Brother Donovan's page

56 posts. Alias of Hassan Ahmed.

Full Name

Brother Donovan
















Common, Sylvan



Strength 16
Dexterity 24
Constitution 17
Intelligence 14
Wisdom 20
Charisma 14

About Brother Donovan

Brother Donovan, Desnan Herald Caller & Crafter

Male Human (Varisian)
Cleric (Herald Caller) of Desna 12/Hierophant 4
Source Material: Pathfinder Player Companion: Monster Summoner's Handbook
NG Medium humanoid (human)
Init +8; Senses Perception +19
[AC 24, touch 13, flat-footed 23 (+9 armor, +2 deflection, +1 Dex, +2 natural)
HP 148 (12d8+52)
Fort +11, Ref +7, Will +16
Defensive Abilities: hard to kill
Speed 50 ft.

Melee +1 cold iron starknife +9/+4 (1d4+1/×3) or
sparkwave starknife +9/+4 (1d4+1/19-20/×3)

Ranged +1 demon-bane paueliel light crossbow +10 (1d8+1/19-20 plus 2d6 vs. Demon)

Special Attacks channel positive energy 8/day (DC 19, 6d6), eldritch breach[MA], inspired spell[MA], mythic power (11/day, surge +1d8)

Domain Spell-Like Abilities (CL 12th; concentration +19)
At will—dimensional hop (120 feet/day)

Cleric (Herald Caller) Spells Prepared (CL 12th; concentration +19)
6th—blade barrier[M] (DC 23), find the path[D], heal, planar ally
5th—atonement, breath of life (DC 22), hallow, teleport[D], wall of stone
4th—dimension door[D], dimensional anchor, freedom of movement, holy smite[M] (DC 21), restoration
3rd—daylight, fly[D], invisibility purge, lightning lash, magic circle against evil, protection from energy, searing light
2nd—bear's endurance, consecrate, gird ally, locate object[D], owl's wisdom, silence (DC 19), spiritual weapon
1st—bleeding strike, bless, bless, divine favor, longstrider[D], protection from evil[M], shield of faith
0 (at will)—guidance, light, read magic, stabilize
D Domain spell; Domain Travel
M mythic spell
Str 10, Dex 13, Con 14, Int 14, Wis 24, Cha 16

Base Atk +9; CMB +9; CMD 22


  • Augment Summoning
  • Augment Summoning[M]
  • Craft Magic Arms & Armor
  • Craft Wondrous Item
  • Demon Hunter[ISWG]
  • Extra Channel
  • Improved Initiative
  • Mythic Crafter[M]
  • Selective Channeling
  • Skill Focus (Knowledge [planes])
  • Skill Focus (Spellcraft)


  • Demonbane Summoner (the worldwound)
  • Touched by Divinity


  • Acrobatics +6 (+14 to jump)
  • Diplomacy +11
  • Heal +13
  • Knowledge (planes) +23 (+25 to know the powers and abilities of demons)
  • Knowledge (religion) +10
  • Linguistics +9
  • Perception +19
  • Profession (merchant) +11
  • Sense Motive +22
  • Spellcraft +23
  • Use Magic Device +15

    Languages Abyssal, Celestial, Common, Dwarven, Gnome, Halfling, Sylvan, Varisian

    SQ agile feet (10/day), amazing initiative, call heralds, divine heralds, legendary item[MA], legendary power, legendary surge, mighty summons[MA], mythic bond, mythic spellcasting[MA], recuperation, undetectable

    Combat Gear

  • +3 mithral breastplate
  • +1 cold iron starknife
  • +1 demon-bane paueliel light crossbow
  • sparkwave starknife[APG]
  • amulet of natural armor +2
  • blinkback belt[UE]
  • ring of protection +2

    Other Gear

  • boots of striding and springing
  • cloak of quick reflexes +1/+2[MA]
  • gloves of spell snaring[MA]
  • headband of mental superiority +2 - legendary/dynamic item -[MA]
  • wand of cat's grace

    GP 19,233 gp
    Special Abilities
    Agile Feet (10/day) (Su) For 1 rd, you ignore difficult terrain.
    Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
    Augment Summoning Summoned creatures have +4 to Strength and Constitution.
    Augment Summoning (Mythic) Summoned creatures are considered Mythic, and any of their DR become DR/epic.
    Call Heralds (+3 concentration) (Su) Concentration bonus to summon monster spells.
    Cleric (Herald Caller) Domain (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.
    Cleric Channel Positive Energy 6d6 (8/day, DC 19) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
    Demon Hunter Gain Knowledge and combat bonuses vs. demons
    Dimensional Hop (24 5-ft inc/day) (Sp) As a move action, teleport with no AoO to seen destination. Spend an equal distance to carry others.
    Divine Heralds (Su) Summon creatures appropriate to deity.
    Eldritch Breach (Su) Roll twice and take better roll when dispelling or overcoming spell resistance.
    Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
    Inspired Spell (Su) Use 1 power, cast one divine spell from your class spell list at +2 CL, it doesn't need to be known/memorized.
    Legendary Power (4/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whet
    Legendary Surge (+1d6 to Skill Checks - Charisma, Skill Checks - Intelligence, Skill Checks - Wisdom All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item - see the Legendary Surge sidebar o
    Mighty Summons (Su) Summoned creatures have DR 5/epic, and extra creature or spend 1 power to add agile or savage template.
    Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.
    Mythic Crafter [Mythic] Can create mythic magic items & +5 on any checks when crafting non-mythic magic items.
    Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
    Selective Channeling Exclude targets from the area of your Channel Energy.
    Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount.
    Undetectable This grants its bonded user the ability to become utterly undetectable while invisible. While invisible and in physical contact with this item, the bonded creature can't be detected or scryed by any method.

    Quick Background:
    We are not alone.

    That's Donovan's guiding principle, that's what he preaches and what influences his every decision and action.

    Twenty five years ago, a bruised and bloodied child stumbled onto the steps of a simple shrine. Where a kindly priestess let him sleep as she tended to his wounds.

    Scratches, cuts and his poor feet... It was a wonder he could walk.

    Demons was his first word as he woke up, his second was Swallowtail. And slipped back into sleep for days.

    She was cleaning the simple shelter, when he spoke again.

    Dozens, hundreds, thousands of them... Swallowtail butterflies. The demon couldn't see me, so I ran! I'm ashamed, leaving my mother and father behind... She killed, but it's me she wanted.

    I'm the reason they're gone.

    I'll hunt down every demon if I have to, but one day I'll find her. And I'll be ready.

    With that, his exhausted body fell asleep, but his mind never rested.

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