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About Akil - KhalidData:
Name: Akhen-Khalid Race: Aasimar Job: Cleric (Herald Caller) 4 Age: 18 Alignment: LG Personality: Likes: Dislikes: Snarky mentors in bird form. Favorite foods: Lamb Kebab, honeybeer, Baklava Hobbies: Falconry, Physical Description: Deity: Horus Languages: Common, Ancient Osirion, Celestial, Osirion Stat point distribution:
STR: 10/10 DEX: 10 / 10 CON: 14/14 INT: 10 / 10 WIS: 16/ 19 (+2 Aasimar Racial) +1 Level 4 CHA: 14 / 16 (+2 Aasimar Racial) Stats:
Hit Points: 34 / 34 Init: +0 ------------------------------------------------------- Attack: Melee: 3 = 3(base) + 0(STR); Range: 3 = 3(base) + 0(DEX); CMB: 3 = 3(base) + 0(STR); CMD: 13 = 10 + 3(base) + 0(STR) + 0(DEX); ------------------------------------------------------- AC: AC: 19 = 10+ 8(Armour) + 1(Shield) Touch: 10 = 10 +0(Dex); Flat: 19 = 10 + 6(Armour) + 1(Shield) ------------------------------------------------------- Saves: Fort: 6 = 4(base) + 2(CON) Ref: 2 = 1(base) + 0(DEX) Will: 3 = 4(base) -1 (WIS) + 1 trait Class Features, Racial Traits:
Class Features: Prof:
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details). Spells: A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare her spells in advance. To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier. Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting). Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability. Domains: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies. Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously. In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action. A full list of Cleric Domains can be found here. Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name). An evil cleric (or a neutral cleric who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name). A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy). Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions. Bonus Languages: A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race. -------------------------------------------------------------------------- Racial Traits:
Celestial Resistance: resistance 5 to acid, cold and electricity Scion of humanity: Truespeaker Spell like ability: Alter Self 1/day Feats, Traits,Skills:
Feats: -------------------------------------------------------
Blood of Pharao +1 to will and Ancient Osition as Bonus Language
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Spells:
Equipment:
Weapons: 356,1gp MW Scimitar Cold iron 330gp Battle aspergillum (Alchsilver) 26gp Sling & 10 Sling Bullets 1sp --Weight: 6 Armour: 653gp
--Weight: 0 Misc:
--Weight: Cash:
Appearance:
Height: 6`2" Weight: 200 lbs Hair: Black straight hair, bound in the back with a cord, full beard, well barbered Eyes: Golden irises Skin: heavily tanned Ethnology: Garundi Physical Description Backstory:
Eye in the sky:
N Tiny Magical beast Emissary Familiar Init +3; Senses low-light vision; Perception +14 Defense AC 17, touch 15, flat-footed 12 (+3 Dex, +2 size)+2Nat hp 16 Fort +2, Ref +5, Will +2 Offense Speed 10 ft., fly 60 ft. (average) Melee 2 talons +5 (1d4–2) Space 2-1/2 ft., Reach 0 ft. Statistics Str 6, Dex 17, Con 11, Int 7, Wis 14, Cha 7 Base Atk +0; CMB +1; CMD 9 Feats Weapon Finesse Skills Fly +7, Perception +14; Know Rel +4 Racial Modifier +8 Perception Ecology Environment temperate forests Organization solitary or pair Treasure none Class Skills: An emissary treats Heal, Knowledge (religion), and Sense Motive as class skills. Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails. Divine Guidance (Sp):
Empathic Link (Su):
Share Will (Su):
Domain Influence (Sp or Su):
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