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Ali ibn Sabbah's page

115 posts. Alias of Hassan Ahmed.


Full Name

Ali ibn Sabbah

Race

Human

Classes/Levels

Rogue 1/Cleric 1 | Init +4 | Perc +6 | AC:17/ T:14/ FF:13 | HP 16/16 | CMB +4/ CMD: 15| Saves F 3/R 6/W 4

Gender

Male

Size

M

Age

18

Alignment

CG

Strength 11
Dexterity 18
Constitution 12
Intelligence 12
Wisdom 14
Charisma 14

About Ali ibn Sabbah

Male Human

Cleric (Herald Caller) of Desna 1
Unchained Rogue (Burglar) 1

CG Medium humanoid (Human)

Init +4; Senses Perception +7
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Defense
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AC 17, touch 14, flat-footed 13 (+3 armor, +3 Dex, +1 dodge)
hp 16 (2d8+3)
Fort +3, Ref +6, Will +4
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Offense
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Speed 40 ft. (30 ft. in armor)

Melee cold iron rapier +4 (1d6/18-20) or
. . light mace +4 (1d6)

Ranged shortbow +4 (1d6/×3)

Special Attacks channel positive energy 5/day (DC 12, 1d6), sneak attack (unchained) +1d6

Cleric (Herald Caller) Spells Prepared (CL 1st; concentration +3)
. . 1st—bane (DC 13), bless, expeditious retreat[D]
. . 0 (at will)—detect magic, light, read magic
. . D Domain spell; Domain Travel (Exploration)
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Statistics
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Str 11, Dex 18, Con 12, Int 12, Wis 14, Cha 14

Base Atk +0; CMB +4; CMD 15

Feats Agile Maneuvers, Combat Stamina, Dodge, Improved Feint, Skill Focus (Bluff)

Traits anatomist, sacred touch, scholar of ruins

Skills
Acrobatics +8/+5
Appraise +5
Bluff +9
Climb +4/+1
Diplomacy +6
Disable Device +11/+8
Disguise +2
Escape Artist +8/+5
Handle Animal +3
Heal +2
Intimidate +2
Kn (Dungeoneering) +5
Kn (Local) +5
Kn (Planes) +5
Kn (Religion) +5
Linguistics +5
Perception +6
Profession (Scribe) +6
Ride +2
Sense Motive +6
Sleight of Hand +5
Spellcraft +5
Stealth +8/+5
Survival +2
Swim +4/+1
Use Magic Device +6

Languages Common, Dwarf, Orc, Goblin

SQ agile maneuvers, call heralds, combat expertise, deadly aim, divine heralds, dodge, door sight, finesse weapon attack attribute, improved feint, mobility, overprotective, point-blank shot, power attack, trapfinding +1

Overprotective: -2 on skill checks & attack rolls when further than 10 feet from a fallen ally.

Other Gear leaf armor, arrows (20), cold iron rapier, light mace, shortbow, bedroll, belt pouch, candle (5), flint and steel, glass cutter, glue paper (5), grappling hook, holy text (Desna), masterwork backpack, masterwork thieves' tools, mess kit, pot, silk rope (50 ft.), soap, spell component pouch, torch (5), trail rations (5), waterskin, wooden holy symbol of Desna, 296 gp, 10 cp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Agile Maneuvers [Combat Trick] For a Combat Maneuver, treat self as size category larger for each 2 Stamina spent (up to Dex bonus)
Call Heralds (+1 concentration) (Su) Concentration bonus to summon monster spells.
Cleric (Herald Caller) Domain (Exploration)
Cleric Channel Positive Energy 1d6 (5/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Combat Expertise [Combat Trick] Ignore penalty from Combat Expertise for stamina spent.
Deadly Aim [Combat Trick] 4 stamina points reduce penalty from Deadly Aim by 1.
Divine Heralds (Su) Summon creatures appropriate to deity.
Dodge [Combat Trick] Up to double Dex bonus in stamina points, increase dodge bonus from Dodge by stamina spent.
Door Sight (5/day) (Su) By touching a door for 1 minute, use clairvoyance on the other side.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Improved Feint You can make a Bluff check to feint in combat as a move action.
Improved Feint [Combat Trick] 5 stamina points to feint as a move action.
Mobility [Combat Trick] Double bonus of Dodge combat trick vs. Attacks of Opportunity provoked by movement.
Overprotective -2 to attacks and skill checks when further than 10 feet from a fallen ally.
Point-Blank Shot [Combat Trick] Up to 6 stamina points to increase Point-Blank range by 5 ft per stamina spent.
Power Attack [Combat Trick] 2 stamina points to use Power Attack only until end of turn, instead of the start of the next turn.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.