Stronfeur Uherer

Telka Ibn Jad's page

275 posts. Organized Play character for andreww.


Full Name

Telka Ibn Jad

Race

| HP: 46|46 | AC: 24 (11 Tch, 23 FF) +2 vs evil | CMB +3, CMD 14 | F:+8, R:+4, W:+12 +2 vs spells, sla's and poison, +2 vs charm and compulsion | Init: +7 Per: +18 +2 unusual stonework, SM: +17

Classes/Levels

| Speed 40 |

Resources:
Agile feet 9|9; Bit of Luck 8|9; Channel 1|2; Good Fortune 1|1 Reroll available
Buffs:
Ext Longstrider, Ext Delay Poison
Conditions:

Gender

Male NG Dwarf Cleric 6

About Telka Ibn Jad

Telka was born to a family of low caste dwarves in the southern Osirion mountains, part of the Pahmet dwarves of Erekrus. His parents scrimped and saved to give him an education and he was accepted as a scribe in the temple of Irori. He was never comfortable there and would often wander the desert pathways looking for something, but never quite sure what. One day he became lost and staggered into an old ruin, dehydrated, frightened and alone. There he drank from an ancient hidden spring and a voice spoke to him. He had finally found what he had been looking for, Desna had chosen him.

Returning home he packed his bags, kissed his parents and promised that he would write home often and send home money that he earned on his travels to help them live. The neighbours shook their beards at him, certain he was off to his death. Instead he travelled to Sothis and petitioned Norden Balentiir to accept him as a member of the Society. Since the he has not looked back and is eager to be sent far and wide. He has never forgotten his home though and writes to his parents often wherever he might be.

Stat Block:

Telka Ibn Jad
Male dwarf cleric of Desna 6
CG Medium humanoid (dwarf)
Init +7; Senses darkvision 60 ft.; Perception +18 (+20 to notice unusual stonework)

--------------------
Defense
--------------------
AC 24, touch 11, flat-footed 23 (+10 armor, +1 Dex, +3 shield; +2 deflection bonus vs. evil)
hp 45 (6d8+12)
Fort +8, Ref +4, Will +12; +2 vs. poison, spells, and spell-like abilities, +2 trait bonus vs. charm and compulsion; +2 resistance vs. evil
Defensive Abilities defensive training

--------------------
Offense
--------------------
Speed 40 ft.
Melee light mace +3 (1d6-1)
Special Attacks channel positive energy 2/day (DC 12, 3d6), hatred

Domain Spell-Like Abilities (CL 6th; concentration +12)
. . 9/day—bit of luck

Cleric Spells Prepared (CL 6th; concentration +12)
. . 3rd—blindness/deafness (DC 19), fly[D], magic circle against evil, water walk
. . 2nd—aid[D], bull's strength, hold person (DC 18), sound burst (2, DC 18), dealy poison
. . 1st—cause fear (DC 17), command (2, DC 17), longstrider[D], shield of faith (2)
. . 0 (at will)—detect magic, guidance, light, read magic
. . D Domain spell; Domains Luck, Travel

--------------------
Statistics
--------------------
Str 8, Dex 12, Con 14, Int 14, Wis 22, Cha 8
Base Atk +4; CMB +3; CMD 14 (18 vs. bull rush, 18 vs. trip)

Feats Additional Traits, Heavy Armor Proficiency, Improved Initiative
Traits birthmark, observant, poverty-stricken, reactionary

Skills Acrobatics -5 (-1 to jump), Appraise +6 (+8 to assess nonmagical metals or gemstones), Diplomacy +10, Heal +12, Knowledge (arcana) +6, Knowledge (history) +6, Knowledge (nobility) +6, Knowledge (planes) +6, Knowledge (religion) +6, Linguistics +9, Perception +18 (+20 to notice unusual stonework), Profession (scribe) +10, Sense Motive +17, Spellcraft +8, Survival +13; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Ancient Osiriani, Common, Dwarven, Hallit, Polyglot, Tien
SQ agile feet (9/day), good fortune (1/day)

Magic Itemslesser extend metamagic rod, 3 pearls of power (1st level), cloak of resistance +1, handy haversack, headband of inspired wisdom +2

Consumables oil of daylight, potion of spider climb, scroll of air walk, scroll of calm emotions, scroll of comprehend languages (x2), scroll of delay poison, scroll of invisibility purge (x2), scroll of lesser (x2) restoration, scroll of magic stone (x2), scroll of magic weapon (x2), scroll of obscuring mist, scroll of protection from evil, scroll of remove fear, scroll of remove fear (x2), scroll of resist energy (x4), scroll of tongues (x2), wand of bless (31 charges), wand of cure light wounds (35 charges), wand of protection from evil (7 charges)

Mundane Equipment acid (2), alchemist's fire (2), antitoxin (2), healer's kit, holy water (4), backpack, courtier's outfit, flint and steel, ink, inkpen, jewellry (worth 50 gp), masterwork tool, masterwork tool, masterwork tool, masterwork tool, masterwork tool, masterwork tool, masterwork tool, masterwork tool, masterwork tool, masterwork tool, masterwork tool, masterwork tool, paper (10), silk rope (50 ft.), spell component pouch, wooden holy symbol of Desna, wooden holy symbol of Desna

Weapons and Armour +1 full plate, +1 heavy wooden shield, light mace

--------------------
Special Abilities
--------------------
Agile Feet (9/day) (Su) For 1 rd, you ignore difficult terrain.
Bit of Luck (9/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Cleric Channel Positive Energy 3d6 (2/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Good Fortune (1/day) (Ex) As an immediate action, reroll a die before result is known. Must take 2nd roll.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.

PFS Info:

PFS# 44523-41

Faction (Grand Lodge Season 9)

4/5 GM games (1 goal)
3/3 Complete 3 scenarios with max pp (1 goal)
1/1 Assist an allied organisation (1 goal)
1/1 convince an NPC to work with the society (1 goal)
6/6 complete 6 scenarios with max prestige (1 goal)

1/2 Forgo dayjob
3|6 Adventure outside of Absalom

Rebellion Leader (Laria)
Loyalty x
Loyalty bonus on will save versus charm, compulsion or fear 1/adventure
Rebellion Schemes (4|10): Forgo downtime, make DC5 loyalty check to check box (DC8 after 5). Benefits at 5 and 10 checked boxes

Faction:
Treat all knowledge skills as trained at brifeing, +half goal to one knowledge or gather info check during the adventure
Save bonus versus ongoing effects, +1/3goals

Tome: 2 free scrolls lesser resto
Tome: Worthy Foe (3/3) Undead

Scholar of Ashkurhal: +1 to appraise, knowledge or linguistics checks on dwarven items or can use perception or sense motive. Cross off to use for any architecture for a scenario.

Sky Key Component: Located Sigrins piece

Vaneis Friend: 1/scenario reroll failed bluff, diplomacy, or knowledge relating to Aspis Consortium. If the second check fails cross offf the boon.