Zadim

Ahzeem Kazzahd's page

139 posts. Organized Play character for philipjcormier.


Full Name

Ahzzeem Kazahd

Race

human (Keleshite)

Classes/Levels

Cloistered Cleric/3 [HP: 38/38] [AC: 17 (18) (19)] [fort: 8; reflex: 7; will: 10] [perception: 8; initiative: +10] [Hero Point: 0/3] [Focus Point: 0/2]

Gender

m

Size

m

Age

20

Alignment

NG

Deity

Sarenrae

Languages

Common, Draconic, Elven; Empyrean; Fey; Kelish,

Strength 0
Dexterity 2
Constitution 1
Intelligence 1
Wisdom 3
Charisma 2

About Ahzeem Kazzahd

HP: 38 AC: 17(18)(19) Perception: 8 Initiative: 10
Fort: 8 Reflex: 7 Will: 10

Ancestry: Human Heritage: Versatile Background: Acolyte

Dagger: +7/+3/-1; 1d4 P; +7/+3/-1
Light mace: +7/+3/-1; 1d4 B
Scimitar: +5/+0/-5; 1d6 S/1d6+1 S/1d6+2 S

SKILLS: acrobatics (T; 7); athletics (T; 5); diplomacy (E; 9); Lore (pathfinder society; T; 6); Lore (Scribing; E; 6); medicine (T; 8); religion (T; 8); society (E; 6).

ANCESTRY FEATS AND ABILITIES: Natural Ambition

Spoiler:
Natural Ambition: You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.

CLASS FEATS AND ABILITIES: Cloistered Cleric; Domain Initiate; Healing Hands.

Cloistered Cleric:

Spoiler:
You are a cleric of the cloth, focusing on divine magic and your connection to your deity’s domains.
First Doctrine (1st): You gain the Domain Initiate cleric feat.
Second Doctrine (3rd): Your proficiency rank for Fortitude saves increases to expert.
Third Doctrine (7th): Your proficiency ranks for the spell attack modifier and spell DC statistics increase to expert.
Fourth Doctrine (11th): You gain expert proficiency with your deity’s favored weapon, simple weapons, and unarmed attacks. When you critically succeed at an attack roll using your deity’s favored weapon, you apply the weapon’s critical specialization effect; you can use your spell DC in place of your class DC.
Fifth Doctrine (15th): Your proficiency ranks for the spell attack modifier and spell DC statistics increase to master.
Final Doctrine (19th): Your proficiency ranks for the spell attack modifier and spell DC statistics increase to legendary.

Domain Initiate:

Spoiler:
Your deity bestows a special spell related to their powers. Select one domain—a subject of particular interest to you within your religion—from your deity’s list. You gain an initial domain spell for that domain, a spell unique to the domain and not available to other clerics. Each domain’s theme and granted spells appear in the Domains table and domain spells are detailed here.

Domain spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to pray to your deity or do service toward their causes.

Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don’t require spell slots, and can’t be cast using spell slots. Your focus pool can hold one Focus Point for each focus spell you have, up to 3 points.

Special: You can select this feat multiple times, selecting a different domain each time and gaining its domain spell.

Domains: Fire, Healing

Fire:

Spoiler:
Actions: 2 Range: 60 feet; Targets: 1 creature
Defense: AC Duration: until the end of the target’s next turn
A blazing band of fire arcs through the air, lighting your opponent and the ground they stand upon on fire. Make a spell attack roll against the target’s AC. The ray deals 2d6 fire damage on a hit (or double damage on a critical hit). On any result other than a critical failure, the ground in the target’s space catches fire, dealing 1d6 fire damage to each creature that ends its turn in one of the squares.
Heightened (+1) The ray’s initial damage increases by 2d6, and the fire damage dealt by the burning space increases by 1d6.

Healing:

Spoiler:
Action: 1; Range: 30 feet; Targets: 1 willing living creature
Duration: 1 minute
Your words bless a creature with an enhanced connection to vital energy. When the target regains Hit Points from a healing vitality spell, it regains 2 additional Hit Points.
The target regains additional Hit Points from healer’s blessing only the first time it regains HP from a given healing spell, so a spell that heals the creature repeatedly over a duration would restore additional Hit Points only once, when they are first healed.
Heightened (+1) The additional healing increases by 2 HP.

Healing Hands:

Spoiler:
Your vitality is even more vibrant and restorative. When you cast heal, you roll d10s instead of d8s.

GENERAL FEATS:

Toughness:

Spoiler:
Your body can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. You reduce the DC of recovery checks by 1.

Multilingual:

Spoiler:
You easily pick up new languages. You learn two new languages, chosen from common languages, uncommon languages, and any others you have access to. You learn an additional language if you are or become a master in Society and again if you are or become legendary.
Special You can select this feat multiple times. Each time, you learn additional languages.Choosen: Empyrean; Fey.

Incredible Initiative:

Spoiler:
You react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls.

Equipment:

Spoiler:
Explorer's clothing; dagger; light hammer; scimitar; backpack; bedroll; climbing kit; flint an steel; healer's tools; mirror; rations (2 weeks); Religious symbol, silver; religious text; soap; tent, pup; waterskin (2); writing set.

Magic Items: Healing potion, minor (4/4); wand of Mystic Armor.

SPELLS: spell type: Divine Spell Attack Roll: +8 Spell SC: 18

Divine Font: Heal (2L; 4/4)

Spell List:
Cantrips: daze; divine lance; light; guidance; read aura; shield.
1L: create water (1/1); heal (0/1); protection (0/1)
2L: see the unseen (1/1); spiritual armament (1/1)