str to make attack rolls.
Selective Channelling: You may exempt up to Cha modifier number of targets when channeling (3).

HALF-ELF BONUS Skill Focus: Perform (Sing) +3

TRAITS (2)
>Strength of the Sun: (Faith)<
Strength of the Sun (Sarenrae): You take solace in the purifying light of the sun. During the day, you gain a +1 trait bonus on all Charisma-based checks.

>Missionary: (Campaign)
Mah'ysa has been selected for her dedication to the church and her strong social graces—[gain a +1 trait bonus on checks using Diplomacy].

--CLERIC Abilities--
Deity: Saranrae=Goddess of the sun, redemption, honesty, healing. Domains available: Fire, Glory, Good, Healing, Sun.
Domains chosen: Good, Sun.

<• DOMAIN POWERS - Each of the cleric's chosen domains grants domain powers.

>• GOOD DOMAIN POWERS
> Touch of Good (Sp) -
Touch as standard act, granting a sacred bonus on attacks skill checks, ability checks and saves equal to half your cleric level (+4) for 1 round.
You can use this ability a number of times per day equal to 3 + Wis modifier (7).
XOOOO OO
> Holy Lance (Sp)
You can give a weapon you touch the Holy property for up to half your cleric level (4) rounds 1/day.
- Good Domain Spells available: 1st-Protection from Evil, 2nd-Align Weapon (Good only), 3rd-Magic Circle against Evil, 4th-Holy Smite

>• SUN DOMAIN POWERS
> Sun's Blessing (Su) -
Whenever you channel positive energy to harm undead creatures, add your cleric level (+8) to the damage dealt.
Undead do not add their channel resistance to their saves when you channel positive energy.
> Nimbus of Light (Su)
Can emit a 30ft radius nimbus of light for your cleric level 8 rounds/day. Acts as Daylight, auto dispells any darkness effects in the area, damage undead 8 points/round.
- Sun Domain Spells available: 1st-Endure Elements, 2nd-Heat Metal, 3rd-Searing Light, 4th-Fire Shield

Abilities --
• AURA - A Cleric of Sarenrae radiates a powerful aura of Neutral Good.
CHANNEL POSITIVE ENERGY - Using holy symbol, Channel positive energy 4d6 heal (or harm undead) in 30ft radius 3+Cha mod per day [6/day][+3].
Will save DC16 for half damage if for damage. Standard action.
TOTAL # CHANNELS= 8.
(OOOOO OOO)

CLERIC SPONTANEOUS CASTING - A Good cleric can swap prepared spells for healing spells of same level or lower.

--BARD Abilities--
BARDIC KNOWLEDGE: A bard adds half his class level (Minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
BARDIC PERFORMANCE: May use Perform skill to create Magical effects. Use a number of rounds per day 4+Cha Mod (7). Starting is a standard action, maintain as free action, change as a standard action. Cannot have more than one in effect at a time.
Rounds per day: (OOOOO OO)
* Countersong: subjects of sonic or language magic attacks may use bards performance check for the save.
* Distraction: subjects of sight magic attacks may use bards performance check for the save.
* Fascinate: creatures within 90 ft may become fascinated with bards performance. Will save (DC 10+1/2 Bard level+Cha mod) to negate. Failure means creature sits quietly and observes performance.
* Inspire Courage +1: Ally who sees performance gains +1 morale bonus to Saves vs. Charm and Fear, and +1 competence bonus to attacks and damage.

--HALF-ELF TRAITS:
Stat bonus: +2 to one ability score [dex in this case].
Normal Speed: Base speed 30 feet.
Medium size: No bonus or penalty due to size.
Low light vision: Can see twice as far as humans in dim light.
Adaptability: Gain Skill Focus [Perform:Sing] as a bonus feat.
Elf Blood: Count as both elves and humans for any effect due to race.
Elven Immunities: Immunity to magical sleep, Resist enchantment spells or effects +2
Keen Senses: Perception +2 racial bonus.
Multitalented: Choose two favored classes [Cleric and Bard], gain +1 hit points or +1 skill points [skill point in her case] when going up a level in them.
Languages: Begin play speaking Common and Elven.

SPELLS:

CLERIC SPELLS
Memorized Spells:

ORISONS--4, DC14
-Create Water
-Detect Magic
-Read Magic
-Stabilize: Cause a dying creature to stabilize.

