About Hajar nar JundiHajar nar Jundi
Ranged:
Crunch:
Human Traits (Core 27) • Alternate Racial Traits: Dual Talent • Dual Talent (ARG 72): You get a +2 bonus on two ability scores, Traits • Finding Haleen (APLF 11): When you take levels in Paladin you gain an additional hit point and skill point for that level. • Blade of Mercy (APLF 9): When striking to inflict nonlethal damage with any slashing weapon, you do not take the normal –4 penalty on your attack roll, and gain a +1 trait bonus to any nonlethal damage you inflict with a slashing weapon. Class Features • Aura of Good (Core 60): The power of a paladin's aura of good (see the detect good spell) is equal to your paladin level (1). • Detect Evil (Sp) (Core 60): At will, you can use detect evil, as the spell. As a move action, you concentrate on a single item or individual within 60 feet and determine if it is evil and learning the strength of its aura as if having studied it for 3 rounds. • Smite Evil (Su) (Core 60): As a swift action, you choose one target within sight to smite. If this target is evil, add +5 to your attack rolls and +3 to damage rolls (+6 if target is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature). You also gain a +5 deflection bonus to AC against the target of your smite. You can use this up to 1 times a day Divine Grace (Su) At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws. Lay On Hands (Su) Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability. Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Divine Health (Ex): At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot. Mercy (Su): At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition. • Fatigued: The target is no longer fatigued.
• Revelation (APG 45): You discover a secret to your abilities. (DC 13) • Channel (Su) (APG 48): You can release a wave of positive energy which either heals 3d6 of damage to living creatures or damages undead creatures You can use this ability 6 times per day.
Revelation gained from Feat 7: Enhanced Cures (Su): Whenever you cast a cure spell, the maximum number of hit points healed is based on your oracle level, not the limit based on the spell. For example, an 11th-level oracle of life with this revelation may cast cure light wounds to heal 1d8+11 hit points instead of the normal 1d8+5 maximum. Revelation Gained from Feat 11: Safe Curing (Su): Whenever you cast a spell that cures the target of hit point damage, you do not provoke attacks of opportunity for spellcasting. Feats
• LVL 7 Extra Revelation: Enhanced Cures • LVL 9 Deific Obedience 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 deity’s second boon. If you have 20 Hit Dice or more, you also gain the deity’s third boon. Unless a specific duration or number of uses per day is listed, a boon’s effects are constant. Certain prestige classes (see page 198) gain access to these boons at lower levels as a benefit of their 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.
Sarenrae's Code:
• I will protect my allies with my life. They are my light and my strength, as I am their light and their strength. We rise together. • I will seek out and destroy the spawn of the Rough Beast. If I cannot defeat them, I will give my life trying. If my life would be wasted in the attempt, I will find allies. If any fall because of my inaction, their deaths lie upon my soul, and I will atone for each. • I am fair to others. I expect nothing for myself but that which I need to survive. • The best battle is a battle I win. If I die, I can no longer fight. I will fight fairly when the fight is fair, and I will strike quickly and without mercy when it is not. • I will redeem the ignorant with my words and my actions. If they will not turn toward the light, I will redeem them by the sword. • I will not abide evil, and will combat it with steel when words are not enough. I do not flinch from my faith, and do not fear embarrassment. My soul cannot be bought for all the stars in the sky. • I will show the less fortunate the light of the Dawnflower. I will live my life as her mortal blade, shining with the light of truth. • Each day is another step toward perfection. I will not turn back into the dark. Money and other Possessions:
7764.81 GP +2 Icy Falchion Paladin's Kit(this kit includes a backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.) +1 Fullplate Ring of Sustenance Cloak of Resistance +1 Ring of Fire Resistance (10) Amulet of Natural Armor +1 Headband of Alluring Charisma +2 Helmet of Brilliance: It emanates a bluish light when undead are within 30 feet. This light causes 1d6 points of damage per round to all such creatures within that range. The wearer may command any weapon he wields to become a flaming weapon. This is in addition to whatever abilities the weapon may already have (unless the weapon already is a flaming weapon). The command takes 1 round to take effect. The helm provides fire resistance 30. This protection does not stack with similar protection from other sources. Consumables:
Spells:
Hajar stands 6'3 and weighs 200 lbs, he is handsome and charming with an expressive face and welcoming smile. He is an optimist and treats every person as if they were his closest confidante. He views the world through the lens of a person who knows that each sunrise is an opportunity to grow and become a better person. Hajar's earliest memory is of Haleen. According to her a Quadiran merchant dropped him at the docks of Katapesh. Haleen was working as a guard and took pity on the youngling taking him under her arm and teaching him a bit about swordplay. Throughout the intervening years although she never took Hajar with her she recounted her adventures to him. During this time Hajar was also apprenticed to a cleric of Sarenrae. As Hajar grew into a man he become more enamored with the Dawnflower and her message of self betterment and personal growth. The combined martial influence of Haleen and spiritual guidance from Jaren ,the priest of Sarenrae who helped raise him, molded Hajar into a warrior of virtue for the Dawnflower. Because Hajar believes strongly in Sarenrae's message of redemption he trained to strike not only to kill but also to incapacitate. Hajar's Worldview:
Mercy You believe all beings should be treated with compassion, even if they are transgressors. For instance, you would rather imprison a murderer than kill him outright for his crimes. Also, you do not believe in exterminating the offspring of wicked creatures when they are encountered, as you believe the innocent young should not be punished for the crimes of their elders. Instead, you might seek to find a place for them to be taken in. With this ideal, you may be from almost any region (including Katapesh, Qadira, and any part of Taldor), but you are likely a worshiper of Sarenrae, Shelyn, or Milani. Guardian Guardians respect life and believe there is no greater duty or higher calling than protecting the lives of innocents and those who are too venerable to protect themselves. These brave, unwavering individuals gladly risk life and limb in defending whoever or whatever they have vowed to protect, whether it’s a city, village, fortress wall, or even a strategic pass. They willingly sacrifice themselves to the last soul to carry out their duty, and they find their honor, valor, and glory in defense rather than in taking the battle to others. When not actively involved in protecting their charge, they spend their time teaching defensive tactics and skills to those willing to learn. Redeemer Redeemers believe that with a few exceptions, most beings are capable of goodness. Beings not following the path of light need only be given a chance to renounce their wayward behavior and be enlightened to the true path of goodness, thus allowing them to redeem their souls and atone for their vile deeds. Redeemers believe in patience, knowing old habits are hard to break. Of course, those who refuse proffered redemption opportunities must not be allowed to continue along their destructive paths, so redeemers must permanently prevent them from doing further harm. |