Katapesh Sailor

Bahiyy al Din's page

148 posts. Alias of Pete who?.


Full Name

Bahiyy al Din

Race

Human

Classes/Levels

Cleric 5

Gender

male

Size

medium

Age

male

Special Abilities

Aura, channel energy 3d6, domains, orisons

Alignment

lawful neutral

Deity

Abadar

Location

Katapesh

Languages

common, gnoll

Strength 14
Dexterity 10
Constitution 14
Intelligence 10
Wisdom 17
Charisma 16

About Bahiyy al Din

Male Human: Cleric of Abadar 5
Favoured Class: Cleric
Alignment: lawful neutral

AC: 20 (+7 Armor, +3 shield) Touch: 10 FF: 20 (+7 Armor, +3 shield)
BAB: +3 CMB: +5 (+3 BAB, +2 STR) CMD: 15 (+3 BAB, +2 STR, +10)

HP: 61 (8,7,7,7,7)
Init: +0
Speed: 40/30 med. armor

Fort: +7 (+4, +2 CON, +1 magic)
Ref: +2 (+1, +1 magic)
Will: +7 (+4, +3 WIS)

Morningstar: +5 (d8+2/x2, 20)
Light mace: +6 (d6+3/x2, 20)
Sling: +3 (d4+2/x2, 20) 50ft.

XP 10110

DESCRIPTION:

Standing at 178cm Bahiyy is quite tall, and also slim. When walking the streets of Katapesh he is quite an impressive figure with his robes flowing like woven gold and his turbans adorned with gems. But now, he has switched his cltohng for armor, wears travel clothing suitable for the desert, and is armed. A bit out of palce he seems to be, being a city person. But still, his black hair and beard are nicely gromed - which depending on the circumstances might change.

BACKGROUND:

Bahiyy al Din was upset. Usually he could calm his temper, but not a fire was raging in him, and he could do nothing against it. He was rampaging through her house, looking into every drawer, searching for documents telling him more about her past. He turned the desk over and took it apart, hoping to find a secret compartment. And yes, he was lucky, the desk shattered into small pieces, wood flying everywhere. Then he saw the book, a small diary, written in the handwriting which was so familiar to him, the writing of Haleen. He looked at it, lying there between all the bits of wood, standing still, and forcing the fire with-in him to settle down. Slowly he bent down, taking it carefully in his hands. He turned it over and over, as if he could read it, get everything out of it just by touching it. He took a deep breath, reminding him of the letter he had found. A letter by Haleen, the person he adored most in his life. She asked him, to forget her, to get on with life. But that was not her, could not be. Forget his own sister? He loved her, and she was the one who was taking care of him when their parents died. Yes, she was strong willed, and just did whatever she perceived as the right thing in a moment. But he knew she loved him. Who else would have raised a small hot tempered boy like him? Encouraged him to study, and with his peaking interests in business, helped him to go to school in a temple of Abadar? She had nudged him on, and Bahiyy owed so much to her. And now she just left, that cannot be.
He looked again at the diary, it was old, and fragile, bits of pieces already falling out as he picked it up. NO, he thought, NO, please not. But the book was falling apart in his hands. He fell down to his knees, wept that he had no clue about what might have happened to her. Carefully he flipped through the bits which were there, but he could only make out one word which made sense - Kelmarane. He knew about the place, had heard about it, but, was she there? And how could he go there? As a priest of Abadar? He was so used to the city live, felt at home here. He sighed deeply and calmed himself down. Alright then, what to do next?
He did not have an answer immediately but strange things started to happen over the next months. He dreamed, a strange dream. Her face floating in front of him, as if she beckoned to rescue her, whispering Kelmarane over and over again. The next day, he saw the advert, mercenaries needed to protect a caravan to - Kelmarane. Again, this place in the desert - Kelmarane. He gathered all hi faith and courage together, and stepped in the office. Yes, he could work as a mercenary, yes he was willing to go to Kelmarane. He signed the contract. Feeling like being in a dream, doing something he should not be doing. But again, he had to go.
Now he was at home, packing, waiting eagerly and nervously for the day he would set of. Set of to Kelmarane – set off to find his sister.

