Zainab Ebrahin's page

125 posts. Alias of Patrickthekid.

Full Name

Zainab Ebrahin


NG female human cleric of Jaidz 36/48 | AC 15|


F +9 R +5 W +11 | Perc +9 | Int +0 | speed 25 ft

Strength 10
Dexterity 10
Constitution 14
Intelligence 12
Wisdom 18
Charisma 14

About Zainab Ebrahin

Zainab Ebrahin| Cleric 3 (Jaidz)
LG | Medium | Human | Skilled Heritage | Humanoid
Perception +9;
Languages Common, Celestial, Draconic
Skills Arcana +6, Diplomacy +9, Intimidate +7, Lore: Desert +6, Lore: Dragon +6, Lore: Dahak +6, Medicine +9, Occultism +6, Religion +9, Society +5
Str +0, Dex +0, Con +2, Int +1, Wis +4, Cha +2
Items: Backpack, Healer's Tools, Torch, Studded Leather, Bedroll, Chalk, Flint and Steel, Rations, Rope, Soap, Waterskin
AC 15 Fort +9, Ref +5, Will +11
HP 48
Speed 25 feet

Melee Shortsword +5 Damage 1d6 (P)

Divine Front:
Through your deity's blessing, you gain additional spells that channel either the life force called positive energy or its counterforce, negative energy. When you prepare your spells each day, you can prepare additional heal or harm spells, depending on your deity. The divine font spell your deity provides is listed in the Divine Font entry for your deity; if both are listed, you can choose between heal or harm. Once you choose, you can't change your choice short of an ethical shift or divine intervention.

Healing Font: You gain additional spell slots each day at your highest level of cleric spell slots. You can prepare only heal spells in these slots, and the number of slots is equal to 1 plus your Charisma modifier.

2nd: Heal, Restoration
1st: Bless, Heal, Sanctuary
0th: Detect Magic, Guidance, Light, Shield, Stabilize

Domain Initiate
Your deity bestows a special spell related to their powers. Select one domain—a subject of particular interest to you within your religion—from your deity's list. You gain an initial domain spell for that domain, a spell unique to the domain and not available to other clerics. Each domain's theme and domain spells can be found here.

Domain spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to pray to your deity or do service toward their causes.

Focus spells are automatically heightened to half your level rounded up. Focus spells don't require spell slots, nor can you cast them using spell slots. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules for focus spells appear here.
r immunities, weaknesses, resistances and so on do not apply.

You aren't subject to any conditions or other effects of whatever damaged your ally (such as poison from a venomous bite). Your ally is still subject to those effects even if you redirect all of the triggering damage to yourself.
Heightened (+1) The damage you redirect increases by 3.

Feats: Natural Skill, Reach Spell, Group Impression, Diehard, Healing Hands, Recognize Spell
Background Haunting Vision