About Bahir al-Asim Abdul Shihab
Male Human(Garundi) Paladin 9
AC 29, touch 12, flat-footed 28
Spd 20 ft.
Space 5 ft.; Reach 5 ft.
Str 14, Dex 12, Con 12, Int 10, Wis 9, Cha 21 (Sarenrae blessed him with +1 permanent wisdom for his faith)
Feats: Weapon focus (scimitar), Dazzling display, Persuasive, Additional Mercy (sickened), Shatter Defenses, Greater Mercy
You’ve spent much of the last several years serving your faith, and the conviction and dedication to
your church has impressed many. Perhaps you’ve donated
much of your personal wealth or time to serving the
church, or you’re the child of a powerful or well-loved
member of the church, an orphan raised by the church,
or a foundling with a strange birthmark that bears
more than a passing resemblance to your faith’s holy
symbol. The faith has long supported you, and you are
eager to repay the church in some way. In Katapesh, the
establishment of a new village is always cause for interest
to the nation’s churches, as establishing new temples in
villages is an excellent way to expand upon the church’s
resources and bring in more faithful. If the Pactmasters’
plans to revitalize and rebuild Kelmarane are successful,
the village will need a temple, and your faith is keenly
interested in being represented there. This campaign
trait is particularly suited to worshipers of Sarenrae, as
Kelmarane was founded near an old monastery dedicated
to the Dawnflower, and reconsecrating that monastery
is of great interest to Sarenrae’s church. Furthermore, a
temple dedicated to her once stood in Kelmarane itself,
but it has long since fallen into ruin; whispers among the
religion tell that the church’s old pastor may have fallen
from grace and may even have been part of the cause of the
hard times that befell the village. You’ve joined Garavel’s
band in hopes of helping to establish a new temple in
the soon-to-be revitalized village. You’ve been selected
for your dedication to the church and your strong social
graces—pick one of the following skills: Bluff, Diplomacy,
Intimidate, Knowledge (religion), Perform (any), or Sense
Motive. You gain a +1 trait bonus on checks using that
skill, and it is always considered a class skill for you.
Strength of the Sun:
(Sarenrae): You take solace in the
purifying light of the sun. During the day, you gain a +1
trait bonus on all Charisma-based checks.
Spells: (4x1st level) Hero's Defiance, Honeyed Tongue x2, Endure Elements
Lay hands on 10/day for 4d6 healing (+1d6 if no mercy healed) (10 used)
Smite Evil 3/day (1 used)
Divine Bond 1/day for 9 minutes (add 2 points of the following: axiomatic (1-point), brilliant energy (4-points), defending (1-point), disruption (2-points), flaming (1-point), flaming burst (2-points), holy (2-points), keen (1-point), merciful (1-point), and speed (3-points))
Skills: Diplomacy +19(+20)* (8 ranks), Handle Animal +9(+10)* (1 rank), Intimidate +20(+21)* (8 ranks), Knowledge (Religion) +13 (9 ranks and +1 from Vardishal), Ride +5 (1 rank)
The spirit of Vardishal is within you. For the most part this has no effect, but his thoughts may appear in your conscious as certain events occur providing guidance, warnings, etc. You cannot control it, though you did gain a +1 bonus on all intelligence-based skill checks due to the extra memories that pop into your head now and then. Based on Vardishal's knowledge, I would allow Knowledge(Planes) and Knowledge(History) to be used with just this +1. Knowledge(Local) and Knowledge(Nobility) when related to the plane of fire. You gained this after being infused with his essence in the basement of the Monastery. It is Vardishal that guided you to the courtyard in the Monastery where he weapon was buried. You can sense the presence within you, his alignment is (was?) Chaotic Good.
His weapon, the tempest, is a high powered magical weapon that will reveal abilities as you level. Currently it is just a +1 Frost weapon. Technically it is a standard action to activate the frost ability, but since it is the only ability for this weapon (at least currently) and there doesn't appear to be any penalty for leaving it activated as it doesn't harm you, I haven't worried about it. The weapon has 5 advancements in total. So far you have two of them, +1 and Frost. You will obtain the next three advancements at 8th, 10th, and 12th level.
When you wield the weapon, a patchy, uneven growth of mold appears on your weapon hand up to your elbow. The mold goes away when you put the sword away and does not harm you in any way. It is strictly for fluff and has no game effect.
As far as his martial prowess was concerned his instructors saw him as passable but what caught them off-guard was the presence and charisma of this young man. He seemed to glow with energy at morning prayers. Even the strictest of taskmasters found themselves smiling and changing their regular practices to accommodate him as if they wished to bask in Bahir's exuberance. He seemed to take naturally to learning the basic tenets of Sarenrae but often the deeper meanings were a mystery to him. The priests would just shake their heads and say that the way of the cleric was obviously not for him. After three years, the paladins greatly pleased with their new protege, he was sent back to stand with the Dawn Vigil and watch over Solku. A task to which he took to with great relish. However, a life of facing down the evils that had previously haunted Solku was not to be realized by him. The Dawn Vigil had done a good job at ridding the area of most threats in his absence and he stood now as little more than a glorified guard. Knowing he was new to the order he pushed his own desires aside and tried to excel at his given duties with the one exception of night patrol. He hated night patrol! ....and it was obvious to any that were with him.
Finally, a order came down that he was to accompany and protect a priest named Mah'ysa going to Kelmarane. This was his chance to truly fulfill his duty! Apparently the Pactmasters’ wanted to revitalize and rebuild Kelmarane and if successful, the village will need a temple, and it would be Sarenrae's. It was a challenge to convince his superior to give him details that were oft not repeated amongst the followers of Sarenrae but he had a way of getting people to talk. It seems, that Kelmarane was founded near an old monastery dedicated to the Dawnflower, and that reconsecrating that monastery would be a focus of his mission. This village once held the southern end of a trade route between Katapesh and Osirion, but it fell upon hard times and has lain abandoned for years. Rumors also had it that a temple dedicated to her once stood in Kelmarane itself, but it has long since fallen into ruin; and whispers tell that the church’s old pastor may have fallen from grace and may even have been part of the cause of the hard times that befell the village. Supposedly, the 'Carrion King' was currently ruling over the gnolls in the area and would likely need to be removed. They would see the Dawnflowers name praised and light brought once again to this dark corner of the world he was to visit. Unconsciously, his Garundi blood quickened at the thought of settling a new area...
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