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Jeggare Noble

"The Blue Rajah"'s page

258 posts. Alias of Javell DeLeon.


Full Name

"The Blue Rajah"

Race

Human

Classes/Levels

Cleric 2; AC 15; Hp's 15/15

Gender

Male

Size

6', 190lbs

Age

23

Alignment

LG

Deity

Sarenrae

Languages

Common, Infernal

Occupation

Healer

Strength 12
Dexterity 12
Constitution 12
Intelligence 12
Wisdom 17
Charisma 14

About "The Blue Rajah"

Blue Rajah:

"THE BLUE RAJAH" CR 1/2
Male Human Cleric 1
NG Medium Humanoid (Human)
Init +1; Senses Perception +5
--------------------
DEFENSE
--------------------
AC 15, touch 11, flat-footed 14. . (+4 armor, +1 Dex)
hp 15 (1d8+5+2Con)
Fort +5 (+2base/+1con/+2feat)
Ref +1 (+0bs/+1dex)
Will +5 (+2base/+3will)
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Club +2 (1d6+1/20/x2) and
. . Scimitar +2 (1d6+1/18-20/x2)
Special Attacks Sun's Blessing +2
Cleric Spells Known (CL 2, 2 melee touch, 2 ranged touch):
1 (3/day) Comprehend Languages (DC 14), Bless, (D)Cure Light Wounds (DC 14),
0 (at will) Resistance (DC 13), Stabilize, Detect Magic, Enhanced Diplomacy
--------------------
STATISTICS
--------------------
Str 12, Dex 12, Con 12, Int 12, Wis 17 (+2 @ 1st), Cha 14
Base Atk +1; CMB +2; CMD 13
Feats Great Fortitude, Extra Channel
Traits Ambassador, Courageous (Ex)
Skills: +8rnks, 2+FC = 10
Diplomacy +9 (+2rnk/+2chr/+3cs/+2trait)
Heal: +7 (+1rnk/+3wis/+3cs)
Knowledge: (History) +5 (+1rnk/+1int/+3cs)
Knowledge: (Religion) +5 (+1rnk/+1int/+3cs)
Linguistics +5 (+1rnk/+1int/+3cs)
Perception +5 (+2rnk/+3wis)
Sense Motive +8 (+2rnk/+3wis/+3cs)
Survival +3

Languages Common, Infernal, Orc
SQ Aura (Ex), Cleric Channel Positive Energy 1d6 (7/day) (DC 12) (Su), Cleric Domain: Restoration, Cleric Domain: Sun, Restorative Touch (6/day) (Su), Spontaneous Casting
Combat Gear Chain Shirt, Club, Scimitar;
Other Gear
Backpack, Masterwork (2 @ 5.46 lbs)
Rations (x2)
Holy symbol, wooden: Sarenrae
Waterskin
Sunrod (x1)
Holy water (x1)
Potion of CLW (x1)

221gp

-------------
DOMAIN
-------------
Restoration Subdomain

Associated Domain: Healing.

Replacement Power: The following granted power replaces the rebuke death power of the Healing domain.

Restorative Touch (Su): You can touch a creature, letting the healing power of your deity flow through you to relieve the creature of a minor condition. Your touch can remove the dazed, fatigued, shaken, sickened, or staggered condition. You choose which condition is removed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Replacement Domain Spells: 2nd—remove disease, 4th—neutralize poison, 5th—break enchantment.

Healer's Blessing (Su): At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.

Domain Spells: 1st—cure light wounds, 2nd—remove disease*, 3rd—cure serious wounds, 4th—neutralize poison*, 5th—break enchantment*, 6th—heal, 7th—regenerate, 8th—mass cure critical wounds, 9th—mass heal..

______________________________________________________________________

Sun Domain

Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.

Sun's Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.

Nimbus of Light (Su): At 8th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal to your cleric level. This acts as a daylight spell. In addition, undead within this radius take an amount of damage equal to your cleric level each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive.

Domain Spells: 1st—endure elements, 2nd—heat metal, 3rd—searing light, 4th—fire shield, 5th—flame strike, 6th—fire seeds, 7th—sunbeam, 8th—sunburst, 9th—prismatic sphere.

