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Jeggare Noble

"The Blue Rajah"'s page

258 posts. Alias of Javell DeLeon.

Full Name

"The Blue Rajah"




Cleric 1; AC 14; Hp's 9/9




6', 190lbs








Common, Infernal



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

About "The Blue Rajah"

Blue Rajah:

"The Blue Rajah"
Male human cleric of Sarenrae 1
LG Medium humanoid (human)
Init +1; Senses Perception +3
AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 9 (1d8+1)
Fort +5 (+2base/+1con/+2feat)
Ref +1 (+0bs/+1dex)
Will +6 (+2base/+3will/+1trait)
Speed 30 ft.
Melee club +1 (1d6+1) or
. . scimitar +1 (1d6+1/18-20)
Special Attacks channel positive energy 5/day (DC 12, 1d6 [+1 vs. undead]), sun's blessing
Domain Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—rebuke death (1d4)
Cleric Spells Prepared (CL 1st; concentration +4)
. . 1st—bless, cure light wounds[D], protection from evil
. . 0 (at will)—detect magic, guidance, stabilize
. . D Domain spell; Domains Healing, Sun
Str 12, Dex 12, Con 12, Int 12, Wis 17, Cha 14
Base Atk +0; CMB +1; CMD 12
Feats Extra Channel, Great Fortitude
Traits Ambassador, Indomitable Faith (Ex)
Skills: +4rnks, 1FC = 5
Diplomacy +8 (+1rnk/+2chr/+3cs/+2trait)
Heal: +7 (+1rnk/+3wis/+3cs)
Knowledge:(History) +5 (+1rnk/+1int/+3cs)
Knowledge:(Nobles) +5 (+1rnk/+1int/+3cs)
Knowledge:(Religion) +5 (+1rnk/+1int/+3cs)
Perception +3 (+3wis)
Sense Motive +3 (+3wis)
Survival +3 (+3wis)
Languages Common, Infernal
Combat Gear Chain Shirt, Club, Scimitar;
Other Gear

Healing Domain

Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.

Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

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—cure moderate wounds, 3rd—cure serious wounds, 4th—cure critical wounds, 5th—breath of life, 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.

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.
Cleric Channel Positive Energy 1d6 (5/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
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.
Rebuke Death (6/day) (Sp) As a standard action, touch heals 1d4 dam to negative HP target.
Sun's Blessing (Su) +1 to channel damage vs. undead and they don't get channel resistance.



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.

Now, to have it put simply: When he was old enough, Rajah left. To put in a more descriptive manner(yet still simple): 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. Yet, eventually they dumped him off and continued on their way. Unfortunately for him, it wasn't long after that a storm was moving in and he had to find shelter somewhere...


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.

How he came by his name:

Rajah actually has a real name. He just never uses it, nor does he ever plan to. Mainly due to his parents involvement in a lifetime of such terrible acts. He wants no part of his name to be associated with such. Knowing there's is nothing that can be done about it now, 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. :)


[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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