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Moussa Shu-Kri's page

29 posts. Alias of joerice.

Full Name

Moussa Shu-Kri


Human (Mwangi: Bekyar)


Cleric 11/Monk 1












Common, Polyglot



Strength 20
Dexterity 18
Constitution 14
Intelligence 10
Wisdom 22
Charisma 14

About Moussa Shu-Kri

Male Human Bekyar-Mwangi Cleric 11/Monk 1
HP 120
BAB +8/+3
AC 28 (19 flat, 23 touch)
Melee: +13/+8
Unarmed Strike: +15/+10 (1d8+5)
Flurry of blows: +14/+14/+10 (1d8+5)
Stunning Fist: +15 (DC 22 Fort, 4/day)
Grapple: +17
Init: +4
Traits: Freed Slave (Andoran), Masterful Demeanor, Dirty Fighting
Racial Traits:
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Feat and Skill Racial Traits

Bonus Feat: Humans select one extra feat at 1st level.
Skills: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Acrobatics 19 (4+12+3)
Diplomacy 16 (2+11+3)
Heal 21 (6+12+3)
Intimidate 6 (9 to non human humanoids)(2+1+3)
Knowledge Religion 15 (0+12+3)
Sense Motive 10 (6+1+3)

Feats: Improved Unarmed Strike (Monk), Stunning Fist (Monk), Improved Grapple (Monk), Greater Grapple, Rapid Grapple, Jawbreaker, Bonebreaker, Neckbreaker, Scribe Scroll (Domain)

Class features:
Channel Positive Energy 6d6 3/day
Orisons and Spellcasting
Spontaneous Casting/Healing
Domains: Strength, Rune
Blast Rune (Sp): As a standard action, you can create a blast rune in any adjacent square. Any creature entering this square takes 1d6 points of damage + 1 point for every two cleric levels you possess. This rune deals either acid, cold, electricity, or fire damage, decided when you create the rune. The rune is invisible and lasts a number of rounds equal to your cleric level or until discharged. You cannot create a blast rune in a square occupied by another creature. This rune counts as a 1st-level spell for the purposes of dispelling. It can be discovered with a DC 26 Perception skill check and disarmed with a DC 26 Disable Device skill check. You can use this ability a number of times per day equal to 3 + your Wisdom modifier (9 times/day)

Spell Rune (Sp): At 8th level, you can attach another spell that you cast to one of your blast runes, causing that spell to affect the creature that triggers the rune, in addition to the damage. This spell must be of at least one level lower than the highest-level cleric spell you can cast and it must target one or more creatures. Regardless of the number of targets the spell can normally affect, it only affects the creature that triggers the rune.

Strength Surge (Sp): As a standard action, you can touch a creature to give it great strength. For 1 round, the target gains an enhancement bonus equal to 1/2 your cleric level (minimum +1) to melee attacks, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Might of the Gods (Su): At 8th level, you can add your cleric level as an enhancement bonus to your Strength score for a number of rounds per day equal to your cleric level. This bonus only applies on Strength checks and Strength-based skill checks. These rounds do not need to be consecutive.

No Aura

Spells a day
Orisons (4/unlimited a day)
1 (5 + 1)
2 (5+1)
3 (5+1)
4 (4+1)
5 (3+1)
6 (2+1)

Spells Prepared
6: Cold Ice Strike, Heal + Stoneskin
5: Break Enchantment, Boneshatter, True Seeing + Righteous Might
4: Blessing of Fervor, Blood Crow Strike, Restoration, Holy Smite + Explosive Runes
3: Bestow Curse, Dispel Magic, Deadly Juggernaut, Invisibility Purge, Sacred Bond + Glyph of Warding
2: Consecrate, Cure Mod, Hold Person, Lesser Restoration, Make Whole + Bull's Strength
1: Bless, Burning Disarm, Detect the Faithful, Remove Sickness, Cure Light + Enlarge Person
Orisons: Create Water, Guidance, Mending, Stabilize

Wealth: 250gp

Clerical Vestments
Wooden Holy Symbol
Ring of Protection +2
Belt of Might (Str/Dex) +4
Headband of Mental (Wis/Cha) +2
Bracers of Armor +5
Monk's Robe
Pale Blue Rhomboid Ioun Stone
Cracked Amber Spindle Ioun Stone (Dex)
Barrel of Spirits (Whiskey)

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