--------------------
SPECIAL ABILITIES
--------------------
Ambassador Your natural abilities at mediation and compromise manifested at a young age. For as long as you can remember, you were always more able to solve disputes and carefully settle violent disagreements than others. You gain a +2 trait bonus to Diplomacy
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Channel Positive Energy 1d6 (7/day) (DC 12) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Restoration Associated Domain: Healing
Cleric Domain: Sun Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.
Courageous +2 save vs. fear.
Restorative Touch (6/day) (Su) Remove the dazed, fatigued, shaken, sickened, or staggered conditions by touch.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Sun's Blessing (Su) +1 to channel positive energy's damage to undead.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
--------------------

Background:

Rajah is a good natured fellow, more often than not with a smile on his face. Which is ironic considering he was raised by parents who worshipped Asmodeus. Strange huh? Living in Korvosa and pretty much raised in a family of devil worshippers, how in the world did he wind up becoming a follower of Sarenrae? Only he knows. And he also knew that following Asmodeus was never his calling, never something he chose to be a part of. He also never speaks of this. It is past. Because of such a life, there is very little that disturbs Rajah.

Put simply: When he was old enough, Rajah left. Put in other words: The first chance he got, he escaped from his living nightmare. Either way you want to look at it, he removed himself from a terrible situation and eventually found passage on a caravan on its way out of town. Initially, they didn't care to pick up another. That was mainly because that just equaled more mouths to feed. But Rajah was able to convince them to take him on. He's always had a way with words. Well, it's worked for him more often than not, anyway. He gave them what little coin he had but being a novice healer(can't ever have too many of those) didn't hurt his cause either. They eventually made it to Kaer Maga, where things would turn a little more interesting(unbeknowst to him, of course).

Description:

Rajah is 23 years old, 6' tall, and about 190lbs. He's clean shaven with shoulder length brown hair that he typically keeps in a ponytail which happens to match his brown eyes. He tends to dress as fashionable as he can, when possible. Unfortunately, it's not as often as he would like. He's also quite the friendly fellow, having never met a stranger. With his past being what it is, Rajah manages to keep a smile on his face more often than not. Probably because he no longer lives such a life. But even during trying times, he tends to remain on an even keel, knowing that whatever happens...will happen.

Rajah info:

You arrived in Kaer Maga only four days ago, but already you've decided to make a home here. It is not the diversity of beliefs or general acceptance of any and all that appeals to you, but rather the pressing realization that this city is in desperate need of someone with your abilities.
You've naturally ended up in the Warrens, the neighborhood where Kaer Maga's poorest residents have made their home. The reason for your stay there is the abnormally high miscarriage or birth defect rates of the women of the Warren. While this has been an issue for decades in the Warren, you feel compelled to do your part to remedy the situation.

Unfortunately, not all are enthusiastic about your assistance. Mother Millie, owner and proprietor of "Little Treasures," a workhouse for children with deformities. It has come to your attention that she has encouraged the women of the Warrens to avoid your makeshift clinic. You've tried to meet with her, to clear up any miscommunication or issues, but she has been unavailable or unwilling to make time for you.

It's the third time you've tried to meet with her, and once again, she won't see you. Instead, she sends one of her lackeys to give you a message. Apparently, the Church of Pharasma has requested aid and reached out to Millie to see if any of her charges would be appropriate. Millie has decided that if you can handle this matter for the Church, she will make time for you. The lackey, a small boy with only one leg and a stump for an arm, hands you an envelope with your instructions - you are to be at the Godsmouth Cathedral in the Bottoms at midnight tonight.

How he came by his name:

Rajah actually has a real name. He just never uses it, nor does he ever plan to. Because of his parents involvement in a lifetime of such heinous acts, he wanted no part of his name to be associated with them. Believing what's done is done, he feels there is no point in speaking about it. Plus, the shame is too great. Ergo, "The Blue Rajah". Even though he's not a Rajah, nor does he wear anything blue. :)

Channel's/Rebuke death used:

Channel
Total = 7; 3/7 used

Dice:

[ooc]Channel Energy(vs. Undead)[/ooc] [dice]1d6 + 1[/dice]

[ooc]Channel Energy[/ooc] [dice]1d6[/dice]

[ooc]Diplomacy:[/ooc] [dice]1d20 + 9[/dice]

[ooc]Heal:[/ooc] [dice]1d20 + 7[/dice]

[ooc]Knowledge: (History)[/ooc] [dice]1d20 + 5[/dice]

[ooc]Knowledge: (Religion)[/ooc] [dice]1d20 + 5[/dice]

[ooc]Perception:[/ooc] [dice]1d20 + 5[/dice]

[ooc]Sense Motive:[/ooc] [dice]1d20 + 7[/dice]

[ooc]Survival [/ooc] [dice]1d20 + 3[/dice]

[ooc]Scimitar:[/ooc] [dice]1d20 + 2[/dice]
[ooc]Damage:[/ooc] [dice]1d6 + 1[/dice]

[ooc]Club:[/ooc] [dice]1d20 + 2[/dice]
[ooc]Damage:[/ooc] [dice]1d6 + 1[/dice]


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