Nameless Assassin

Akil - Khalid's page

43 posts. Alias of Helikon.


Full Name

Akil - Khalid

Race

Aasimar

Spoiler:
HP34/34 Ini+0 Sp20" Ac 19 T10 FF19 F6 R2 W3 Per+6 SM+5

Classes/Levels

Cleric (Herald Caller) 4

Gender

male

Size

medium

Age

21

Alignment

LG

Deity

Horus

Languages

Common, Ancient Osirioni, Celestial, Osiriani

Strength 10
Dexterity 10
Constitution 14
Intelligence 10
Wisdom 20
Charisma 16

About Akil - Khalid

Data:

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
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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:
Clerics are proficient with all simple weapons and light armor. Clerics are also proficient with the favored weapon of their deity.

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.

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Racial Traits:
+2 to Wis and Cha

Celestial Resistance: resistance 5 to acid, cold and electricity

Scion of humanity:

Truespeaker

Spell like ability: Alter Self 1/day

Feats, Traits,Skills:

Feats:

-------------------------------------------------------
Traits:

Blood of Pharao +1 to will and Ancient Osition as Bonus Language
Seeker: +1 Perception and Class Skill

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Pa 2 +INT = 3 * 3 = 9
ACP = -7 //Armour Check Penalty
Acrobatics: -7 = 0 + DEX Mod + 0 - ACP;
*Appraise: 1 = 0 + INT Mod + 0;
*Bluff: 4 = 0 + CHA Mod + 0;
Climb: 0 = 0 + STR Mod + 0 -ACP;
*Diplomacy: 7 = 1 + CHA Mod +3;
Disable Device: -4 = 0 + DEX Mod + 0 - ACP
Disguise: 3 = 0 + CHA Mod + 0;
Escape Artist: -7 = 0 + DEX Mod + 0 - ACP;
*Handle Animal: 7 = 1 + CHA Mod + 3;
Heal: -1= 0 + WIS Mod + 0;
Intimidate: 3 = 0 + CHA Mod + 0;
Know(Arcane): 1 = 0 + INT Mod + 0;
Know(Dung): 1 = 0 + INT Mod + 0;
Know(Engin): 1 = 0 + INT Mod + 0;
Know(Geo): 1 = 0 + INT Mod + 0;
Know(Hist): 1 = 0 + INT Mod + 0;
Know(Local): 1 = 0 + INT Mod + 0;
Know(Nature): 1 = 0 + INT Mod + 0;
Know(Noble): 1 = 0 + INT Mod + 0;
Know(Planes): 1 = 0 + INT Mod + 0;
*Know(Religion): 1 = 0 + INT Mod + 0;
Linguistics: 2 = 1 + INT Mod + 0; +2racial
Perception: 6 = 3 + WIS Mod + 3 +1 trait;
Ride: -7 = 0 + DEX Mod + 0 - ACP;
Sense Motive: 5 = 1 + WIS Mod + 3 +2racial;
Sleight of Hand: -7 = 0 + DEX Mod + 0 - ACP;
Spell Craft: NA = 0 + INT Mod + 0;
Stealth: -7 = 0 + DEX Mod + 0 - ACP;
Survival: -1 = 0 + WIS Mod + 0;
Swim: -3 = 0 + STR Mod + 0 -ACP;
Use Magical Device: 9 = 2 + CHA Mod + 3+1 trait;


Spells:

Equipment:

Weapons: 356,1gp
MW Scimitar Cold iron 330gp
Battle aspergillum (Alchsilver) 26gp
Sling & 10 Sling Bullets 1sp
--Weight: 6

Armour: 653gp
Halfplate 600
Quickdraw light shield 53gp

--Weight: 0

Misc:
Magic:
Cloak of Resistance +1 1000 gp
Mundane:
Holy Symbol Wodden
Backpack
Mess Kit
Waterskin
5 Torches
5 Trail rations
Holy Text
Hot Weather Outfit
Explorer´s Outfit
Expendables
Wand Cure light wounds 10 ch 150gp
Wand Divine Favor 25ch 375gp
3 Flasks of Acid 30gp
--Weight: 18
Hot weather Outfit *1 8gp
Explorer´s Outfit(free)
Light: 30, Med: 60, Heavy: 90

--Weight:

Cash:
0 Platinum


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):
An emissary can cast guidance at will.

Empathic Link (Su):
The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Share Will (Su):
Whenever an emissary or its master fails a save against a mind-affecting effect that affects only one of them, the other can choose to attempt the save as well. If this second save succeeds, treat the original save result as a success, and the emissary and its master can’t use this ability again for 24 hours. On a failure, both the emissary and its master suffer the effects of the failed saving throw, even if one of them wouldn’t ordinarily be a valid target.

Domain Influence (Sp or Su):
At 3rd level, the emissary gains a spark of divine power from the patron that sent it. Choose one appropriate domain that grants a 1st-level domain power usable a number of times per day equal to 3 + the user’s Wisdom modifier. The emissary can use that power once per day.
Inspiring Command (Su):
As a standard action, you can issue an inspiring command to your allies. The inspiring command affects one ally plus one additional ally for every three cleric levels you possess, who must all be within 30 feet of you. Affected allies gain a +2 insight bonus on attack rolls, AC, combat maneuver defense, and skill checks for 1 round. This is a language-dependant mind-affecting effect.