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About Layith Al-AnharaThe Story of Layith:
* Raised to be a healer by a wealthy family. Studied magical healing and non-magical medicine.
* Enlisted in the army of Kelesh as a medic and soldier and was sent north to the Windswept Wastes near the Pit of Gormuz. * Fought against cultists of Rovagug and other local tribes that practiced evil magic, believing that Rovagug would escape and destroy the world. * Became disgusted with the 'weakness' of the faith of Sarenrae after tribesmen who had been captured and had allegedly repented and were set free once again rose in the name of Rovagug, massacring innocent imperial citizens. * Converted to the faith of Gorum (practiced by Kellid Mercenaries serving in the army), believing that strong military might was the only answer. * Became renowned as a warrior and healer, but eventually was discharged from the army for executing prisoners. * Wandered the world travelling as a mercenary (often with Kellids) until he found himself in Restov, looking for mercenary work. Suli Gestalt Ranger/Oracle Suli Race Details:
+2 Strength, +2 Charisma, –2 Intelligence: Sulis are brawny and charming, but slow-witted. Mostly Human: A few ifrits, oreads, sulis, sylphs, and undines have appearances much closer to those of their human ancestors; in fact, they may not even realize their true race. Such geniekin appear to be human, save perhaps minor features like unusual eye color, and they count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These geniekin do not automatically gain their associated elemental language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the geniekin’s type, subtype, and languages. Medium: Sulis are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Sulis have a base speed of 30 feet. Low-Light Vision: Sulis can see twice as far as humans in dim light. Negotiator: Sulis are keen negotiators, and gain a +2 racial bonus on Diplomacy and Sense Motive checks. Energy Strike (Su): A suli with this racial trait has a stronger connection to one energy type than to the other three used by sulis. Choose one energy type: acid, cold, electricity, or fire. The suli’s elemental assault ability can only deal energy damage of this type. The suli has resistance 5 to this energy type and no racial resistance to the other three types. While her elemental assault is active, the suli gains an additional ability based on the chosen energy type. Earthfoot (acid): Whenever the suli moves through difficult terrain related to earth and stone (rubble, mud, sand, and so on), she may move through 5 feet of that difficult terrain each round as if it were normal terrain. This allows the suli to take a 5-foot step into that difficult terrain. Other kinds of difficult terrain (ice, caltrops, foliage, and so on) affect the suli normally. Languages: Sulis begin play speaking Common Class A: Ranger
Faithful (Gorum) Style:
Faithful (Gorum)
Source Inner Sea Combat pg. 11 If the ranger selects faithful (Gorum), he can choose from the following list whenever he gains a combat style feat: Cleave, Improved Bull Rush, Power Attack, and Shield of Swings. At 6th level, he adds Cleaving Finish and Vital Strike to the list. At 10th level, he adds Death or Glory and Improved Vital Strike to the list. Class B: Oracle
=================================================================== HP: 14 (1d10 + 4 CON)
=================================================================== Combat Melee: (+1 BAB, +5 STR)
Ranged: (+1 BAB, +2 DEX)
Combat Gear: (300 gp starting, 266 lbs capacity medium)
Total 176 gp. =================================================================== Traits, Feats, & Class Choices Traits:
Drawback:
Feats
Possible Feat Plan:
2nd level: (ranger style) Cleave 3rd level: Selective Channel 3rd level: (oracle revelation) Channel Energy 3rd level: (ranger bonus) Endurance 5rd level: Boon Companion 5th Bonus: 6rd level: (ranger style) Vital Strike 7 Quicken Spell 9 Devastating Strike 10 (ranger) Improved Vital Strike 11 Heavy Armor Proficiency 11 (oracle Revelation) Energy Body 13 Extra Lay On Hands 14 (ranger) Cleaving Finish 15 Extra Channel 15 (oracle Revelation) 17 Greater Vital Strike 18 (ranger) Death or Glory Favored Enemy:
=================================================================== The Ranger's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str). Dungeon Rover Adds Disable Device and Knowledge (engineering). The Oracle's class skills are Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). Adventuring Skills:
Diplomacy: +11 (1 ranks, +5 CHA, +3 Class, +2 Race)
Background Skills:
Handle Animal +9 (1 ranks, +5 CHA, +3 Class)
=================================================================== Magic Suli Racial Ability: Energy Strike 1/day: +1d6 acid damage to attacks for 1 round. 1st level Revelation: Healer's Way 6/day heal 1d6 (as lay on hands)
Healer's Way:
Healer’s Way (Su): A Pei Zin practitioner combines alchemy, acupuncture, and divine magic to heal wounds by touch. She can use this ability a number of times per day equal to 1 + her Charisma modifier. With one use of this ability, she uses positive energy to heal the target of 1d6 hit points for every 2 oracle levels she has. Using this ability is a standard action unless the oracle targets herself, in which case it is a swift action. Using this ability requires only one free hand. This ability counts as a paladin’s lay on hands ability for the purposes of feats, spells, and effects that work with that class feature when it is used for healing purposes. Unlike lay on hands, this ability cannot be used to harm undead.
This ability replaces the revelation gained at 1st level. Oracle Spells Per Day: 1st Level: 5 Oracle Spells Known:
1st Level (2+1B) DC 16: barbed chains, cure light wounds (B), divine favor Possible Spell Plan:
2nd level (2+1B+1M+2C+1FCB=7) DC 17: burst of radiance, bull's strength, cure moderate wounds (B), lesser restoration (M), levitate (C), minor image (C), silence 3rd Level (1+1B+1M=3) DC 18: cure serious wounds (B), dispel magic, neutralize poison (M) 7th Level: communal resist energy, boneshaker, communal protection from evil, liberating command
Wild Empathy: +6 =================================================================== Miscellaneous Gear: |