Radi Hamdi

Hassan Ahmadi's page

39 posts. Alias of Derek Vande Brake.

Full Name

Hassan Ahmadi


Kelishite (Human)


Cleric of Sarenrae 1







Special Abilities

Aura, Channel Energy 1d6, Domains [Fire, Glory], Orisons


Neutral Good




Falcon's Hollow


Taldane, Kelish



Strength 8
Dexterity 14
Constitution 10
Intelligence 12
Wisdom 16
Charisma 14

About Hassan Ahmadi

A sickly child, Hassan was found abandoned on the steps of a remote monastery of Sarenrae. No note was left, and as the nearest town was several miles away, the clerics had no idea who the parents were. They had little choice but to take the child in. He was adopted as a son by the high priest, Akalar Ahmadi.
It was not an easy life for a child, but Hassan suffered with a smile. Always friendly, he was slow to anger and quick to forgive. His small size, weak frame, and poor health made him a less than capable swordsman, but he was adept at casting spells, particularly summoning and fire spells. His teachers thought he would make an excellent genie-binder someday, and praised the strength of his devotion to the Dawnflower.
As he grew older, Hassan became restless. He felt like he was meant for more than a quiet life at the monastery, though any time he thought about leaving something would come up to keep him there. It was almost as if he was waiting on something that never happened...
Something finally did. One morning at dawn, as he said his devotions, he had a vision of a column of fire coming down from the sun and touching the horizon to the northwest. He wasn't sure how, but he knew it was time to finally go. He packed his things, and said his farewells, and made the long trip to town. There, a nimbus of light - apparently visible only to him - outlined a man who turned out to be master of a caravan. Hassan arranged to travel with the caravan, and eventually found himself in Falcon's Hollow. There, the nimbus of light faded out, and Hassan knew that this was where Sarenrae wanted him, for whatever reason. He doesn't know what his deity has in store for him next, but he is sure his faith will lead him to it. And he will go smiling.

Hassan is a bit of a lighweight. He stands only 5'4" and weighs about 99 lbs. His hair, like all Keleshites, is jet black, and his eyes are a light brown, with gold flecks. His brown skin is flawless, and he is quite handsome. He wears tradition Qadiran desert clothing, white with gold trim. A scimitar hangs from his belt on his right side, and a simple holy symbol of Sarenrae at his left. He speaks with a Kelish accent.

Friendly and patient, Hassan is a man of deep faith and understanding. He greets everyone with a warm smile. He has, however, led a relatively sheltered life, and sometimes trusts too easily or doesn't understand hostility. He understands evil academically, but has never really encountered it.

* Genie-Caller (Regional): Your exploration of the magic
for calling genies has increased your overall aptitude for
summoning. Once per day, you may cast one conjuration
(summoning) spell as if your caster level were 2 higher
than normal.
* Flame of the Dawnflower (Religion): You have been
raised to view yourself as a blade in Sarenrae’s service,
or you have taken that duty on for yourself. Whenever
you score a critical hit with a scimitar, you deal an
additional 2 points of fire damage to your target.

Human Cleric 1
NG Medium Humanoid

Init +2; Perception +3
AC 18, touch 12, flat-Footed 16 (+4 Armor, +2 Shield, +2 Dex)
HP 8/8
Fort +2, Refl +2, Will +5
Speed 20ft.
Melee Scimitar -1 (1d6-1 slashing/18-20)
Ranged Javelin +2 (1d6-1 piercing, 30ft.)
Special Attacks channel positive energy (5/day, 1d6, DC 14)
Spell-Like Abilities (CL 1st)
6/day - Fire Bolt, Touch of Glory
Spells Prepared (CL 1st)
1st - Shield of Faith*, Bless, Summon Monster I
O - Guidance, Light, Spark
* - Domain spell; Domains Fire, Glory
Str 8, Dex 14, Con 10, Int 12, Wis 16, Cha 14
Base Atk +0; CMB -1; CMD 11
Feats Spell Focus (Conjuration), Augment Summoning
Skills Acrobatics* -3, Appraise +1, Bluff +2, Climb* -6, Craft(Any) +1, Diplomacy +6, Disguise +2, Escape Artist* -3, Fly* -3, Heal +7, Intimidate +2, Knowledge(Planes) +5, Knowledge(Religion) +5, Perception +3, Perform(Any) +2, Ride* -3, Sense Motive +3, Spellcraft +5, Stealth* -3, Survival +3, Swim* -6; Ranks: Diplomacy 1, Heal 1, Spellcraft 1, Knowledge(Planes) 1, Knowledge(Religion) 1
Languages Taldane, Kelish
Special Qualities Aura of Good
(Medium Load - 53lb.)
Hide Armor - 25lb.
Heavy Wooden Shield - 10lb.
Scimitar - 4lb.
4 Javelins - 8lb.
Backpack - 2lb.
Blanket, Common - 1lb.
Holy Symbol, Wooden (Sarenrae)
Soap - .5lb.
String (50ft.) - .5lb.
Spell Component Pouch - 2lb.
Aura of Good (Ex): A cleric of a good deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).

Channel Energy (Su): Any cleric can release a wave of positive energy by channeling the power of his faith through his holy symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.

Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.