Kyra

Kuduro al-Lazuri's page

193 posts. Organized Play character for Zizazat.


Full Name

Dame Kuduro al-Lazuri, Holy Daughter of Sarenrae, Princess of Qadira, Knight Captain of the Eagle Knights

Race

Human Cleric 9 (Sarenrae) HP: 50/50 | AC: 21 | T: 10 | FF: 21 | CMD: 18 | Fort: +8 | Ref: +5 | Will: +14 | Init: +1 | Perc: +7 | Sense Motive: +17

About Kuduro al-Lazuri

Kuduro al-Lazuri
Female Human Cleric 9
NG Medium humanoid (human)
Init +1; Senses Perception +7
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Defense
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AC 21, touch 10, flat-footed 21 (+7 armor, +4 shield)
hp 50 (9d8+2)
Fort +8, Ref +5, Will +14
Resist fire 10
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Offense
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Speed 20 ft.
Melee heavy shield bash +4/-1 (1d4+2) and
. . +1 scimitar +9/+4 (1d6+3/18-20)
Ranged light crossbow +6/+1 (1d8/19-20)
Special Attacks channel energy
Cleric Spells Prepared (CL 9th; concentration +15):
5th (2/day)—spell resistance, breath of life (DC 22), geniekind
4th (3/day)—blessing of fervor (DC 20), summon monster iv, wall of fire, terrible remorse (DC 20)
3rd (4/day)—invisibility purge, prayer, fireball (DC 19), communal resist energy, communal resist energy
2nd (6/day)—owl's wisdom, produce flame, hold person (x2) (DC 18), silence (DC 18), bull's strength, communal protection from evil
1st (6/day)—liberating command, sanctuary (x2) (DC 17), bless, burning hands (DC 17), sun metal (DC 17), weapons against evil (DC 17)
0 (at will)—stabilize, detect magic, guidance, enhanced diplomacy
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Statistics
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Str 14, Dex 10, Con 10, Int 14, Wis 22, Cha 14
Base Atk +6; CMB +8; CMD 18
Feats Alignment Channel, Augment Summoning, Extra Channel, Improved Channel, Persuasive, Spell Focus (conjuration)
Traits genie-caller, keleshite princess
Skills Acrobatics -3 (-7 jump), Climb -1, Diplomacy +16, Escape Artist -3, Fly -3, Heal +14, Intimidate +19, Knowledge (arcana) +7, Knowledge (history) +7, Knowledge (nobility) +6, Knowledge (planes) +7, Knowledge (religion) +10, Linguistics +7, Perception +7, Profession (merchant) +10, Ride -3, Sense Motive +16, Spellcraft +12, Stealth -3, Survival +6 (+8 to avoid becoming lost), Swim -1, Use Magic Device +3
Languages Other Language, Common, Kelish, Osiriani, Varisian
SQ aura, domains (fire, healing), fire bolt, healer's blessing, rebuke death, spontaneous casting
Combat Gear Dawnflower sash, Oil of bless weapon (2), Potion of Cure Light Wounds, Potion of Cure Light Wounds, Potion of darkvision, Potion of eagle's splendor (2), Potion of fly, Potion of Gaseous Form (CL 5), Potion of owl's wisdom (2), Scroll of Bane, Scroll of Bless, Scroll of Bless, Scroll of Bless, Scroll of Cause Fear, Scroll of Cause Fear, Scroll of Comprehend Languages, Scroll of Invisibility Purge, Scroll of Magic Weapon, Scroll of Magic Weapon, Scroll of Protection from Evil, Scroll of Protection from Evil, Scroll of Remove Fear, Scroll of Remove Fear, Scroll of Shocking Grasp, Scroll of Shocking Grasp, Scroll of Summon Monster I, Scroll of Summon Monster I, Wand of cure light wounds, Oil (3); Other Gear +1 Breastplate, +2 Darkwood Heavy wooden shield, +1 Scimitar, Cold Iron Crossbow bolts (50), Crossbow bolts (20), Light crossbow, Silver Crossbow bolts (50), Cloak of resistance +2, Golembane scarab, Headband of inspired wisdom +4, Ioun stone (dusty rose prism, cracked), Wayfinder (1 @ 0 lbs), Backpack, masterwork (15 @ 6 lbs), Chalk (5), Courtier's outfit, Flint and steel, Hooded lantern, Ink, black, Inkpen, Jewelry for Courtier's outfit, Masterwork tool (Intimidate), Paper (5), Scroll case (8 @ 0 lbs), Scroll case (8 @ 0 lbs), 9720 GP, 8 SP, 9 CP
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Special Abilities
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Alignment Channel (Evil) Channel Energy heals or harms outsiders of the chosen alignment.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 5d6 (7 6/day) (DC 18) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Fire) Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Damage Resistance, Fire (10) You have the specified Damage Resistance against Fire attacks.
Dawnflower sash This long strip of red Qadiran fabric is designed to wrap around your waist or head several times and be held in place by its ankhshaped clasp of red gold. When worn, you remain comfortable even in warm environments as if protected by endure elements. If you unwrap it to its full length and hold the clasp in your hand, you can feather fall once per day, briefly leaving behind a trail of pleasant red-gold light as bright as a torch.

