Amhranai's page

159 posts. Alias of LusipherPE.

About Amhranai

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Name: Amhranai
Race: Female Moon Elf
Age: 190 year old Adult (appears to be about 27 in human terms)
Size: Medium, 5' 6", 120 lbs
Type: Humanoid (elf)
Level: Gestalt 8
Classes: Cleric 8
Gestalt: Rogue 8
Favored: Cleric
Faith: CG Servant of Iscandü
Home: Hails from Silvaurea
Jobs: Former Platoon Healer
Languages: Aquan, Common, Elvish, Malatestan, Sylvan, Zuuk

Str 12 (12), Dex 18 (18), Con 16 (16), Int 13 (13), Wis 19 (19), Cha 14 (14)

At five feet six inches, Amhranai is short for an elf. Black hair, riddled with ringlets and waves falls to her shoulders when unbound, framing a plain-looking face that is pale and nearly gray in color. Across her forehead and stretching to the tip of her nose is a dark-colored tattoo she earned from a tribe of Wild Elves. Amhranai makes little effort to hide this marking, much to the disdain of her fellow Moon elves. Almond-shaped eyes of shifting colors rarely rest in one spot for too long, taking in all they can. Dark circles around those eyes belie her poor sleeping habits

A breastplate of blackened mithril covers Amhranai's wiry frame, devoid of decoration. At her throat is a plain silver symbol of Iscandu. Myriad scars cover her callused hands, hands that are surprisingly clean.

Senses low-light vision; Perception +15 (+19 vs Traps)
Aura Strong Chaos (see detect evil)
Init +4; Speed 30 ft.
BAB +6; CMB +7; CMD 21
Concentration +12
Fort +9, Ref +10 (evasion), Will +10
+1 vs Death effects
+2 vs Enchantments
+1 vs Negative Energy
+2 vs Trap Sense (Reflex only)
Immune: magical sleep effects
Resist: no Fort saves for hot or cold environments as per endure elements (cloak)
AC 23, ff 18 (improved uncanny dodge), touch 15; (+7 Armor, +4 Dex, +1 Dodge, +1 Natural)
+2 vs Trap Sense (Dodge)
hp 71 (8 HD: 6 str + 8d8 + 24 con + 1 fave)

Melee +1 mithril kukri +11/+6 (1d4+1 S, 18-20×2) OR +8/8 (1d4+1/1d4 S, 18-20×2) (TWF)
dagger +10/+5 (1d4+1 P/S, 19-20×2)
darkwood quarterstaff +9/+9/+4 (1d6+1/1d6 B, 20×2) (TWF)
Range 70 mwk comp shortbow +11/+6 (1d6+1 P, 20×3)

Channel Energy 4d6 + 2d6 positive energy (Will DC 18 half)
Sneak Attack +4d6, +4 bleed (within 30-ft only)

+18 Acrobatics (6) (boots)
+1 Appraise
+10 Bluff (5)
+9 Climb (5)
+6 Craft: Alchemy (2)
+9 Diplomacy (4) +2/-2 un/civilized
+20 Disable Device (7) (mwk tools, trapfinding)
+8 Disguise (3)
+9 Escape Artist (2)
Handle Animal
+15 Heal (8)
+2 Intimidate +2/-2 un/civilized
+5 Arcana (1)
+5 Dungeoneering (1)
— Engineering
— Geography
+5 History (1)
+6 Local (2)
— Nature
+5 Nobility (0+6K)
— Planes
+7 Religion (3)
+5 Linguistics (3) (Aquan, Malatestan, Zuuk)
+15 Perception (5) (attentive, elf) +3 trapfinding
+2 Act
+2 Comedy
+2 Dance
— Keyboard
+2 Oratory
— Percussion
— String
— Wind
+2 Sing
+9 Profession: Sailor (2)
+5 Ride (1)
+12 Sense Motive (4) (attentive)
+8 Sleight of Hand (1)
+20 Stealth (8) (armor)
+10 Survival (3) (7K class skill)
+6 Swim (2)
Use Magic Device



Elf Racial Traits:
  • Moon Elf: +2 Dexterity, +2 Wisdom, -2 Constitution
  • Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
  • Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
  • Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
  • Low-Light Vision
  • Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.


