Ganyavesha

Anjali Nejem's page

241 posts. Alias of Anjum.


Full Name

Anjali Nejem

Race

CG Human Oracle 3 (Life Mystery) | AC 13, Touch 11, FF 12 | HP25/25 | INIT: +1; Fort +1, Ref +2, Will +5

Gender

Female

Size

M

Age

20

Alignment

CG

Deity

Sarenrae and Calistria

Location

Katapesh

Languages

Common, Kelish, Gnomish, Ignan

Strength 10
Dexterity 12
Constitution 10
Intelligence 14
Wisdom 14
Charisma 15

About Anjali Nejem

Background:
Anjali Nejem, Troubled Healer

Anjali Nejem was but fourteen when her mother was taken from her. Gnolls came upon Ameena Nejem as she was gathering herbs not too far from their spring home in the verdant Evergrowth of Katapesh. All that Kassif found of his wife that day was her gathering basket soaked in blood, its contents scattered, gnoll tracks crisscrossing the clearing she frequented.

Though Anjali's natural talents begged her to be the next Badawi healer like her mother, that day changed her. Together, father and daughter hunted the band of gnolls for days, tracking them down and picking them off with their crossbows one by one. It was the first time her bolts ever ended a life.

For a year after Ameena's death, Anjali took her mother's place, tending to the sick and wounded. But after increasing raids on their caravans and even more losses, she couldn't bear being in the Evergrowth merely filling her mother's shoes. At fifteen, she and her father Kassif left the tribe, both still distraught, and became part of a caravan that specialized in the discreet transportation of pesh. They found out a few years later that even a highly guarded caravan wasn't immune to gnoll attacks. Only a handful survived.

Kassif was injured protecting his only daughter and retreated to their home in the Evergrowth. Once her father was on the mend, Anjali was restless. Despite her father's pleas to resume her place as a healer, Anjali found herself more determined to face the gnolls head on. Word had been trickling in about another caravan headed by a man named Garavel. Rumor had it that he was heading for Kelmerane and she knew there were many gnolls to be found there. Bidding her beloved father goodbye, Anjali left soon after in search of Garavel to offer her services. What caravan wouldn't want someone with a Badawi's skills and a fair hand at healing to boot?

Description:
Standing at a mere 5'4" with her skin bronzed by the desert sun, Anjali Nejem clearly didn't inherit her father Kassif's great height. Her delicate build favored that of her half Vudrani and half Badawi mother, Ameena, along with lengthy tresses as blue black as a raven's wing. And yet her comeliness, the cut of her lips, the turn of her cheek and that light in her amber eyes, those were all attributed to her father, Kassif. A few amongst the Badawi elders have whispered that with Kassif's unusually good looks, he may just have some jann in his heritage, though they never did find out for sure. One thing was certain, both father and daughter had an uncanny way of speaking to each other in a foreign tongue when standing shoulder to shoulder in a fight.

When she isn't wearing her armor, Anjali prefers the loose, brilliant white garments of the Badawi.

Init +1; Senses Perception +2
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Defense
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AC 13, touch 11, flat-footed 12
hp 25 (1d8 + 1hp)
Fort +1, Ref +2, Will +5
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Offense
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Speed 30 ft.
Ranged Light Crossbow +2 (1d8 19-20/x2; 35gp; 30 bolts, 3gp)
Melee Sickle +1(1d6 ×2; 6gp)
Dagger +1 (1d4 19-20/x2; 1gp)
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Special
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Oracle Curse
In times of stress or unease, you speak in tongues.

Whenever you are in combat, you can only speak and understand the selected language (Ignan). This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language.

Revelations
Channel (Su): You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier.

Energy Body (Su): As a standard action, you can transform your body into pure life energy, resembling a golden-white fire elemental. In this form, you gain the elemental subtype and give off a warm, welcoming light that increases the light level within 10 feet by one step, up to normal light. Any undead creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of positive energy damage + 1 point per oracle level. Creatures wielding melee weapons with reach are not subject to this damage if they attack you. If you grapple or attack an undead creature using unarmed strikes or natural weapons, you may deal this damage in place of the normal damage for the attack. Once per round, if you pass through a living allied creature’s square or the ally passes through your square, it heals 1d6 hit points + 1 per oracle level. You may use this ability to heal yourself as a move action. You choose whether or not to heal a creature when it passes through your space. You may return to your normal form as a free action. You may remain in energy body form for a number of rounds per day equal to your oracle level.

Healing Hands (Ex): You gain a +4 bonus on Heal checks. You may provide first aid to two people or treat two people for poison as a standard action (make a separate Heal check for each creature). When using the Heal skill to treat wounds from caltrops (and so on), treat deadly wounds, treat poison, treat disease, or treat long-term care, you may treat double the normal number of people you may treat at the same time. You may provide long term care for yourself.

Oracle Spells Known (CL 1st)
1st (6/day)— Endure Elements, Doom (DC 13), Cure Light Wounds (1d8 +1/lvl), Detect Undead, Bless
0 (at will)— Create Water, Guidance, Enhanced Diplomacy, Spark, Detect Poison

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Statistics
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Str 10(+0), Dex 12(+1), Con 10(+0), Int 14(+2), Wis 14(+2), Cha 15(+2)
Base Atk +1; CMB 1; CMD 12
Feats
Self Sufficient
Endurance
Extra Revelation

Traits
Gnoll Killer
Genie Blooded

Skills: (4 per lvl + 1 human + 2 int mod = 7)
Craft(perfume) +8, Diplomacy +8, Handle Animal +6, Heal +13, Knowledge Nature +8, Knowledge Religion +7, Perception +3, Sense Motive +8, Spellcraft +7, Survival +10

Languages Common, Kelish, Gnomish, Ignan

Gear & Treasure
Light Crossbow (35gp; 1d8; 19–20/×2; 7lbs - with 30 bolts)
Sickle (6gp; 1d6; x2; 2lbs)
Dagger (2gp; 1d4; 19-20/x2; 1lb)
Leather Armor (10gp; AC +2; 15lbs)
Backpack
Bedroll
Silk Rope (50ft)
Spell Component Pouch
Masterwork Survival Kit
Masterwork Artisan Tool Kit
Hot Weather Outfit
Soap, 2 bars
Charcoal, 2 sticks
Chalk, 2 pcs
Scroll of Expeditious Retreat
Scroll Case
Healing Kit
45g
Gold earring from pugwampi
3 burnt harrow cards
300g worth of gifts from Almah:
Sheer dancing robe (red) with a black veil from Almah
Jewelry from Almah
Purple Desert Hyacinth (DC15 for craft perfume, 30g)
Silver Vase (worth 75g)

1. cyan colored mushrooms whose under-hoods glow like blacklights. She knows these will provide a Musky, aftershave sort of scent to concoctions.

2. ruffly orange lichen with velvety skin. She knows these will provide a pungent rotten egg sort of scent to concoctions.

3. ice-like stalactite crystals which form wherever the rock creature steps. She knows these will provide a camphoraceous mothball like sort of scent to concoctions.

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