Aladdin al Salah

Great Kelish merchant


Aladdin al Sulah
Male human (Keleshite) oracle (spirit guide) 3
NG Medium humanoid (human)
Hero Points 1
Init +2; Senses Perception +0


AC 20, touch 12, flat-footed 18 (+6 armor, +2 Dex, +2 shield)
hp 30 (3d8+12)
Fort +4, Ref +3, Will +3; +2 vs. death


Speed 30 ft. (20 ft. in armor)
Melee cold iron dagger -2 (1d4/19-20) or
   morningstar -2 (1d8) or
   unarmed strike +2 (1d3 nonlethal)
Special Attacks channel positive energy 5/day (DC 15, 2d6)
Oracle (Spirit Guide) Spells Known (CL 3rd; concentration +7)
   1st (6/day)—bless, burning hands (DC 15), cure light wounds, detect undead, remove fear, remove sicknessUM (DC 15)
   0 (at will)—create water, detect magic, guidance, mending, stabilize
   Mystery Life
   Spirit Life


Str 10, Dex 14, Con 16, Int 10, Wis 10, Cha 18
Base Atk +2; CMB +2; CMD 14
Feats Bless Equipment, Fey FoundlingISWG, Selective Channeling
Traits fast-talker, magical knack
Skills Acrobatics -1 (-5 to jump), Bluff +11, Diplomacy +10, Heal +4, Intimidate +5, Knowledge (religion) +4, Linguistics +2, Profession (merchant) +6, Sense Motive +6, Spellcraft +4
Languages Common, Kelish, Osiriani, Undercommon
SQ bonded spirit, bonded spirit hex (life linkACG), counter swarm, hero points, oracle’s curse (blackened), revelation (channel), spirit ()
Combat Gear oil of bless weapon, oil of magic weapon, scroll of protection from evil, wand of cure light wounds, acid, alchemist’s fire, antiplagueAPG (2), antitoxin (2), holy water, soothe syrupAPG, stillgutARG, wismuth salixUE; Other Gear mwk agile breastplateAPG, scarab shield, cold iron dagger, morningstar, belt pouch, flint and steel, golden holy symbol of SarenraeUE, masterwork backpackAPG, silk rope (50 ft.), spell component pouch, trail rations (5), wooden holy symbol of Sarenrae, wrist sheath, spring loaded, 118 gp, 6 sp

Tracked Resources

Acid – 0/1
Alchemist’s fire – 1/1
Antiplague – 0/2
Antitoxin – 0/2
Cold iron dagger – 0/1
Counter swarm (1/day, DC 11) – 0/1
Holy water – 0/1
Oil of bless weapon – 0/1
Oil of magic weapon – 0/1
Oracle/Oracle/Oracle Channel Positive Energy 2d6 (5/day, DC 15) (Su) – 0/5
Scarab shield (1/day) – 0/1
Soothe syrup – 0/1
Stillgut – 0/1
Trail rations – 0/5
Wand of cure light wounds – 0/50
Wismuth salix – 0/1

Special Abilities
   Blackened Your hands and forearms are shriveled and blackened. You take a –4 penalty on weapon attack rolls
   Bless Equipment Std Act: Bless single item (see text) for 2 rounds.
   Bonded Spirit Gain a wandering spirit each day.
   Counter swarm (1/day, DC 11) Mindless swarm must succeed on a Will save or avoid the you for 3 rds.
   Fey Foundling Magical healing works better on you
   Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
   Life Link (3 bonds, 100’) (Su) Bond drains your HP to heal others.
   Magical Knack (Oracle [Spirit Guide]) +2 CL for a specific class, to a max of your HD.
   Oracle Channel Positive Energy 2d6 (5/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
   Scarab shield (1/day) +2 sacred bonus to saves vs. fear for 3 min. End effect to heal 1d8+3 points of damage.
   Selective Channeling Exclude targets from the area of your Channel Energy.


Aladdin al Salah

Mummy's Mask Renlar