Khabekh-Shu

Turathal Amonra's page

116 posts. Organized Play character for Uktar.


Full Name

Turathal Amonra

Race

Spells Sorcerer: 1st:6/8 2nd:4/6 | Cleric 1st:5/5 2nd:4/4 | Channels: 7/9 | Active Conditions: Re-roll Avail Mage Armor, Longstrider,

Gender

HP: 58/58 | AC: 12+4/ 11+ T/ 11+4 FF | CMD: 13 | F: +8, R: +5, W: +12 | Init: +6 | Perc: +10, SenseMot+8 | BAB+4 | Speed 40'+10 | Darkvision 90'

Strength 7
Dexterity 12
Constitution 14
Intelligence 12
Wisdom 14
Charisma 22

About Turathal Amonra

Turathal Amonra
LN Male Aasimar, Tattooed Sorcerer 4 / Ecclesitheurge 3 / Mystic Theurge 1
Medium Outsider (Native) and Humanoid (Orc)
90’ Darkvision

Tattooed Sorcerer (Orc Bloodline) 5/ Ecclesitheurge of Ra (cleric archetype) 3 / Mystic Theurge (prestige class) 1

BOT ME!:
If treading lightly: Use Touch of Law on melee type with multiple attacks, use wand of Bless, cast Glitterdust and/or Variant negative channeling (all take 1d3 negative energy, and must save DC: 18 Will or be dazed for 1 round.)
If aoe attack (swarm, etc): Burning Hands (5d5+5, DC 18).
Range attack: Magic Missile(4 missiles, each missile doing 1d4+2 dmg, Toppling: free trip attempt, CMB: +15 ). Will target multiple foes with one missile each to try and knock over up to 4 foes.
If hitting hard on 2+ nearby foes: Burning Arc (8d6+8, 4d6+4, 2d6+2 REF DC:19/17 for 2nd & 3rd).
if foe has SR: Glitterdust and/or Variant negative channeling
If truly desperate: Quick channel as a move action for daze aoe, and cast spell (toppling mm or burning arc.)
Feet don't fail me now... If need to bail: Vanish, and Movement is at least 40', with Longstrider 50'

Init: +6 | Perc: +10
Sense Motive +8

HP: 58 (3d8+5d6+16+4)
base AC: 12 (11 Tch, 11 FF)
CMB: +2, CMD: 13

Saves: Fort: +8, Reflex: +5, Will: +12 |
Resist 5: Cold, Acid, Electricity, +4 v Fear

Languages: Common, Celestial, Draconic, Ancient Osiriani, Azlanti, Infernal

Aasimar stuff:
Celestial Resistances: Resist 5: Cold, Acid, Electricity
Crusading Magic: +2 on SR checks (replaces Skilled and SLA)

Traits:
Magical Knack: Sorcerer, Wayang Spellhunter (Magic Missile)

Feats:
Varisian Tattoo (Evocation)(Tattooed Sorcerer 1 bonus), Selective Channel (1st), Toppling spell (3rd), Quick Channel (5th), Spell Penetration (7th)

Skills: Acrobatics +4, Appraise+1, Bluff+14, Climb -2, Diplomacy +26 (+2 more in Absolom), Disguise+10, Heal+6, Intimidate+10, Linguistics +5, Perception +10, Sense Motive +8, Spellcraft +5; Susrvival+6, UMD +14, Kn(Arcana)+7, Kn(Planes)+7, Kn(Religion)+9

Mystic Theurge stuff:
Combined Spells (Su)

A mystic theurge can prepare and cast spells from one of his spellcasting classes using the available slots from any of his other spellcasting classes. Spells prepared or cast in this way take up a slot one level higher than they originally occupied. This ability cannot be used to cast a spell at a lower level if that spell exists on both spell lists. At 1st level, a mystic theurge can prepare 1st-level spells from one of his spellcasting classes using the 2nd-level slots of the other spellcasting class. Every two levels thereafter, the level of spells that can be cast in this way increases by one, to a maximum of 5th-level spells at 9th level (these spells would take up 6th-level spell slots). The components of these spells do not change, but they otherwise follow the rules for the spellcasting class used to cast the spell.

Spontaneous spellcasters can only select spells that they have prepared that day using non-spontaneous classes for this ability, even if the spells have already been cast. For example, a cleric/sorcerer/mystic theurge can use this ability to spontaneously cast a bless spell using a 2nd-level sorcerer spell slot, if the character had a prepared bless spell using a 1st-level cleric spell slot, even if that spell had already been cast that day.

