![]()
About Bahir al-Asim Abdul ShihabMale Human(Garundi) Paladin 14
DEFENSE AC 29, touch 12, flat-footed 28
OFFENSE Spd 20 ft. Melee
Ranged Space 5 ft.; Reach 5 ft. STATISTICS Str 14, Dex 12, Con 12, Int 10, Wis 9, Cha 22 (Sarenrae blessed him with +1 permanent wisdom for his faith)
Feats: Weapon focus (scimitar), Critical Focus, Dazzling display, Persuasive, Additional Mercy (sickened), Shatter Defenses, Greater Mercy, Ultimate Mercy Traits: Missionary: Spoiler:
You’ve spent much of the last several years serving your faith, and the conviction and dedication to
your church has impressed many. Perhaps you’ve donated much of your personal wealth or time to serving the church, or you’re the child of a powerful or well-loved member of the church, an orphan raised by the church, or a foundling with a strange birthmark that bears more than a passing resemblance to your faith’s holy symbol. The faith has long supported you, and you are eager to repay the church in some way. In Katapesh, the establishment of a new village is always cause for interest to the nation’s churches, as establishing new temples in villages is an excellent way to expand upon the church’s resources and bring in more faithful. If the Pactmasters’ plans to revitalize and rebuild Kelmarane are successful, the village will need a temple, and your faith is keenly interested in being represented there. This campaign trait is particularly suited to worshipers of Sarenrae, as Kelmarane was founded near an old monastery dedicated to the Dawnflower, and reconsecrating that monastery is of great interest to Sarenrae’s church. Furthermore, a temple dedicated to her once stood in Kelmarane itself, but it has long since fallen into ruin; whispers among the religion tell that the church’s old pastor may have fallen from grace and may even have been part of the cause of the hard times that befell the village. You’ve joined Garavel’s band in hopes of helping to establish a new temple in the soon-to-be revitalized village. You’ve been selected for your dedication to the church and your strong social graces—pick one of the following skills: Bluff, Diplomacy, Intimidate, Knowledge (religion), Perform (any), or Sense Motive. You gain a +1 trait bonus on checks using that skill, and it is always considered a class skill for you. Strength of the Sun: Spoiler:
(Sarenrae): You take solace in the
purifying light of the sun. During the day, you gain a +1 trait bonus on all Charisma-based checks. Spells: (5x1st level) Hero's Defiance x2, Endure Elements (cast), Divine Favor, Detect Undead
Lay hands on 14/day for 7d6 healing (+1d6 if no mercy healed) (1 used) Smite Evil 5/day (0 used) Divine Bond 3/day for 14 minutes (1 used)(add 4 points of the following: axiomatic (1-point), brilliant energy (4-points), defending (1-point), disruption (2-points), flaming (1-point), flaming burst (2-points), holy (2-points), keen (1-point), merciful (1-point), and speed (3-points)) Skills: Diplomacy +24(+25)* (13 ranks), Handle Animal +9(+10)* (1 rank), Intimidate +23(+24)* (11 ranks), Knowledge (Religion) +17 (13 ranks and +1 from Vardishal), Ride +5 (1 rank), Fly +4 (or -2 with armor and shield penalties) (3 ranks)
Languages: Common
Vardishal: Spoiler:
The spirit of Vardishal is within you. For the most part this has no effect, but his thoughts may appear in your conscious as certain events occur providing guidance, warnings, etc. You cannot control it, though you did gain a +1 bonus on all intelligence-based skill checks due to the extra memories that pop into your head now and then. Based on Vardishal's knowledge, I would allow Knowledge(Planes) and Knowledge(History) to be used with just this +1. Knowledge(Local) and Knowledge(Nobility) when related to the plane of fire. You gained this after being infused with his essence in the basement of the Monastery. It is Vardishal that guided you to the courtyard in the Monastery where he weapon was buried. You can sense the presence within you, his alignment is (was?) Chaotic Good.
His weapon, the tempest, is a high powered magical weapon that will reveal abilities as you level. Currently it is just a +1 Frost weapon. Technically it is a standard action to activate the frost ability, but since it is the only ability for this weapon (at least currently) and there doesn't appear to be any penalty for leaving it activated as it doesn't harm you, I haven't worried about it. The weapon has 5 advancements in total. So far you have two of them, +1 and Frost. You will obtain the next three advancements at 8th, 10th, and 12th level. When you wield the weapon, a patchy, uneven growth of mold appears on your weapon hand up to your elbow. The mold goes away when you put the sword away and does not harm you in any way. It is strictly for fluff and has no game effect.
History:
As far as his martial prowess was concerned his instructors saw him as passable but what caught them off-guard was the presence and charisma of this young man. He seemed to glow with energy at morning prayers. Even the strictest of taskmasters found themselves smiling and changing their regular practices to accommodate him as if they wished to bask in Bahir's exuberance. He seemed to take naturally to learning the basic tenets of Sarenrae but often the deeper meanings were a mystery to him. The priests would just shake their heads and say that the way of the cleric was obviously not for him. After three years, the paladins greatly pleased with their new protege, he was sent back to stand with the Dawn Vigil and watch over Solku. A task to which he took to with great relish. However, a life of facing down the evils that had previously haunted Solku was not to be realized by him. The Dawn Vigil had done a good job at ridding the area of most threats in his absence and he stood now as little more than a glorified guard. Knowing he was new to the order he pushed his own desires aside and tried to excel at his given duties with the one exception of night patrol. He hated night patrol! ....and it was obvious to any that were with him. Finally, a order came down that he was to accompany and protect a priest named Mah'ysa going to Kelmarane. This was his chance to truly fulfill his duty! Apparently the Pactmasters’ wanted to revitalize and rebuild Kelmarane and if successful, the village will need a temple, and it would be Sarenrae's. It was a challenge to convince his superior to give him details that were oft not repeated amongst the followers of Sarenrae but he had a way of getting people to talk. It seems, that Kelmarane was founded near an old monastery dedicated to the Dawnflower, and that reconsecrating that monastery would be a focus of his mission. This village once held the southern end of a trade route between Katapesh and Osirion, but it fell upon hard times and has lain abandoned for years. Rumors also had it that a temple dedicated to her once stood in Kelmarane itself, but it has long since fallen into ruin; and whispers tell that the church’s old pastor may have fallen from grace and may even have been part of the cause of the hard times that befell the village. Supposedly, the 'Carrion King' was currently ruling over the gnolls in the area and would likely need to be removed. They would see the Dawnflowers name praised and light brought once again to this dark corner of the world he was to visit. Unconsciously, his Garundi blood quickened at the thought of settling a new area... Description:
Legacy of Fire map link: map Adventure's so far...zoomackulassLegacyOfFire Quotes:
"This palace is accursed, an inescapable trap devised by the grand vizier of the sultan's court. I have not the time to tell my tale, though a tale worth telling it is, but I too am a victim of this eternal prison and grow weary of its confines. We will speak again. If you would be free, then heed my words well, for we may each hold the key to the other's escape."
"The secret of the brass ship is in the divine fire that guides its way. Light the prow or the waiting post with the flame that cannot be quenched." "An eye of brass was forged of old to grace the grand sultan's court. This eye could pierce the veils of secrecy, distance, and time with its impossible gaze to bring the grand vizier of the grand sultan tidings for his master's ear. This Impossible Eye is that which binds us even now, but it was stolen and now lies within these very walls, the cause of out imprisonment and the means of our escape." "The Impossible Eye is what you should seek, not for treasures buried deep. This passage leads not to the eye of brass where our destinies lie, but only to certain defeat." |