1ST LEVEL: 4(+1 wis)/DAY, +1 Domain, DC15
__Bless: All allies in 50'r. gain a +1 Morale bonus to hit and to saves vs. Fear. 1 min/Level.
__Magic Weapon-- Weapon gains +1 enhancement bonus to hit and damage.
__Protection from Evil--+2 Defl. AC and +2 Resist Saves; Immunity to Mental control; Prevents contact by summoned creatures. All vs. Evil sources only.
__Remove Fear--
__Shield of Faith--
DOMAIN
*__Protection from Evil_--+2 Defl. AC and +2 Resist Saves; Immunity to Mental control; Prevents contact by summoned creatures. All vs. Evil sources only.

2nd LEVEL: 3(+1)/DAY, +1 Domain, DC16
__Lesser Restoration
__Resist Energy-- Ignore 10 points of damage/attack of specified energy.
__Hold Person
__Spiritual Weapon-- Force weapon attacks +bab+wis mod, deals 1d8+(1/3lvls), med. range, 1 round/level
DOMAIN
*__Heat Metal

3rd LEVEL: 3(+1)/DAY, +1 Domain, DC17
__Dispel Magic
__Prayer- All allies in 40'r. gain +1 luck bonus on all rolls, all enemies gain -1 to same. 1 round/Level.
__Summon Monster III-
__Searing Light
DOMAIN
*__Searing Light_

4th LEVEL: 2(+1)/DAY, +1 Domain, DC18
__Blessing of Fervor [APG]; gives allies a choice of benefits.
__Divination
__Restoration
DOMAIN
*__Holy Smite__

=============================================================

BARD SPELLS
#Spells you can cast per Day: First Level-2

Spells Known:

CANTRIPS Known-- DC12- Number per day-Unlimited
Resistance
Dancing Lights
Mage Hand
Message

FIRST LEVEL Known--(x2) DC13- Number castable per day-2
(OO)
Expeditious Retreat-- Adds 30 ft to base speed.
Vanish-- As Invisibility for 1 round.

EQUIPMENT:

CARRY CAP: L-33 lbs., M-66 lbs, H-100 lbs.

start 140g
0 platinum, 827 gold, 22 silver, 30 copper,

ARMOR
CHAIN SHIRT +1 +4 Armor AC, +1 Armor Enhancement, +4 max dex, -2 Armor check penalty

WEAPONS
SLING GLOVE +1 [10 gp] 1d6+2 crit 20/×2 50 ft. 1 lb. Bludgeoning
QUARTERSTAFF +1 [0gp] 1d6+2 Crit 20/x2 Finesseble [Complete Warrior]

DAGGER 1d4 [4gp]

HEADBAND of Inspired Wisdom. +2 to Wisdom
PRAYER BEADS, Lesser strand of. Each bead can be used 1/day.
>Bead of blessing-- Wearer can cast bless.
>Bead of healing-- Wearer can cast his choice of cure serious wounds, remove blindness/deafness, or remove disease.
ELEMENTAL GEMSTONE, Air-- When broken, a Large Air Elemental appears as Summon Nature's Ally under the control of the one who broke it.
BOOTS of Elvenkind-- +5 competence bonus to Acrobatics
RING of Protection +2
Crystal vials containing various astringents and antiseptics (+2 Heal Checks, 5 uses)
WAND of Cure Moderate Wounds (CL3, 37 charges) 2d8+3 healed on a charge.
OOOOO OOOOO
OOOOO OOOOO
OOOOO OOOOO
OOOOO OXXXX
*TWISTED TUNING FORK-- Unknown magic item

BACKPACK [2gp]
BAG of Holding Type I-- Bag Limit, 250 lbs.; Volume limit, 30 cu. ft.; (Wt. 15 lbs.)
Map or scroll case [1gp]
Belt Pouch [1gp]

Personal Basics [1gp]

Ink, vial [8gp]
Paper x10 [4gp]
Selection of Books [10gp]
Prayer book [15gp]
Slate Board (w/chalk) [5gp]
Silver Holy Symbol [25gp]
Waterskin [1gp]

Traveller's Outfit [1gp]
Common musical instrument "Buzuq" [5gp]

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.



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