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About Baahir SaberBaahir Saber
Blessed Touch (Faith):
Benefit(s): You heal 1 additional point of damage when using lay on hands, channeling energy, or casting a cure spell. Envoy of Healing (Religion):
Requirement(s) Sarenrae You strive to spread the Dawnflower’s message of kindness and compassion throughout the land, no matter how dangerous the road may be. Whenever you use channel energy, fervor, or lay on hands to heal a living creature, you can reroll any healing die roll that results in a natural 1 (you must use the new result). Switched at Birth (Race):
Requirement(s) Changeling You were traded for another child in infancy and remained unaware of your origin as a changeling until some recent tragedy revealed the truth. Now the guilt of knowing you live because another child met a horrible fate haunts you and drives you to push forward in that child’s name. Once per day, you can attempt a Will saving throw in place of a Fortitude saving throw against a spell, effect, or condition. Witch Burner (Personal Campaign) (Based on Monster Hunter):
In your past something happened to you or someone you cared about, at the hands of a hag or other evil spellcaster. You have since devoted yourself to wiping out similar monsters while hunting down the one that caused your trauma. Turning magic against magic your leave nothing but ashes and the charred corpses in your wake. Due to your training, you gain a +1 trait bonus on attacks and damage that deal fire damage against evil spellcasters and hags. --- Monster Hunter: Perhaps you came to the Varisian Gulf in search of the Sandpoint Devil, or maybe you followed fisherman’s tales of Old Murdermaw— regardless, you’ve ventured through Varisia to hunt down famous monsters. While they have all eluded you so far, you made it to Sandpoint to research and restock before heading back out into the wilderness. Because of your training, you gain a +1 trait bonus on attack rolls and weapon damage rolls against aberrations and magical beasts. Scarred (Drawback):
An injury left you horribly, visibly scarred, making it more difficult for you to hide your true face, and also making most people distrustful of you merely due to your appearance. You take a –5 penalty on Disguise checks and a –2 penalty on Bluff checks. -------------------- Feats -------------------- Deific Obedience (Archetype):
Prerequisites: Knowledge (religion) 3 ranks, must worship a deity. Benefit: Each deity requires a different daily obedience, but all obediences take no more than 1 hour per day to perform. Once you’ve performed the obedience, you gain the benefit of a special ability or resistance as indicated in the Obedience entry for the god to whom you performed the obedience. If you have at least 12 Hit Dice, you also gain the first boon granted by your deity upon undertaking your obedience. If you have at least 16 Hit Dice, you also gain the second boon. If you have 20 Hit Dice or more, you also gain the third boon. Unless a specific duration or number of uses per day is listed, a boon’s effects are constant. If you have levels in the evangelist, exalted, or sentinel prestige classes, you gain access to these boons at lower levels as a benefit of your prestige class. If you have no levels in one of these prestige classes, you gain the boons marked as exalted boons. If you later take levels in sentinel or evangelist, you lose access to the exalted boons and gain access to the new boons appropriate to your class. If you ever fail to perform a daily obedience, you lose all access to the benefits and boons granted by this feat until you next perform the obedience. ---
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Dervish Dance (Background):
Prerequisites: Dexterity 13, Weapon Finesse, Perform (dance) 2 ranks, proficient with scimitar. Benefit: When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The scimitar must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand.
Divine Fighting Technique: Sarenrae's Mercy (Domain Power):
Initial Benefit: You take no penalty on attack rolls for using a scimitar to deal nonlethal damage. If your attack with the scimitar would normally deal additional damage (such as via sneak attack, the flaming weapon special ability, or the like), this additional damage can be nonlethal damage. You can also alter spells with the fire, good, or light descriptor and inflict spells so that the damage they deal is nonlethal damage instead. You can choose to apply this effect as the spell is cast. Advanced Prerequisites: Great Fortitude, Weapon Focus (scimitar), Heal 10 ranks. Advanced Benefit: Once per round as you strike a foe with a weapon and deal nonlethal damage with that attack, you regain 1d6 hit points as the warmth of Sarenrae’s approval and the conviction that you are doing the right thing to minimize suffering infuses your body and soul. If the attack that dealt nonlethal damage was from a scimitar, you instead regain 2d6 hit points. You can gain the benefit of this healing only once per round, regardless of how many successful attacks you make with the weapon.
