Dinvaya

Baied Eldourha's page

562 posts. Organized Play character for Escharid Blackrose.


Full Name

Baied Eldourha

Race

Half elf

Classes/Levels

Cleric 5 / Sorc 8 Init +1 HP 76/76 AC 20 T12 FF19 Fort +10 Ref+8 Will+16 Perc +10 Channel 3d6 7/7 CLW Wand 33/50 CMW 3/50 Spd 40"

Gender

Female

Size

Medium (5'6", 115 lbs)

Age

31

Alignment

LN

Deity

Abadar

Languages

Common, Elf (Ling: Aquan, Draconic ,Celestial, Azlant, Diabolic)

Strength 12
Dexterity 12
Constitution 12
Intelligence 14
Wisdom 20
Charisma 14

About Baied Eldourha

Name Baied Eldourha
Sex F Race Half Elf
Class Cleric/Sorcerer
Level 5 /8
God Abadar
Alignement LN
Init +1 ; Senses Low light vision; Perception +11
Favored Class: Cleric/Sorcerer
FC bonus:+1 skill/+1 skill

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Defense
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AC 21 , touch 12 , flat-footed 20 (+9 armor, +1 Dex, +1 Nat armor)
hp (76/76)

Fort +10 (+4 base, +1 Con, +4 cape, +1 Domain)
Ref +8 (+2 base, +1 Dex, +4 cape, +1 Domain)
Will +16 (+6 base, +5 Wis, +4 cape, +1 Domain)

Defensive Abilities

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Offense
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Speed 40 base, 40 with armor
Melee
+1 Axiomatic Morningstar , Bab +7, dmg 1d8+1, Crit 20 (*2)
vs Chaos: Bab +8, dmg 1d8+2d6+2

Ranged
Msw Light crossbow, +8, 1d8, range 80, Crit 19-20 (*2)

Special Attacks
Channel 3d6, 5/day, DC 16 (10+half level+CHA+Improved Channel)

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Statistics
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Str 11(+1L12) Dex 12 Con 11(+1L4) Int 11 (+1L8) Wis 16 (+2 Racial) Cha 14
Base Atk +6; CMB +7; CMD 18

Feats
Skill Focus (free) Appraise
Selective channeling
L3: Magical Aptitude +2 to spellcraft and UMD
L5: Extra channel +2 channels
L7: Spell penetration +2 vs Magic resistance
L9: Improved Channel (+2 DC)
L11: Alignement Channel (evil)
L13

Traits
Merchant: You lived your life as a merchant, buying and selling goods. You gain a +1 trait bonus on any Appraise and Sense Motive checks you attempt while bargaining for the price of goods. Appraise is always a class skill for you.

Upstanding: Your preferred means of doing business involves giving your clients a fair deal and winning their continued business and good will. You gain a +1 trait bonus on Diplomacy and Sense Motive checks, and one
of these skills (your choice) becomes a class skill for you.

Skills (2 base+ 2 Int+1 FC+ Race=5/lvl-Total 65 )
Appraise (+15) Rank 7
Prof-Merchant (+21) Rank 13 (+26 with Land Rush)
Diplomacy (+11/+12 with Trait)Rank 6
Know Religion (+10) Rank 5
Know PLanes (+7) Rank 2
Linguistics (+10) Rank 5
Healing (+10)
Sense Motive (+10)
Spellcraft (+9) Rank 4 (+11 with Magical Aptitude)
Know Arcana (+12) Rank 7
Use magic Device(+7) rank 2 (+9 with Magical Aptitude)
Perception +8 (+10 Keen senses)
Fly +5

Languages Common, Elf, Undercommon
Ling (5) Aquan, Draconic, Celestial, Azlant, Diabolic

SQ
+2 to One Ability Score: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.(+2 wisdom)

Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Half-elves have a base speed of 30 feet.

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.

Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.

Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.(Cleric/sorcerer)
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Equipment & Money
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Starting Money:150 Gp

Combat Gear:
Defense: +3 Mithral Chain Mail (ArPen -2)

Offense: +1 axiomatic Morning star, Msw Light crossbow, 10 bolt

Magic items: Cure light wounds wand (33/50); Cure Moderate Wounds wand (6/50); Muleback Cords (+8 STR for Carrying capacity), Headband of Mental Superiority(+2 Int/WIS/CHa), Cloak of protection +4, Cure Serious Wounds wand (50/50) Lesser rod of empower, Neklace of adaptation

Other gear:
Handy Haversack, bedroll, waterskin, 2 day rations, Belt pouch, Cleric vestments, holy symbol (Iron), Merchant's scale, Healing kit, 1 vials of vermin repellant, Cloak of Protection+2,

Spare money:
PP:
GP:911
SP:
CP:

Other valuables:

Carried weight 32 lbs (38 light,76 medium, 104 heavy/ Muleback cords
116 light/ 233 Médium/ 350 Heavy))
Armor 20
Shield
Weapons 6+4+1=11
Gear

Encumbrance:light

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Magic
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Cleric
Domains:
Travel
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.

Defense (Subdomain of Protection)
Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws

Deflection Aura (Su): Once each day, you can emit a 20-foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense.

Domain spells
L1 Shield/ Longstrider
L2 Barkskin/Locate Object
L3 Protection from Energy/Fly

Spells (+2 to overcome spell resistance)
L0 (4) Light, Stabilize, Guidance, Detect Magic
L1 (5+D) Detect Chaos, Protection from Chaos, Shield of Faith, Longstrider(D), Enthropic Shield, Magic Weapon
L2 (3+D) Align Weapon, Protection from Chaos, communal, Restoration, Lesser, Barkskin (D)
L3 (2+D) Dispel Magic, Protection from Energy (D)

Sorcerer
Bloodline: Draconic (Silver Dragon)
At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.

Class Skill: Perception.

Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled.(Cold)

Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier.At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small)

Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type (Cold) and a +1 natural armor bonus

Spells known
Cantrips (8) Ray of Cold, Arcane Mark, Read Magic, Disrupt Undead, Mending, Prestidigitation, Detect Undead,Message
L1 (5) Identify, Comprehend Langages, Mage Armor (Drac), Unerring weapon,Enlarge Person, Magic Missile
L2 (3) Mirror Image, Resist Energy (Drac), See Invisibility, Bull strenght
L3 (2) Haste, Slow
L4 (1) Ice Storm

Spells/day (note 20% failure with Mithral armor)
L1 6
L2 6
L3 5
L4 3

Looks & Personality
Silver hair, golden eyes, a figure worth thousands... Baied is a a beautiful woman.
But she is more than that.
She takes pride in her haggling skills, but she's honest and won't ruin someone, asking a fair price for everything.
She enjoys light clothes, warm and sunny weather, luxury. She doesn't drink alcohol,prefering plain water or fruits.

Background

PFS # 133884-6
XP 16.5
Fame 24
Prestige 24
Faction The Exchange
Day job [dice=Profession Merchant, Land Rush bonus]1d20+12+1[/dice]

Adventures:
The Wounded Wisp
The Sky Key solution
The Merchant's wake
The Segang expedition
The Forgotten Laboratory (Thornkeep)
Library of the Lion
Treacherous Waves
Emerald Spire_Godhome

Land rush (1 PP) Hex C2 (total hexes 6: A-B1-C2-B5-G-C5)
Land rush bonuses:
B1/B5 +1 PP/Fame
C2/C5: +1 Day job check
G: Unique site: booming settlement (+2 on day job)