Male Human (Keleshite) Cleric 1
NG Medium Humanoid (Human)
Hero Points 1
Init +1; Senses Perception +3
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DEFENSE
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AC 17, touch 11, flat-footed 16. . (+4 armor, +2 shield, +1 Dex)
hp 8 (1d8)
Fort +2, Ref +1, Will +5
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OFFENSE
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Spd 30 ft.
Melee Heavy Shield Bash -2 (1d4+2/20/x2) and
. . Javelin -2 (1d6+2/20/x2) and
. . Scimitar +2 (1d6+2/18-20/x2)
Spell-Like Abilities Fire Bolt (6/day), Rebuke Death (6/day)
Cleric Spells Known (CL 1, 2 melee touch, 1 ranged touch):
1 (2/day) Summon Monster I, Burning Hands (DC 14), Bless
0 (at will) Detect Magic, Mending, Create Water
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STATISTICS
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Str 14, Dex 12, Con 11, Int 10, Wis 16, Cha 12
Base Atk +0; CMB +2; CMD 13
Feats Combat Casting, Extra Channel
Traits Desert Child (desert), Flame of the Dawnflower
Skills Acrobatics -3, Climb -2, Diplomacy +5, Escape Artist -3, Fly -3, Heal +7, Knowledge (Religion) +4, Ride -3, Spellcraft +4, Stealth -3, Swim -2
Languages Common, Kelish
SQ Aura (Ex), Channel Positive Energy 1d6 (6/day) (DC 11) (Su), Cleric Domain: Fire, Cleric Domain: Healing, Hero Points (1), Spontaneous Casting
Combat Gear Chain Shirt, Javelin (3), Scimitar, Shield, Heavy Wooden; Other Gear Backpack (6 @ 12.5 lbs), Bedroll, Case, map or scroll (empty), Flask, Flint and steel, Holy symbol, silver: Sarenrae, Masterwork Holy Symbol of Sarenrae, Pouch, belt (4 @ 2.28 lbs), Rations, trail (per day) (3), Shaving Kit, Twine (50'), Waterskin
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SPECIAL ABILITIES
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Channel Positive Energy 1d6 (6/day) (DC 11) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Fire Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Cleric Domain: Healing Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Desert Child (desert) +4 save vs. hot conditions, +1 save vs. fire.
Fire Bolt (1d6+0) (6/day) (Sp) 30' Ranged touch attack deals 1d6+0 Fire damage.
Flame of the Dawnflower +2 damage with a scimitar on a critical hit.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Rebuke Death (6/day) (Sp) Heal 1d4 damage to creatures at negative HP.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Treasure Carried:
Masterwork Leather armour, +1 dagger
Background:
History:
The sun scorched me. Baked me. Made me what I am today. My life before Sarenrae is ash, burned away in the desert that I had been banished to. I was to die. But the goddess had plans for me.
The blessed sun took from me the pain of my earlier years. I know that I had done something bad, and my clan had banished me. But who they were, and what I had done, well, it is all gone now. An empty vessel the goddess needed, and so I was when she found me. I was barely alive. I have no idea how long I had been staked out on the dunes, but it was long enough that the slightest wind across my burned skin was a torture. My eyes had long since succumbed to the bright desert sun, and all I remember is the darkness calling me. Then I could see again! Just like that! I was nowhere but somewhere that felt safe, and familiar. Nothing around me but a pearly light, and then she appeared. I do not have the words to describe her beauty and power. She spoke to me, and it was like music…like the roar of a blazing fire..like the soft wind blowing though the palm fronds. I cannot remember what she said, but I knew that I was not going to die. And I also knew I now had a purpose. When I came around, it was night, and my bonds had been burned away. My skin was still burned, but not nearly as bad as it had been, and my sight, while still a bit blurry, had come back to me. I was able to make it to an wadi that still contained a small amount of water under the dry sand. I drank my fill and stumbled out of the desert and into her service.
That was 3 years ago, and I now wander the wastes and cities as she commands, do her bidding and helping all those in need. I am with this caravan because my goddess wills it. I know not where it will lead, but I do know it will be for the greater glory of Sarenrae.
Description and Personality:
Bahram stands slightly over 6 feet tall. Well muscles, his skin is a very deep brown. His hands are large and scarred, and he keeps a clean shaven head under his keffiyeh. He wears flowing orange and yellow robes over his chainshirt, and it is belted with an ox-hide sash carrying his scimitar and janbiya.
His is a man of many moods. His happiness is infectious, his anger, wrathful, and his loyalty, once earned, unwavering. His dedication to Sarenrae is beyond reproach. He seeks to bring her brightness to all, and banish the dark.