Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Jeggare Noble

"The Blue Rajah"'s page

258 posts. Alias of Javell DeLeon.

Full Name

"The Blue Rajah"




Warpriest 4




6', 190lbs








Common, Infernal



Strength 12
Dexterity 12
Constitution 12
Intelligence 12
Wisdom 18
Charisma 14

About "The Blue Rajah"


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 worshiped Zon-Kuthon. Strange huh? Living in Korvosa and raised in a family who worshiped the Dark Prince, how in the world did he wind up becoming a follower of Sarenrae? Only he knows. And he also knows that following in those footsteps was never something he wanted to be a part of. He also never speaks of his past for obvious reasons.

So when he was able, Rajah left. To be more blunt: He got the heck out of dodge at the very first opportunity. Once he finally managed to esca... or rather "carefully remove himself" from such a terrible situation he found passage on a caravan heading straight out of town. He didn't care where. "Anywhere but here" was the perfect destination as far as he was concerned. Of course, they really had no desire to pick up another due to the simple fact that equaled another mouth to feed. But Rajah - born with an demeanor that seems far too upbeat for what he's been through - was able to convince them to take him on. He's always had a way with words. Well, it's worked for him so far, anyway. He gave them what little coin he had and being one who had a knack for the healing arts didn't hurt his cause either.

Yet, eventually they would dump him off and continue on their way. But, he would eventually find another traveling lot and make his way aboard that one. It became a theme for him over the course of a year. Eventually, he found himself off the west coast of Garund. Having to cross the Arcadian Ocean to get there, Rajah found a fantastic thrill in boat travel he never knew existed. Many sailors recommended Port Peril if he was interested in seafaring so he was determined to get there, even though the name itself appeared foreboding.

But Rajah would not be deterred. He joined the first ship he could and has never looked back. Who would expect a priestly man from as far north as Varisia make his way as far south as the Shackles? And why would he even want to? is a question many were asking. Those are questions Rajah expected. But what he didn't expect was the hidden gang of ruffians who happened to be watching him carefully and waiting. They needed recruits and they figured he would work out just fine... or not. Only time will tell.


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.

How he came by his name:

Rajah actually has a real name. He just never uses it, nor does he ever plan to. Mainly out of respect for his parents regardless of how he felt about the life he was brought up in. He simply wants no part of his name to be associated with such. And knowing there is nothing that can be done about it anyway, he feels there is no point in speaking about it. So even though he keeps a pleasant demeanor about him, it will always remain a deep wound for him. Ergo, "The Blue Rajah". Even though he's not a Rajah, nor does he wear anything blue.

Blue Rajah
Male human warpriest of Sarenrae 4
NG Medium humanoid (human)
Init +1; Senses Perception +4
AC 19, touch 11, flat-footed 18 (+5 armor, +1 Dex, +3 shield)
hp 30 (1d8+15+4con+3fc)
Fort +6 (+4base/+1con/+1cloak)
Ref +5 (+1base/+1dex/+1cloak/+2feat)
Will +9 (+4base/+4wis/+1cloak)
Speed 30 ft.
Melee +1 scimitar +6 (1d6+2/18-20)
Special Attacks Blessings 5/day (Healing: fast healing, powerful healer, Sun: blinding strike, cleansing fire), channel positive energy 3/day (DC 17, 1d6), fervor 6/day (1d6), sacred weapon (+1 1d6, 4 rounds/day)
Warpriest Spells Prepared (CL 4th; concentration +8)
. . 2nd—bear's endurance, bull's strength
. . 1st—ant haul (DC 15), burning disarm (DC 15), protection from evil, remove sickness (DC 15)
. . 0 (at will)—create water, enhanced diplomacy, mending, purify food and drink (DC 14)
Str 12, Dex 12, Con 12, Int 12, Wis 18(+1@4th), Cha 14
Base Atk +3; CMB +4; CMD 15
Feats Extra Channel, Lightning Reflexes, Selective Channeling, Shield Focus(Warpriest bonus 3rd), Weapon Focus (scimitar)(Warpriest bonus 1st)
Traits Ambassador, Ship's surgeon
Skills 16rnks; 1fc
Climb +5: (+1rnk/+1str/+3cs)
Craft (carpentry) +8: (+1rnk/+1int/+3cs/+2mwk tools/+1trait)
Craft(Ships): +3 (+1rnk/+1int/+3cs/-2 improvised tools)
Diplomacy +11: (+4rnk/+2cha/+3cs/+2trait)
Heal +11: (+1rnk/+4wis/+3cs/+1trait/+2healer's kit)
Knowledge (engineering) +5: (+1rnk/+1int/+3cs)
Knowledge (religion) +5: (+1rnk/+1int/+3cs)
Profession (sailor) +10: (+3rnk/4wis/+3cs)
Sense Motive +8: (+1rnk/+4wis/+3cs)
Spellcraft +5: (+1rnk/+1int/+3cs)
Survival +8: (+1rnk/+4wis/+3cs)
Swim +5: (+1rnk/+1str/+3cs)
Languages Common, Infernal
Gear +1 mithral chain shirt, darkwood heavy wooden shield, +1 scimitar, cloak of resistance +1, Mwk backpack, potion of cure light wounds (x3), healer's kit, oil (x5); bullseye lantern, waterproof; flint and steel, masterwork artisan's tools(Craft carpentry), Shaving Kit(mirror, shaving powder (x50), straight razor, shaving brush, shaving cup, whetstone); tindertwig (x20), waterskin, 32 gp
Special Abilities
Blessings (5/day) (Su) Pool of power used to activate Blessing abilities.
Extra Channel (2/day) If a warpriest with the ability to channel energy takes this feat, he gains four additional uses of fervor per day, but can use them only to channel energy.
Fervor (1d6, 6/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Sacred Weapon +1 (4 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Selective Channeling When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.
Warpriest Channel Positive Energy 1d6 (3/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.

Healing Blessing
Powerful Healer (minor): At 1st level, you can add power to a cure spell as you cast it. As a swift action, you can treat any cure spell as if it were empowered (as the Empower Spell feat), causing it to heal 50% more damage (or deal 50% more damage if used against undead). This ability doesn't stack with itself or the Empower Spell feat.

Fast Healing (major): At 10th level, you can touch an ally and grant it fast healing 3 for 1 minute.


Sun Blessing
Blinding Strike (minor): At 1st level, you can create a flash of sunlight in the eyes of one of your opponents. The target is blinded for 1 round. If it succeeds at a Reflex saving throw, it's instead dazzled for 1 round. Creatures with light blindness or light sensitivity take a –4 penalty on this saving throw. This is a light effect. Sightless creatures are unaffected by this ability.

Cleansing Fire (major): At 10th level, you can touch a weapon and grant it either the flaming or undead-bane weapon special ability for 1 minute. If you spend two uses of your blessing when activating this ability, the weapon can have both special abilities.

Blue Rajah(Cleric):

"The Blue Rajah"
Male human cleric of Sarenrae 1
NG 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.



[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]

©2002–2016 Paizo Inc.®. Need help? Email or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.