Riftwarden

Issa Al'Sadri's page

201 posts. Alias of Ilmakis.


Race

AC20 (FF20/T10);

Classes/Levels

+0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;

Remaining Ressources:
Channel 9/9; Blinding Flash 7/7; Nimbus of Light 8/8

Gender

HP 80/80;

About Issa Al'Sadri

Cleric 8 of Horus
N medium human
Init : +0 Senses : Perception +16
== DEFENSE ==
AC 20, touch 20, flat-footed 20 (+9 armor, +0 Dex, +1 shield)
HP : 80 (8d8+16)
Fort +9 Ref +3 Will +11
== OFFENSE ==
Speed : 30ft. (20ft. in armor)
Melee : kopesh +0/-5 (1d8-1/x19-20)
Ranged : Sling +0 (1d4+0)
== STATISTICS ==
Str 8, Dex 10, Con 12/14, Int 10, Wis 16/18, Cha 20/22
Base Atk +6; CMB +0; CMD 15

Special Abilities :
Channel (Rulership variant: Heal (4d6/2, DC23)—Creatures gain a channel bonus on Diplomacy checks and to the DC of their language-dependent and charm effects until the end of your next turn. Harm (3d6/2, DC22)—Creatures are dazed for 1 round.), spontaneous casting (cure spell), animal compagnon (Roc)

Feats :
Selective Channeling, Improved Channel, Versatile Channeler, Boon Compagnon (Roc), Quick Channel.

Trait :
Sacred Conduit
Overwhelming beauty

Skills :
Acrobatics : -5
Appraise : +0 (0 rank)
Bluff/Diplomacy/Intimidate : +16 (8 ranks)
Knowledge Nature : +4 (1 ranks)
Knowlegede Nobility : +4 (1 ranks)
Knowledge Religion: +8 (5 ranks)
Heal : +4 (0 rank)
Perception : +16 (+4 racial bonus) (8 ranks)
Profession (Merchant) : +10 (3 rank)
Sense Motive : +12 (5 ranks)
Survival : +5 (1 rank)
Swim : - 5

Prepared Spells (domain : Animal (Feather), Sun (Light)):

  • SPELL0 (DD13)
  • Spell 0 : Create Water
  • Spell 0 : read magic
  • Spell 0 : Stabilize
  • Spell 0 : Guidance
  • SPELL1 (DD15)
  • Spell1 : Shield Of Faith
  • Spell1 : Bless
  • Spell1 : Divine Favor []
  • Spell1 : Ant Haul [X]
  • Spell1 : Liberating Command []
  • Domain1 : Faerie Fire []
  • SPELL2 (DD16)
  • Spell2 : Hold Person []
  • Spell2 : Hold Person []
  • Spell2 : Delay Poison []
  • Spell2 : Calm Emotion []
  • Domain2: Feather Fall []
  • SPELL3 (DD16)
  • Spell3 : Daylight []
  • Spell3 : ? []
  • Spell3 : Prayer []
  • Spell3 : Blindness/Deafness []
  • Domain3 : Fly []
  • SPELL4 (DD17)
  • Spell4 : Divine Power []
  • Spell4 : Freedom of Movement []
  • Spell4 : Freedom of Movement []
  • Domain4 : Fire Shield []

Equipment :
Combat Gear scroll of remove fear, remove fear, remove paralysis, remove paralysis, suppress charms and compulsions, suppress charms and compulsions; Other Gear mwk full plate, mwk buckler, khopesh, belt of mighty constitution +2, cloak of resistance +1, headband of mental prowess +2 (Wis, Cha), backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text, incense (worth 250225 gp), marked stick (worth 25 gp), mess kit, pot, silver holy symbol of Horus, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Horus, diamond powder (worth 1,500 gp), pair of platinum rings (worth 50 gp each), 109 gp

Sun (Light) domain:
Blinding Flash (Su): As a standard action, you can emit a flash of light from your holy symbol or divine focus. The most powerful light emanates out 20 feet from you. Creatures with fewer Hit Dice than your cleric level within this area are blinded for 1d4 rounds unless they succeed at a Fortitude save. All creatures in this area are dazzled for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier
Nimbus of Light (Su): At 8th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal to your cleric level. This acts as a daylight spell. In addition, undead within this radius take an amount of damage equal to your cleric level each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive.