Ecclesitheurge Stuff:
DOMAIN MASTERY: At 1st level, when an ecclesitheurge chooses his cleric domains, he designates one as his primary domain and the other as his secondary domain. An ecclesitheurge can use his non-domain spell slots to prepare spells from his primary domain's spell list.
Each day when he prepares spells, an ecclesitheurge can select a different domain granted by his deity to gain access to that domain's spell list instead of his secondary domain spell list. He does not lose access to his actual secondary domain's granted powers or gain access to the other domain's granted powers.

BLESSING OF THE FAITHFUL(Su) As a standard action, bless one ally w/in close range (25 ft. + 5 ft./2 levels). Ally gains a +2 profane bonus on attack rolls, skill checks, ability checks, or saving throws or to AC until the ecclesitheurge's next turn. The ecclesitheurge can expend 1 use of channel energy when activating to increase the duration to a number of rounds equal to the number of dice of his channel energy.

Bonded Holy Symbol (Su)
At 3rd level, an ecclesitheurge forms a powerful bond with a holy symbol of his deity, which functions identically to a wizard’s bonded object except it can be used to cast cleric and domain spells (instead of wizard spells) and the ecclesitheurge can grant his bonded holy symbol only magic abilities appropriate for a holy symbol or a neck slot item. As with a wizard’s bonded item, an ecclesitheurge can add additional magic abilities to his bonded holy symbol as if he had the required item creation feat (typically Craft Wondrous Item), provided he meets the feat’s level prerequisites. For example, an ecclesitheurge with a bonded holy symbol who wants to add a wondrous amulet ability, like amulet of natural armor, to his bonded holy symbol must be at least 3rd level to do so. The magic properties of a bonded holy symbol, including any magic abilities the ecclesitheurge added to the object, function for only the ecclesitheurge. If a bonded holy symbol’s owner dies or the item is replaced, the object loses all enhancements the ecclesitheurge added using this ability.
This ability replaces the increase to channel energy gained at 3rd level.

Domain stuff:
Primary Domain: Exploration (Travel subdomain) : +10 movement,
Door Sight (Su): You can lay your hand upon any surface and see what is on the other side, as if using clairvoyance. Using this power takes 1 minute, during which time you must be touching the surface you want to see through. You can keep looking for as long as 10 minutes with each use of this power, but must touch the surface and take no other action the entire time. The surface cannot be thicker than 6 inches plus 1 inch per cleric level you possess. You can use this power a number of times per day equal to 3 + your Wisdom modifier.

Second Domain: Law Touch of Law (Sp): You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Variant Channel: Rulership Portfolio:
A variant channeling either modifies positive channeled energy when used to heal or modifies negative energy when used to harm. When using positive energy to heal, affected creatures gain only half the normal amount of healing but also receive a specific beneficial effect. When channeling negative energy to harm, affected creatures take only half the normal damage but take an additional penalty or harmful effect; a successful saving throw negates the additional penalty or effect but does not reduce the damage any further. Creatures that would normally ignore the effect of a particular channel (such as undead with respect to a positive energy channel used to heal) ignore the variant effect of that channel.

Rulership Portfolio: Harm—Creatures are dazed for 1 round.
1d3 damage, 3+Cha/Day=9/day
DC: 10 +1/2 lvl +Cha=17
DC: 17 Will or Dazed

Tattooed Sorcerer Stuff:
Bloodline Power (1st): Tattooed Sage Familiar (Thrush)
Varisian Tattoo: Evocation Cast Evocation spells at +1 Caster Level,
SLA: Dancing Lights 3/day

Orc Bloodline: gain Humanoid (Orc) subtype, Darkvision +30’
+1 damage on each die for spell damage
Fearless+4 saves v Fear, +1 natural Armor

Cleric Spells:
Orisons: Create Water, Enhanced Diplomacy, Guidance, Stabilize
Cleric 1st (4+1/day): Obscuring Mist (dom), Tap Inner Beauty 1/2, Remove Fear, Shield of Faith(dom)
Cleric 2nd (3+1): Air Step, Desecrate, Locate Object(dom), Pro from Evil communal

