Almah Rovshki

Nasira Yusra Abujamal's page

1,607 posts. Alias of Pixie Rogue.


Race

Cleric of Sarenrae 15 [ HP 121/121 (0 NL)| AC 28 T 17 FF 24| F12 R11 W16 +2 vs Death Effects| CMD 29| Init +11| Perc +7, Darkvision 60'

Classes/Levels

| 8/8 Channel 8d6 DC 22 | Restorative Touch 7/7| Hierophant MR7| MP 17/17 Surge +1d10 | Staff of Healing 4 chg | Effect: ]

About Nasira Yusra Abujamal

Description:
Helm under one arm, a pale scarf trimmed with hanging beads like coins covers her hair. Her pale green eyes are a startling contrast to the dark brown skin of her face. A shimmering holy symbol of the Dawnflower hangs prominently on her chest and a second, silvery symbol hangs at her belt.

Nasira Yusra Abujamal
Female aasimar cleric of Sarenrae 15/Hierophant 7 (Pathfinder RPG Bestiary 7)
NG Medium outsider (native)
Init +11; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 28, touch 17, flat-footed 24 (+9 (+4 mithral scale armor), +3 deflection, +4 Dex, +2 mithral heavy shield)
hp 121 (15d8+43)
Fort +12, Ref +11, Will +16; Medal of Vigor (+2 Sacred bonus vs Death Effects)
Defensive Abilities hard to kill, mythic saving throws; Resist acid 5, cold 5, electricity 5, fire 20
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Offense
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Speed 30 ft.
Melee +1 evil outsider-bane cold iron longsword +9/+4/-1 (1d8+2/19-20 plus 2d6 vs. Evil Outsider) or
. . +1 scimitar +13/+8/+3 (1d6+2/18-20)
Ranged +1 flaming heavy crossbow +16 (1d10+1/19-20 plus 1d6 fire)
Special Attacks channel positive energy 8/day (DC 22, 8d6), divine surge (recalled blessing), eldritch breach[MA], faith's reach[MA], force of will, mythic power (17/day, surge +1d10)
Spell-Like Abilities (CL 15th; concentration +22)
. . 2/day—daylight or searing light
Domain Spell-Like Abilities (CL 15th; concentration +22)
. . 8/day—fire bolt (1d6+7 fire)
Trait Spell-Like Abilities (CL 15th; concentration +22)
1/day-cure light wounds (1d8+5, empowered)
Staff of healing 4 of 10 charges remain
. . Cure Serious Wounds (1 charge)
. . Lesser Restoration (1 charge)
. . Remove Blindness/Deafness (? charges)
. . Remove Disease (3 charges)
Cleric Spells Prepared (CL 15th; concentration +22; vs. SR +26)
. . 8th—mass cure critical wounds[D] (4d8 + 15 healing, empowered, up to 15 targets), nine lives[ARG]
. . 7th—mass cure serious wounds (3d8 + 15 healing, empowered, up to 15 targets), holy word[M] (DC 22), regenerate[D,M]
. . 6th—heal[D,M] (150 points healing or 225 points healing plus restoration), heroes' feast, greater shield of the dawnflower, sustaining legend
. . 5th—break enchantment[D,M], breath of life[M] (DC 20) (5d8 + 15, restore life within 1 round or 5d12 + 15, retore life within 2 rounds), flame strike[M] (DC 20) (15d6 fire / divine or 15d8 fire / divine), life bubble[APG] (DC 20) (30 hours up to 15 allies), plane shift[M] (DC 20), true seeing
. . 4th—air walk, holy smite[M] (DC 19), neutralize poison[D], restoration, spiritual ally[APG], summon monster IV
. . 3rd—cure serious wounds[D,M], invisibility purge, magic vestment, prayer[M], protection from energy (2)
. . 2nd—delay poison, remove disease[D], resist energy[M] (2), lesser restoration, status (DC 17)
. . 1st—bless, cure light wounds[D], entropic shield, protection from evil (2), remove sickness[UM] (DC 16), shield of faith
. . 0 (at will)—detect poison, guidance, purify food and drink (DC 15), resistance
. . D Domain spell; Domains Fire, Healing (Restoration[APG] subdomain)
. . M mythic spell
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Statistics
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Str 12, Dex 18, Con 12, Int 12, Wis 21, Cha 20
Base Atk +11; CMB +12; CMD 29
Feats Alignment Channel, Forge Ring, Greater Spell Penetration, Heavenly Radiance[ARG], Mythic Spell Lore[M], Mythic Spell Lore[M], Sacred Summons[UM], Selective Channeling[M], Spell Penetration[M], Summon Good Monster
Traits focused mind, Touched by Divinity
