Khelru

Ehsan ibn Assan's page

1 post. Alias of pauljathome.


Full Name

Ehsan ibn Assan

Race

Human

Classes/Levels

Level 1 Cleric

Gender

Male

Alignment

LG

Deity

Avani

Location

Elinie

Languages

Common, Anuirean, Basarj, Rjuven, Low Brecht

Occupation

Regent

Strength 14
Dexterity 10
Constitution 10
Intelligence 14
Wisdom 18
Charisma 16

About Ehsan ibn Assan

Background:

Ehsan is the 3rd son of Assan. From an early age it was obvious that the Bloodline strength was unusually strong in him and that he was destined for greatness.

One of the features of his bloodline is that he finds it amazingly simple to pick up the basics of any profession, craft, knowledge, etc (just flavour around his improvisation feat).

He has spend his life so far travelling the various kingdoms, making contacts and friends and learning a great deal, both theoretical and practical.

Recently his father fell ill and he has been called home to take his rightful place as the next regent of Elinie

Birthright stuff:

Bloodline Strength - Great
Bloodline Power - 36
Bloodline Derivation - Basaia

Abilities -
Affinity Eagles (Minor)
Ability (Minor) Int +4 (already included)
Divine Wrath (Major)
Detect Lie (Minor)

Stats:

Ehsan ibn Assan
Human cleric 1
LG Medium humanoid (human)
Init +0; Senses Perception +9
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Defense
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AC 18, touch 10, flat-footed 18 (+6 armor, +2 shield)
hp 9 (1d8+1)
Fort +2, Ref +0, Will +6
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Offense
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Speed 30 ft. (20 ft. in armor)
Special Attacks channel positive energy 6/day (DC 13, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration +5)
. . At will—speak with animals (4 rounds/day)
Cleric Spells Prepared (CL 1st; concentration +5)
. . 1st—bless, calm animals[D] (DC 15), cause fear (DC 15)
. . 0 (at will)—detect magic, guidance, light
. . D Domain spell; Domains Animal, Magic (Divine[APG] subdomain)
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Statistics
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Str 14, Dex 10, Con 10, Int 14, Wis 18, Cha 16
Base Atk +0; CMB +2; CMD 12
Feats Fast Learner[ARG], Improvisation[ARG]
Traits Fates Favoured, Observant
Skills Acrobatics -5 (-9 to jump), Administrate +8. Appraise +4, Bluff +5, Climb -3, Craft (carpentry) +2, Diplomacy +7, Disable Device -7, Disguise +5, Escape Artist -5, Fly -5, Handle Animal +5, Heal +6, Intimidate +5, Knowledge (nobility) +6, Knowledge (religion) +6, Knowledge (All others) +4, Lead +7, Linguistics +6, Perception +9, Perform (any) +5, Profession (any) +6, Ride -5, Sense Motive +8, Sleight of Hand -5, Spellcraft +4, Stealth -5, Survival +6, Swim -3, Use Magic Device +5, Warcraft +4
Languages Common
SQ divine vessel
Other Gear four-mirror[UC], heavy steel shield, 95 gp
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Special Abilities
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Cleric Channel Positive Energy 1d6 (6/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Animal) Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.
Cleric Domain (Divine)
Divine Vessel (7/day) (Su) Whenever you are the target of a Divine spell, allies within 15' gain +2 on their next attack roll, skill check or ability check.
Speak with Animals (4 rounds/day) (Sp) You can use speak with animals as a spell-like ability.