Sorcerer Spells:
Caster Level 6 (+1 if Evocation spell
[b]Cantrips:
Acid Splash, Disrupt Undead, Detect Magic, Prestidigitation, Ray of Frost, Read Magic
1st (8/day): Burning Hands (Evo) 5d4+5, DC 18 (bloodline spell), Magic Missile (evo-TOPPLING) 4d4+8, Grease (DC:17+1 Alch Grease), Vanish, Deja Vu
2nd lvl (6/day): Glitterdust DC:18, Page of Spell Knowledge: Burning Arc: 7d6+7/3d6+3/1d6+1, Burst of Radiance

Gear:
Sleeves of Many Garments
Headband of Alluring Charisma+2
Cloak of Resistance+1
Eyes of the Eagle
cold iron cestus
cold iron dagger

2 Springloaded Wristsheathes:
Cure Light Wounds Wand
Cure Serious Potion

2 Bandoliers:
Wand of Infernal Healing
Wand of Shield
Wand of Magic Missile CL 1
Wand of Magic Missile CL 3
Wand of Comprehend Languages
Wand of Heightened Awareness
Wand of Honeyed Tongue
Wand of Mage Armor
Wand of Longstrider

Antitoxin
Antiplague
Meditation Tea
Wismuth Salix
Page of Spell Knowledge
Cold Weather Outfit (left at lodge unless mission appropriate)
Spell Component Pouch
Masterwork Backpack (leaves this and bulk of Pathfinder's Kit at lodge/local establishment unless leaving town)
Pathfinder’s Kit w/ 3 days rations remaining & 2 waterskins

4 Holy Water Flasks
3 Alchemist Fire flasks
2 Acid flasks

SCROLLS: Monkey Fish x3, Air Bubble x2, Identify x2, Silent Image x2

Scenarios played:

1. Crypt of the Everflame
2. Shades of Ice Part 1
3. Shades of Ice Part 2
4. Shades of Ice Part 3
5. Night March of Kalkamedes
6. Reaping What We Sow
7. Hall of the Flesh Eaters
8. To Seal the Shadow
9. House of Harmonious Wisdom
10. Tyranny of the Winds Part 1
11. From the Tome of Righteous Repose
12. Song of the Sea Witch
13. Treacherous Waves
14. Fortune’s Blight
15. #9-05: Call of the Copper Gate
16. #5-07: Port Godless
17. #9-17: Oath of the Overwatched
18. #9-15: The Bloodcove Blockade
19. #10-07:

BOONS::

Chron #
1: Kassem's Blessing: 1-shot: re-roll Attack, Save or Skill
3: Dragonkiller: 1-shot: add 1d6 to damage v True Dragon (stacks, doesn't multiply)
4: Snowmask Induction: Permanent ENDURE ELEMENTS v Cold, 0 degrees F
5: Gift of the Ghaele: 1-shot: cast AID or DETECT THOUGHTS or SEE INVISIBILITY
6: Banish the Hag: 1-shot: +4 to save v CURSE or HEX or a +4 on caster lvl check to remove curse on you
Leshy Token: Put on Neck, +1-CHA v Plants, give it to plant becomes +5, give to Leshy +10
Rosehaven Redemption: Nevermind...lol
7: Gloomspire Explorer: +2 perception v traps, secret doors in Gloomspires, OR 1-shot same for any adventure
8: Grace of Minatan Heroes: 1-shot: Greater Magic Fang OR Greater Magic Weapon: CL=Char lvl, 1min/lvl
Inahiyi's Gratitude: 1-shot, immediate action, neg energy heals (x2 boxes)
Wayang Body Mods: +2 CHA checks v Wayang
9: Legacy of a Princess: swift action, lasts 1 min, first time you hit creature @round, +2 AC v target
Sun Shogun Talismans: GAIN 3 lesser talismans that you can, as immediate action, NOT use
(FREEDOM!!!, good fortune, or warrior's fortune)
10: AIR affinity: #1
EARTH affinity: #1
Elemental Transformation: 2x 1-shot: +2 save v BLEED, PARALYSIS, POISON, SLEEP or STUNNING
Genie Heritage: helps Ifrit bloodrager or sorcerer
Oread's Favor: earned the respect of QIARAH
11: Worthy Foe: swift action to get +2 on overcome SR, +1 DC of my spells & abilities, and +2 on saves against MAGICAL BEASTS and HUMANOID (ORC) until the start of my next turn.
12. Spent 1 prestige point to learn Infernal language (TWIN TOMES)
13. Savior of the Reef: One-Shot: After roll poison save BUT BEFORE results revealed, can choose to add +5 alchemical bonus to the save
WATER AFFINITY