Giant Hunter

Zim Alula's page

165 posts. Organized Play character for Meranthi.

Full Name

Zim Alula


HP 13 | AC 21/12/20; -6 ACP | Fort +3, Ref +2, Will +6; +2 vs. illusions |


Perc +5 (low-light vision) | Stealth +5 | Speed 30 | Spells: 1st 3/4 |


LN (she/her) gnome cleric of Abadar 2 |

About Zim Alula

Zim Alula
Female gnome cleric of Abadar 2
LN Small humanoid (gnome)
Init +1; Senses low-light vision; Perception +5
AC 21, touch 12, flat-footed 20 (+7 armor, +1 Dex, +2 shield, +1 size)
hp 13 (2d8)
Fort +3, Ref +2, Will +6; +2 vs. illusions
Defensive Abilities defensive training
Speed 30 ft. (20 ft. in armor)
Melee longspear +0 (1d6-2/×3) or
morningstar +0 (1d6-2)
Ranged mwk light crossbow +2 (1d6/19-20)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks channel positive energy 6/day (DC 14, 1d6), hatred
Spell-Like Abilities (CL 2nd; concentration +5)
1/day—dancing lights, ghost sound (DC 14), prestidigitation, speak with animals
Domain Spell-Like Abilities (CL 2nd; concentration +5)
6/day—inspiring word (1 round)
Cleric Spells Prepared (CL 2nd; concentration +5)
1st—bless, command (DC 14), longstriderD, shield of faith
0 (at will)—create water, detect magic, guidance, mending
D Domain spell; Domains Nobility, Travel
Str 7, Dex 14, Con 10, Int 10, Wis 17, Cha 16
Base Atk +1; CMB 0; CMD 11
Feats Point-Blank Shot
Traits charming, fashionable
Skills Acrobatics -4 (-8 to jump), Bluff +8 (+9 vs. characters who could be attracted to you), Diplomacy +8 (+9 vs. characters who could be attracted to you), Heal +7, Knowledge (history) +4, Knowledge (religion) +4, Perception +5, Profession (banker) +9, Sense Motive +4; Racial Modifiers +2 Perception, +2 Profession (banker)
Languages Common, Gnome, Sylvan
SQ agile feet (6/day), gnome magic
Combat Gear healer's kit, healer's kit;
Other Gear +1 breastplate, mwk heavy steel shield, crossbow bolts (10), longspear, morningstar, mwk light crossbow, backpack, bedroll, belt pouch, flint and steel, grappling hook, noble's outfit, signet ring, silk rope (50 ft.), waterskin, whetstone, wooden holy symbol of Abadar, 382 gp, 8 sp, 8 cp
Special Abilities
Agile Feet (6/day) (Su) For 1 rd, you ignore difficult terrain.
Cleric Channel Positive Energy 1d6 (6/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Nobility) Granted Powers: You are a great leader, an inspiration to all who follow the teachings of your faith.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Hatred +1 Gain a bonus to attack vs. goblinoid/reptilian humanoids.
Inspiring Word (6/day) (Sp) Target receives +2 on attack, skill checks, ability checks and saving throws for 1 rds.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.