If Sarenrae is your patron, once per day by command, you can use the sash to cast cure light wounds. You may trigger this ability automatically if you are reduced to -1 hit points or less, though thereafter you must recharge it by placing it in strong sunlight for 8 continuous hours. At will, you may cause the clasp to shine as brightly as a torch or cease this illumination; the light is warm, feels like sunlight, and is enough to make sun-fearing creatures slightly uncomfortable but not enough to cause them harm.

Construction
Requirements Craft Wondrous Item, cure light wounds, endure elements, feather fall, light; Cost 1,250 gp
Fire Bolt (1d6+4) (9/day) (Sp) 30' Ranged touch attack deals 1d6+4 Fire damage.
Genie-Caller (1/day) 1/day, +2 CL for a Conjuration (summoning) spell.
Golembane scarab Can combat golems with weapons, unarmed attacks, or natural weapons as if those golems had no damage reduction.
Healer's Blessing (Su) Your cure spells are empowered for free.
Potion of Cure Light Wounds Add this item to create a potion of a chosen spell.
Potion of Cure Light Wounds Add this item to create a potion of a chosen spell.
Potion of Gaseous Form (CL 5) Add this item to create a potion of a chosen spell.
Rebuke Death (9/day) (Sp) Heal 1d4+4 damage to creatures at negative HP
Scroll of Bane Add this item to create a scroll with spells on it.
Scroll of Bless Add this item to create a scroll with spells on it.
Scroll of Bless Add this item to create a scroll with spells on it.
Scroll of Bless Add this item to create a scroll with spells on it.
Scroll of Cause Fear Add this item to create a scroll with spells on it.
Scroll of Cause Fear Add this item to create a scroll with spells on it.
Scroll of Comprehend Languages Add this item to create a scroll with spells on it.
Scroll of Invisibility Purge Add this item to create a scroll with spells on it.
Scroll of Magic Weapon Add this item to create a scroll with spells on it.
Scroll of Magic Weapon Add this item to create a scroll with spells on it.
Scroll of Protection from Evil Add this item to create a scroll with spells on it.
Scroll of Protection from Evil Add this item to create a scroll with spells on it.
Scroll of Remove Fear Add this item to create a scroll with spells on it.
Scroll of Remove Fear Add this item to create a scroll with spells on it.
Scroll of Shocking Grasp Add this item to create a scroll with spells on it.
Scroll of Shocking Grasp Add this item to create a scroll with spells on it.
Scroll of Summon Monster I Add this item to create a scroll with spells on it.
Scroll of Summon Monster I Add this item to create a scroll with spells on it.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).
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Eagle Knight:
(Fame 20, 1 PP)
You are invited into the ranks of the illustrious Eagle Knights with the rank of lance corporal. You become specialized in Diplomacy.

Captain:
(Fame 40, 1 PP, Eagle Knight)
Having performed valued and extraordinary service to Andoran as a member of the Eagle Knights, you are elevated to the rank of captain and become
specialized in Perform (oratory).

Knighthood:
(Fame 40, 4 PP) You become invested as a knight of Andoran, gaining the title "sir" if male or "dame" if female before your given name. You may also append "knight" onto any existing titles within the Eagle Knights if you are a member, such as "knight captain" or "knight corporal." You gain a +2 bonus on Diplomacy and Knowledge (nobility) checks within Andoran or against Andoren subjects.