Skills Acrobatics +3, Appraise +1, Bluff +5, Climb +0, Craft (alchemy) +5, Craft (weapons) +21, Diplomacy +17, Disguise +5, Escape Artist +3, Fly +3, Heal +16, Knowledge (arcana) +6, Knowledge (history) +6, Knowledge (nobility) +5, Knowledge (planes) +9, Knowledge (religion) +7, Linguistics +6, Perception +7, Perform (dance) +5, Ride +3, Sense Motive +11, Spellcraft +17, Stealth +3, Survival +5, Swim +0; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Abyssal, Celestial, Common, Hallit, Ignan
SQ aasimar cleric, abundant healing[MA], amazing initiative, healer's blessing, life current[MA], mighty summons[MA], mythic spellcasting[MA], recuperation, restorative touch, sustained by faith[MA]
Combat Gear earth elemental gem, horn of goodness/evil, scroll of greater dispel magic, heal, restoration, spell resistance, scroll of resurrection, wand of bless (16 charges), wand of cure light wounds (5 charges), healer's kit; Other Gear +4 mithral scale mail, mithral heavy shield, +1 evil outsider-bane cold iron longsword, +1 flaming heavy crossbow, +1 scimitar, crossbow bolts (20), belt of physical might +2 (Str, Dex), cloak of resistance +2, handy haversack, headband of alluring charisma +2, ring of protection +3, talisman of pure good, backpack, bedroll, holy symbol, gold (sarenrae) (worth 150 gp, 1 lb), masterwork tool, righteous medallion of vigor, silver holy symbol of Sarenrae, 1,733 gp
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Special Abilities
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+7 to channel energy damage vs. undead/evil outsiders +1/2 to damage when using positive energy vs. undead or using Alignment Channel vs. evil outsiders.
Abundant Healing (Su) You can apply excess healing to another adjacent ally.
Alignment Channel (Evil) Channel Energy heals or harms outsiders of the chosen alignment.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Cleric Channel Positive Energy 8d6 (8/day, DC 22) (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 (Restoration)
Darkvision (60 feet) You can see in the dark (black and white only).
Eldritch Breach (Su) Roll twice and take better roll when dispelling or overcoming spell resistance.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (20) You have the specified Energy Resistance against Fire attacks.
Faith's Reach (Su) Your touch divine spells have a range of 30 ft.
Fire Bolt 1d6+7 fire (8/day) (Sp) As a standard action, ranged touch attack deals fire dam to foe in 30 ft.
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Healer's Blessing (Su) Your cure spells are empowered for free.
Heavenly Radiance (Daylight or Searing Light, 2/day) Gain an additional use of daylight sla, and also the ability to use another chosen spell in place of it.
Life Current (1s as 2s) (Su) When casting cure or inflict spells, or using a channel energy feature, treat 1s as 2s.
Mighty Summons (Su) Summoned creatures have DR 5/epic, and extra creature or spend 1 power to add agile or savage template.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Mythic Spell Lore [Mythic] x2 Gain mythic spells equal to your mythic tier.
Recalled Blessing (Su) Use 1 power, cast known/memorized divine spell for free, non-mythic foes must save twice, you roll twice for healing amount.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Restorative Touch (8/day) (Su) Remove the dazed, fatigued, shaken, sickened, or staggered conditions by touch.
Sacred Summons Summon monsters whose alignment subtype matches yours as a standard action
Selective Channeling [Mythic] Add 2x the number of excluded to channel result. Use 1 power to exclude 3 extra targets.
Summon Good Monster You can summon from a special list, who gain Diehard as a bonus feat.
Surge (1d10) (Su) Use 1 power to increase any d20 roll by the listed amount.
Sustained by Faith (Su) You require no food, water, or sleep. Spend 1 power to not need to breathe for 24 hours.
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Carrying Terendelev scale of Resist Cold or Electricity at CL 19, usable 3/day (Resist 30 for 190 minutes per use)

Shard of Wardstone

Bonus craft (weapons) skill points 1/level

Bonus +2 to a skill from DM: Knowledge (Planes)