  • Cleric
  • Aura of Chaos
  • Channel Positive Energy: 4d6
  • Domain: Healing (Restoration)
    Restorative Touch (Su): You can touch a creature, letting the healing power of your deity flow through you to relieve the creature of a minor condition. Your touch can remove the dazed, fatigued, shaken, sickened, or staggered condition. You choose which condition is removed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
    Healer's Blessing (Su): At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.
    Domain Spells: 1st—Cure Light Wounds, 2nd—Remove Disease, 3rd—Cure Serious Wounds, 4th—Neutralize Poison, 5th—Break Enchantment, 6th—Heal, 7th—Regenerate, 8th—Mass Cure Critical Wounds, 9th—Mass Heal
  • Domain: Trickery (Thievery) — You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
    Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single Mirror Image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the Mirror Image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
    Thief of the Gods (Su): At 8th level, when you make a Disable Device or Sleight of Hand check, you can roll twice and take the higher result. Using this ability is a free action. You can use this ability once per day at 8th level, plus one additional time per day for every 2 levels beyond 8th.[/ooc]
    Domain Spells: 1st—Disguise Self, 2nd—Invisibility, 3rd—Locate Object, 4th—Confusion, 5th—False Vision, 6th—Mislead, 7th—Ethereal Jaunt, 8th—Mass Invisibility, 9th—Time Stop
  • Orisons

  • Rogue
  • Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
  • Rogue Talent: Bleeding Attack A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue's sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.
  • Rogue Talent: Fast Stealth This ability allows a rogue to move at full speed using the Stealth skill without penalty.
  • Rogue Talent: Finesse Rogue A rogue that selects this talent gains Weapon Finesse as a bonus feat.
  • Rogue Talent: Slow Reactions Opponents damaged by the rogue's sneak attack can't make attacks of opportunity for 1 round.
  • Sneak Attack: The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
    With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
    The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
  • Trap Sense: At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
  • Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
  • Uncanny Dodge: Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.
  • Uncanny Dodge, Improved: A rogue of 8th level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

Mythic Path-Heirophant
Mythic Abilities

Base Mythic Abilities

Mythic Power (Su): 8/day (3+1 Mythic level +4 Wisdom modifier)
- Mythic Ability Score: Wisdom
- Mythic Feat: Alertness
- Mythic Flaw: Artifact Dependency (Knight's Badge-As a physical reminder that not all power or heroism is not inherently anathema to life at large, Amhranai is required to be in possession of her newly-awarded Knight's Badge at all times.)
Hard to Kill: Whenever you are below 0 hit points, you automatically stabilize without needing to make a Constitution check. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you do not die until your total number of negative hit points is equal to or greater than twice your Constitution score.

Surge (Su): +1d6
— You can call upon your mythic power to overcome difficult challenges. You can expend one daily use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the results. Using this ability is an immediate action that is taken after the original roll is made and the results are revealed. This can change the outcome of the roll. The bonus gained by using this ability increases by one die size at 4th tier and every 3 tiers thereafter to a maximum bonus of 1d12.

Hierophant Path Features

Divine Surge — Recalled Blessing (Su): You can expend one use of mythic power to cast any one divine spell. This spell must be one that you prepared for the day (even if it has already been cast) or be from your list of spells known (if you cast spells spontaneously). If the spell requires a saving throw, any nonmythic targets making such a saving throw must roll twice and take the worse result. In addition, if the spell cures an aff liction, heals damage, or removes a condition, you can roll any dice associated with the spell twice and take the better result. You can’t apply any metamagic feats to this spell.

Path Ability- Faith's Reach:Whenever you cast a divine spell with a range of touch, you can instead cast the spell with a range of 30 feet. If the spell requires a melee touch attack, it instead requires a ranged touch attack.


Equipped/Worn: 19 lbs:

Magic Item Slots:

  • Head:

  • Headband:
    Phylactery of Positive Channeling (+2d6 damage/healing when channeling positive energy)
  • Eyes:
    — Tribal Magic Tattoo: (Su:) Once per day, you may re-roll a single saving throw. You may take the better result, but must declare its use before you know if you have succeeded or failed. You also gain a +1 Luck bonus on saves vs. negative energy and death effects. Concealing the tattoos with cosmetics, a mask, or the like negates the Luck bonus. Wearing another magic item in this slot completely suppresses the tattoo's magic until that item it is removed.

    (Ex:) You gain a +2 Circumstance bonus on Diplomacy, Intimidate, and Wild Empathy checks made to adjust the starting attitude of those who are attuned to nature or see themselves as uncivilized (animals, druids, fey, primitive peoples, etc.). You also take a -2 Circumstance penalty on the same checks against those who deem themselves civilized. The Circumstance modifiers apply only so long as the party you are attempting to influence can perceive the tattoos.

