Besmaran Priest

Revhi's page

217 posts. Alias of CampinCarl9127.

Full Name





Cleric 6 | AC 19, Touch 11, FF 17 | HP 46/46 | F +5, R +2, W +9 | Init +1 (Jerome rolls twice) | Perc +5

Positive Channel 8/8 | Negative Channel 8/8













Strength 9
Dexterity 12
Constitution 12
Intelligence 10
Wisdom 20
Charisma 16

About Revhi

Female Human Cleric
CG Medium Humanoid (Elf)
Init +1; Senses Perception +5
AC 19, touch 11, flat-footed 17 (+7 armor, +1 shield, +1 dex)
hp 56
Fort +6, Ref +3, Will +10
Speed 30 ft.

Melee Rapier +4 (1d6-1)
Dagger +3 (1d4-1)

Ranged Light Crossbow +6 (1d8)
Str 9, Dex 12, Con 12, Int 10, Wis 20, Cha 16
Base Atk 4; CMB +3; CMD 14
Traits Pesh Addict
Feats Selective Channeling, Versatile Channeler, Extra Channel, Channel Surge
Skills (20 points; 12 cleric, 6 human, 2 campaign)
ACP -3
(3) Bluff +10
(3) Climb +4
(4) Diplomacy +10
(1) Heal +9
(1) Knowledge (arcana) +4
(1) Knowledge (religion) +4
(1) Knowledge (planes) +4
(1) Profession (sailor) +9
(3) Sense Motive +12
(1) Spellcraft +4
(1) Swim* +5
*Armor check penalty applies to these skills
Non-Standard Skill Bonuses
+1 Bluff (trait)
+1 Knowledge (local) (trait)
+1 Sense Motive (trait)
+2 Climb (item)
+2 Swim (item)
Languages Common

Special Abilities:

Bonus Feat Humans select one extra feat at 1st level.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Pesh Addict You start with only half of the normal starting cash, but your knowledge of the pesh lifestyle grants you a +1 trait bonus on Bluff, Knowledge (local), and Sense Motive checks. One of these skills (your choice) is always a class skill for you.

Second Wind Twice per day as a standard action, you may heal 1d4+1 HP.

Aura of Chaos A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).

Channel Positive (3d6)/Negative (2d6) Energy 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 channel 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.

Spontaneous Casting Cure spells.

War (Tactics) Domain

Seize the Initiative Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells 1st—magic weapon, 2nd—aid, 3rd—magic vestment, 4th—divine power, 5th—command (greater), 6th—blade barrier, 7th—power word blind, 8th—planar ally (greater), 9th—power word kill.

Trickery Domain

Copycat You can create an illusory double of yourself as a move action. This double functions as a single Mirror Image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the Mirror Image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells 1st—disguise self, 2nd—invisibility, 3rd—nondetection, 4th—confusion, 5th—false vision, 6th—mislead, 7th—screen, 8th—invisibility (mass), 9th—time stop.


0th (at will) Create Water
Detect Magic

1st (6/day) Shield of Faith
Murderous Command x2
Liberating Command
Obscuring Mist

2nd (5/day) Invisibility
Bull's Strength
Shield Other
Spiritual Weapon

3rd (4/day) Magic Vestment
Bestow Curse
Water Breathing


Carrying Capacity
Light 0-30 lb. Medium 31-60 lb. Heavy 61-90 lb.
Current Load Carried 40 lb.

Money 312 GP 0 SP 0 CP
Rapier, Masterwork (320gp) (2 lb.)
+1 Breastplate (1550) (25 lb.)
Dagger (2gp) (1 lb.)
Buckler, MWK (155gp) (5 lb.)
Light Crossbow, MWK (Underwater) (370gp) (4 lb.)
Headband of Inspired Wisdom (4000gp) (1 lb.)
Pirate's Eye Patch (2600gp)
Wand of CLW (50 charges) (750gp)
Handy Haversack (1000gp) (1 lb.)
Sleeves of Many Garments) (200gp) (1 lb.)
Wooden Holy Symbol of Besmara (1gp)
Air Crystal (50gp)
Everfill Mug
Potion of CLW x2 (50gp)
Potion of CMW (150gp)
Potion of CMW x2 (2d8+7)
Potion of CWS (3d8+10)
Elixer of Swimming x2 (500gp)


The small city of Bloodcove in the Mwangi Expanse was founded by some of the greatest pirate captains of the Shackles when they realized that they were getting too old for the pirating lifestyle. They saw legitimate trade as the easiest way to keep their coffers full and their lives easy. A fearsome pirate by the name of Blacksail Robert was growing old and decided to settle down in Bloodcove to live out the rest of his life...less mobile if not quietly. However as he docked for the last time on the red waters of the cove, there were whispers rising from the docks. Robert was known widely for two things: Raising midnight black sails, and surviving the Eye of Abendego.

Robert had used the Eye as a desperate last attempt to shake some law keeper's boats, and everybody thought he had perished in the massive permanent storm. But one year later he emerged from the storm and made a name for himself. Rumors started about how he had survived the storm. He was an avatar of Besmara, he can breath like a fish and traveled underwater, his ship is immune to storms. But a new rumor started as he stepped on the docks of Bloodcove with a baby elven girl in his arms.

Old and tough and mean Blacksail Roberts was, but he raised that girl like his own. From her father's teachings she learned the ways of the pirate, and how to make a honest living.

After growing up Revhi set out on her own, working her way up to be the first mate of a small group of pirates. They kept their business small and discreet, not wanting to attract too much attention from authorities. One reason she was drawn to them was their need for a face, but also because they commonly sailed around the Eye of Abendego.

She had a growing compulsion to know who her real parents were, so one night while most of the crew slept she aimed the boat towards the Eye. The captain awoke when he heard the swells and was furious at her for endangering everybody's lives, locking her in the brig until they could find a port to drop her off. But before that happened she slipped her manacles and jumped ship, swimming to land to start again only to hear the news that her father had disappeared. Either dead or gone, she doesn't know, but she's hell-bent to find out.

Appearance and Personality:

Revhi is a slender, pretty human with strait golden hair and bright blue eyes. Her mouth always has a slight amused smirk that gives her a hint of slyness, but also playfulness. She has an uncountable number of baubles and trinkets on her person.

Revhi is a wild spirit, but doesn't have a mean soul. While she lives like an outlaw and steals from the unknowing, she also doesn't kill or hurt anybody unless absolutely necessary. She has a complex set of morals that sometimes confound her crew. She would cheat to win a hand of cards, but wouldn't steal from a poor farmer. She cuts purses to pay for drinks, but doesn't let any of the crew get black-out drunk. Beyond the veil of her tough, criminal exterior is a somewhat-caring individual who wants more from the world than a life of piracy; she wants a legacy of piracy, to have her name on the lips of pirates for centuries to come.