STATS:

ABILITIES
STR 14 DEX 10 CON 14 INT 10 WIS 17 CH 16
Speed: 30’
Encumbrance: Light: 58 or less Medium: 59–116 lbs. Heavy: 117–175
Initiative: +0
Perception: +3
Hit Dice 5 : d8 + 2 (+ 2 per cleric level)
HD Count: (8+2+2), (7+2+2), (7+2+2), (7+2+2), (7+2+2)
Hit Points: 61

SAVES:

Fortitude: +7 (Base +4, CON +2, Magic +1)
Reflex: +1 (Base +1, Magic +1)
Will: +8 (Base +4, WIS +3, Magic +1)
Armor Check Penalty: -5

FEATS:

Combat Casting
You are adept at spellcasting when threatened or distracted.

Benefit: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

Craft Wondrous Item (Item Creation)
You can create wondrous items, a type of magic item.

Benefit: You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price. See the magic item creation rules in Magic Items for more information.

You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.

Selective Channeling
You can choose whom to affect when you channel energy.

Benefit: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.

Toughness
You have enhanced physical stamina.

Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

SKILLS:

2 (+1 human + trait)
Appraise: +5 (Rank +2, Class +3)
Diplomacy +11 (Cha. +3, Rank +5, Class +3)
Disable device +1 (Rank +1)
Heal +7 (Wis +3, Rank +1, Class +3)
Knowledge History: +4 (Rank +1, Class +3)
Knowledge Nobility: +4 (Rank +1, Class +3)
Knowledge Planes: +4 (Rank +1, Class +3)
Knowledge Religion: +6 (Rank +3, Class +3)
Linguistics: +4 (Rank +1, Class +3)
Sense Motive +9 (WIS +3, Rank +3, Class +3)
Spellcraft: +4 (Rank +1, Class +3)

languages: human, gnoll

TRAITS:

Genie Blood (Human—Keleshite): One of your ancestors was genie-kind. Select an element (fire = Efreet). You gain a +1 trait bonus on saving throws against attacks that utilize that element (fire for fire), and gain a +1 trait bonus on Bluff, Diplomacy, Intimidate, and Sense
Motive checks made against creatures of that subtype.

Finding Haleen: Cleric is always a favored class to you, and your
dedication to it is such that every time you take a level in the class, you gain +1 hit point and 1 additional skill point over and above what you would normally gain.

CLERIC FEATURES:

CLERIC OF ABADAR
Aura of Lawful

Spontaneously Cast Cure Spells

Channeling Positive Energy:
6x/day: (3 base + 3 CHA)
3d6
30’
DC 15 will halves damage (DC = 10 +3CHA +1/2 lvl)

NOBILITY DOMAIN
Granted Powers: You are a great leader, an inspiration to all who follow the teachings of your faith.

Inspiring Word (Sp): As a standard action, you can speak an inspiring word to a creature within 30 feet. That creature receives a +2 morale bonus on attack rolls, skill checks, ability checks, and saving throws for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this power a number of times per day equal to 3 + your Wisdom modifier.

Domain Spell: 1st – divine favor, 2nd - enthrall, 3rd - magic vestment

TRAVEL DOMAIN
Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.

Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spell: 1st – Longstrider, 2nd - locate object, 3rd - fly

SPELLS:

Orisons: 7 x / day : DC 13 at will from Cleric List
1st Spells: 4x per day: prepped from cleric list: DC14
2nd Spells: 3x per day: prepped from cleric list: DC15
3nd Spells: 2x per day: prepped from cleric list: DC16
Domain: 1 Bonus Domain spell per level per day.

Memorized:
Orisons: Create Water; Detect Magic; Detect Poison; Purify Food and Drink
Spells:
1st: Endure elements, Protection from evil, Shield of faith, Divine Favor (Domain spell)
2nd: Align weapon, Bull's strength, Locate object (Domain spell)
3rd: Dispel Magic, Summon Monster III, Fly (Domain spell)

EQUIPMENT:

GPs / LBs
Bone mail 75 / 30
Buckler 15 / 5
Morningstar 8 / 6
Dagger 2 / 1
Sling - / 4
20 bullets 0.2 / 10

Travellers Outfit 1 / 4
Holy Symbol (silver) 25 -

Backpack 2 / 2
Bedroll 0.1 / 5
Rations 7 days 3.5 / 7
4 Waterskins 4 / 16
Flint and steel 1 /-
Spell component pouch 5 / 2
shovel
Cold iron heavy mace
Cloak of Charisma +2
Potion of invisibility
Breastplate +1
Vest of resistance +1
Large shield +1
Prayer beads, lesser

Cure Light Wounds (x2)
Cure Moderate Wounds (x2)
Delay Poison (x4)

GP: 1804
SP: 2