  • Neck:
    Amulet of Natural Armor +1
  • Shoulders:
    — Cloak of Comfort (Continuous endure elements effect; 1 lbs)
  • Body:
    — Explorer's Oufit (sans belt, boots, cloak; 5 lbs)
  • Armor:
    — +1 Shadow Mithril Breastplate (AC +7, Max Dex +5, ACP -1, ASF 15%, Move 30-ft; 15 lbs)
    (+5 Competence bonus on Stealth checks)
  • Chest:

  • Waist:
    — Healing Belt (MIC pg 110; 3 charges/day — 1: 2d8, 2: 3d8, 3: 4d8; 1 lbs)
  • Wrists:

  • Hands:

  • Rings:
    — Ring of Mystic Healing (CL +1 on Cure spells; Swift Action: 3 charges/day — 1: +2d6 cure, 2: +3d6, 3: +4d6)

  • Feet:
    Boots of Elvenkind (+5 Competence bonus on Acrobatics checks; 1 lbs)

Non-Slotted Items:

  • Holy Symbol, Silver (1 lbs)

Baldric/ Carried: 10 lbs:

Baldric: (1 lbs)

  • Shield:

  • Melee Weapons:
    — Dagger (1d4 Piercing or Slashing, 19-20×2, 1 lbs)
    — Kukri (×2), +1 Mithril (1d4 Slashing, 18-20×2, 1 lbs each)
    — Quarterstaff, Masterwork Darkwood (1d6/1d6 Bludgeoning, 20×2, double; 2 lbs)
  • Ranged Weapons:
    — Composite Shortbow, Masterwork Darkwood (1d6, 12 Strength, 1 lbs)
  • Quiver (3 lbs)

Belt Pouch (#1): 3.5 lbs:

Belt Pouch: (0.5 lbs empty)

  • Healing Salve (1 lbs)
  • Thieves' Tools, Mwk (2 lbs)
  • Wealth (coins, gems, etc.)

Pack/Droppable: 34 lbs:

Masterwork Backpack: (4 lbs empty)

  • Bedroll (5 lbs)
  • Blanket (1 lbs)
  • Grappling Hook (4 lbs)
  • Hammer (2 lbs)
  • Hammock (3 lbs)
  • Hot Weather Outfit (4 lbs)
  • Rope, Silk 50-ft (5 lbs)
  • Soap
  • Torch (1 lbs)
  • Waterskin (4 lbs)
  • Whetstone (1 lbs)

Capacity light: 43, medium: 86, heavy: 130
Mwk Pack light: 50, medium: 100, heavy: 150


Amhranai spent much of her younger years shadowing her mother, who was the local healer. During this time, she learned a large variety of healing methods magical and non- magical in nature, the greatest of which, according to her mother, derived from the realm of dreams that Iscandu ruled. Dreaming allowed the mind to heal itself of the usually more serious psychological damage incurred with physical sicknesses and injuries.

As the places they traveled grew more dangerous, the need for self defense and self reliance became more and more apparent. Learning what she could from various sources, Amhranai learned that, although she would never be able to wield the large blades so many others employed, or charge headlong into battle, sickles, knives and daggers suited her fine. Subterfuge was her ally, agility and speed her greatest weapons.

By the time her first century of life had passed, Amhranai knew it was time to strike out on her own. After some years spent wandering, she found herself conscripted into the navy, her healing services in high demand. Serving in various campaigns, she honed her crafts and broadened her horizons. Some would say she broadened her horizons too far with the tattoos she received as a mark of honor from a tribe of Wild Elves, but she wears them as a badge of honor. Now in Ilmarond, Amhranai seeks to move on from the military after 30 long years. There are many who are not sorry to see her leave, but those that know her best realize the loss they will endure.

Normally quiet and reserved, Amhranai is given to bouts of dry humor highlighted with scathing remarks. She constantly studies her surroundings; to the point of seeming to ignore those speaking to her, but the habit is so ingrained that she hardly notices the effect this has until someone points it out. After many years spent healing the sick and wounded, with varying degrees of success, Amhranai has come to feel haunted by the myriad faces she has seen come and go. Despondence over this, as well as the approach of her two-hundredth year, has become an increasing threat to her overall well-being, an affliction she hopes to remedy by leaving the military.


Level History:

  • 1: Cleric 1 / Rogue 1
  • 2: Cleric 2 / Rogue 2
  • 3: Cleric 3 / Rogue 3
  • 4: Cleric 4 / Rogue 4 Wis +1
  • 5: Cleric 5 / Rogue 5
  • 6: Cleric 6 / Rogue 6
  • 7: Cleric 7 / Rogue 7
  • 8: Cleric 8 / Rogue 8
  • 9:
  • 10:
  • 11:
  • 12:
  • 13:
  • 14:
  • 15:
  • 16:
  • 17:
  • 18:
  • 19:
  • 20:


  • 3K: Bonus Feat: Selective Channeling
  • 4K: Ability Score +1: Constitution
  • 5K: Bonus Feat: Improved Feint
  • 6K: Skill +1: Knowledge (nobility)
  • 7K: Bonus Class Skill: Survival