Malki Zedek's page

61 posts. Alias of Saint Bernard de Clairveaux.

Full Name

Malki Zedek


CG Cleric 1 | Fort +3, Ref +2, Will +5 | AC 12 | P +5, Init +2 | HP 9/9








Chaotic Good




Kelish, Common



Strength 9
Dexterity 14
Constitution 12
Intelligence 12
Wisdom 17
Charisma 16

About Malki Zedek

Feats & Traits:

Selective channel select up to three targets in area of healing burst who aren't affected.

Finding Haleen Handle animal +1 / class skill
Know the land Knowledge (nature) + Survival +1; Survival is class skill


Diplomacy +5 [0r + 3a + 2ra]
Handle animal +8 [1r + 3a + 1t + 3c]
Heal +7 [1r + 3a + 3c]
Perception +5 [0r + 3a + 2ra]
Sense Motive +7 [1r + 3a + 3c]
Survival +8 [1r + 3a + 1t + 3c]

Class Abilities:

Channel 6/day 1d6

Desert domain
Heat Shimmer (Su) As a free action, you can surround yourself with heat distortion that acts as the blur spell. Creatures that strike you in melee while you’re using this ability are dazzled for 1 round (Fortitude negates). You may use this ability for a number of rounds per day equal to 3 + your Wisdom modifier. These rounds need not be consecutive.

Luck domain
Bit of Luck (Sp) You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + yourWisdom modifier.

Racial Traits (Hey! Stop being nosey! Yes you, Painlord!):

Darkvision Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

Deathless Spirit Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. This racial trait replaces celestial resistance.

Scion of Humanity Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.

Skilled Aasimar have a +2 racial bonus on Diplomacy and Perception checks.

Spell-Like Ability (Sp) Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level).

Prepared Spells:

0th Create water
Detect magic

1st Bless
Magic stone
True strike


32 gp; 24 / 41 lb.

10 bullets 1 sp.; 5 lb.
Longspear 5 gp; 9 lb.
Dagger 2gp; 1 lb.
Dandy brush 0.2 sp, 2 lb.
Holy water (1) 25 gp, 1 lb.
Healer's kit (10) 50 gp, 1 lb.
Hot weather outfit 0 gp; 4 lb.
Holy symbol (kaleidoscope) 20 gp, 1 lb.
Backpack 2 gp, 2 lb.
Spell component pouch 5 gp, 2 lb.
*Bedroll 0.1 gp, 5 lb.
*Lalaci verses 5 gp, 1 lb.
*Flint and steel 1 gp
*Mess kit 0.2 gp, 2 lb.
*Soap 0.01gp, 1 lb.
*Waterskin 1 gp, 4 lb.