Extra Channel (Archetype):
Prerequisite: Channel energy class feature. Benefit: You can channel energy two additional times per day.
Purifying Channel (Level 1):
Prerequisites: Cha 15, Selective Channeling, channel energy class feature. Benefit: When you channel positive energy to heal, one creature that you exclude from your channeling takes an amount of fire damage equal to the die result you roll for healing, and is dazzled for 1 round by the light of these flames. A successful saving throw against your channel energy halves the fire damage and negates the dazzled effect.
Selective Channeling (Human):
Prerequisites: Cha 13, channel energy class feature. Benefit: 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.
Weapon Finesse (Feat Tax):
Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. -------------------- Special Abilities -------------------- Channel Angelfire (Su) When channel positive energy, non-good targets dazzled 1 rd (no save). Cleric (Angelfire Apostle, Divine Paragon) Domain (Fire) Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn. Cleric (Angelfire Apostle, Divine Paragon) Domain (Heroism) Cleric Channel Positive Energy 2d6+1 (8/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Darkvision (60 feet) You can see in the dark (black and white only). Deific Obedience Purify yourself daily to prove devotion to a deity and gain benefits. Dervish Dance Use Dex modifier instead of Str modifier with scimitar Devoted Domain (Cleric [Angelfire Apostle, Divine Paragon] Domain [Fire]) Gain domain powers of only one domain, and obediences gained earlier. Divine Brand (Ex) Brand appears on body which can be used as holy symbol. Divine Fighting Technique (Sarenrae's Mercy) No pen using scimitar to deal nonlethal. [fire], [good], or [light] spell can be cast as nonlethal. Advanced: 1/rd deal nonlethal heals self 1d6 (2d6 if scimitar). Fire Bolt 1d6+1 fire (5/day) (Sp) As a standard action, ranged touch attack deals fire dam to foe in 30 ft. Purifying Channel Burn a foe when you heal allies. Selective Channeling Exclude targets from the area of your Channel Energy. -------------------- • Description: Baahir is of Garundi descent. His bronze skin is badly scarred from severe burns, causing him to typically cover his face and grey right eye. The wounds also burned off the entirety of his hair which no longer grows back. As the burns healed the scarring on his chest took the form of the sacred ankh of Sarenrae which he proudly displays through his modified Orsirian mail. • Personality:
• Quirks& Flaws:
• Background:
• Element: Fire
• Plothooks:
• Important NPC:
• Preferred Terrain
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• Languages:
Prologue/Story:
“It was the lightning…,” says the masked figure as he sits down at the bar. He gestures towards the bartender, who pours a bright orange liquor into a small glass. Alongside each stool is a peg where patrons have all hung white scarves and helmets, the man adds his scarf and mask before downing the drink. “…or so they say.” He finishes as his one good eye stares into his reflection on the bottles lining the wall. ~
“How is he alive?”
…but the healer placed her hands over my ears and shooed away the observers. The motherly woman was named Net Arrasene, and over the next few months she healed nearly all my burns, leaving only my face and chest scarred. When I was able to walk again, I asked to be brought to the ruins of my home. The charred pile of wood and stone had been untouched, the villagers feared it was cursed…and I agree. I dug through the rubble but found only stringy grey hairs strewn about. It was when we heard an evil cackle from nearby that I crumpled to the floor, engulfed in flames once again…And yet, Net did not flee. Instead, she knelt beside me and wrapped her arms around my body, paying no mind to the flames. It felt like an eternity but within moments the fire was absorbed by the scars on my chest and she was unharmed by the flames. “Do not fear the fire, child. The Healing Flame is within you now…It will push out the foul taint of the coven.” Later she would explain that she was once a member of the Cult of the Dawnflower and explained the truth about what happened to my family and sister. With my power and my adamance to find her, she sent for me to join the Dawnflower cultists and hone my supernatural connection with fire. ~ He finished his drink and motioned to the two anchorites next to him. They all put on their gear and wrapped their scarves around their helmets before paying the bartender, the gold coins were marked with the ankh of Sarenrae. “Time to hunt.”
As they marched into the night their scimitars glowed with the light of the sun, like a beacon.
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