Domain Spells: 1st—faerie fire, 2nd—heat metal, 3rd—daylight, 4th—fire shield, 5th—flame strike, 6th—fire seeds, 7th—sunbeam, 8th—sunburst, 9th—prismatic sphere.


Animal (Feather) Domain:
Granted Powers:
You treat Knowledge (nature) as a class skill and add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).
Eyes of the Hawk (Ex): You gain a racial bonus on Perception checks equal to 1/2 your cleric level (minimum +1). In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check.
Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions).

Domain Spells: 1st—calm animals, 2nd—feather fall, 3rd—fly, 4th—summon nature's ally IV (animals only), 5th—beast shape III (animals only), 6th—fly (mass), 7th—animal shapes, 8th—summon nature's ally VIII (animals only), 9th—shapechange.

HLab:
Issa Al'Sadri
Male human (Garundi) cleric of Horus 7
LN Medium humanoid (human)
Init +0; Senses Perception +14
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Defense
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AC 20, touch 10, flat-footed 20 (+9 armor, +1 shield)
hp 70 (7d8+14)
Fort +8, Ref +3, Will +10
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee khopesh -1 (1d8-1/19-20)
Special Attacks channel positive energy 8/day (DC 21, 4d6)
Cleric Spells Prepared (CL 7th; concentration +11)
. . 4th—divine power, fire shield[D], freedom of movement
. . 3rd—blindness/deafness (DC 17), fly[D], invisibility purge, prayer
. . 2nd—bull's strength, feather fall[D], grace[APG], hold person (DC 16), hold person (DC 16)
. . 1st—ant haul[APG] (DC 15), bless, command (DC 15), command (DC 15), divine favor, shield of faith[D]
. . 0 (at will)—enhanced diplomacy, purify food and drink (DC 14), read magic, stabilize
. . D Domain spell; Domains Animal (Feather subdomain), Sun (Light subdomain)
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Statistics
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Str 8, Dex 10, Con 14, Int 10, Wis 18, Cha 21
Base Atk +5; CMB +4; CMD 14
Feats Boon Companion, Improved Channel, Quick Channel[UM], Selective Channeling, Versatile Channeler[UM]
Traits overwhelming beauty, sacred conduit
Skills Acrobatics -5 (-9 to jump), Diplomacy +15, Knowledge (nature) +4, Knowledge (nobility) +4, Knowledge (religion) +8, Perception +14, Profession (merchant) +9, Sense Motive +12; Racial Modifiers +3 Perception
Languages Common, Osiriani
SQ animal companion (roc named Animal Companion), blinding flash, eyes of the hawk, variant channeling (rulership variant channeling)
Combat Gear scroll of remove fear, remove fear, remove paralysis, remove paralysis, suppress charms and compulsions, suppress charms and compulsions; Other Gear mwk full plate, mwk buckler, khopesh, belt of mighty constitution +2, cloak of resistance +1, headband of mental prowess +2 (Wis, Cha), backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text, incense (worth 250 gp), marked stick (worth 25 gp), mess kit, pot, silver holy symbol of Horus, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Horus, diamond powder (worth 1,500 gp), 1,984 gp
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Special Abilities
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Animal Companion Link (Ex) You have a link with your Animal Companion.
Blinding Flash (7 rds, 7/day, DC 17) (Su) Creatures within 20' are dazzled. Those with fewer HD than your Cleric level must save or be blinded for 1d4r.
Boon Companion (Animal Companion) +4 levels to calc familiar/animal comp abilities (max of your HD).
Cleric Domain (Feather) Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).
Cleric Domain (Light)
Eyes of the Hawk (+3 Perception/+2 Init.) (Su) +2 Initiative during a surprise round.
Overwhelming Beauty Mind-affecting effects +1 DC vs. creatures of same subtypes.
Quick Channel Channel energy faster by expending more uses
Rulership Variant Channeling (±2 Sacred) Diplomacy bonus/dazed
Scroll of remove fear, remove fear, remove paralysis, remove paralysis, suppress charms and compulsi Add this item to create a scroll with spells on it.
Selective Channeling Exclude targets from the area of your Channel Energy.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Versatile Channeler Channel both positive and negative energy
Versatile Cleric Channel Positive Energy 4d6 (8/day, DC 21) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.