Human Cleric 3 | HP 18/18 | AC 17 T 10 FF 17 | Fort 5 Ref 2 Will 7 | CMB +4 CMD 14 | Init +0 Perc +3 (Ioun Torch)
Classes/Levels
Effects: None | Channel (2d6) 5/5 | Rebuke Death (1d4+1) 4/6 | Touch of Glory (+3) 4/6
Gender
Male
Size
Medium
Deity
Sarenrae
Strength
14
Dexterity
10
Constitution
10
Intelligence
13
Wisdom
17
Charisma
14
About Jawhar
Spells Memorized:
0 - Create Water, Det Mag, Guid, Read Mag
1 - Doom, Remove Fear, Weapons Against Evil, Shield of Faith
2 - Hold Person, Spiritual Weapon, Cure Moderate Wounds
Appearance:
A light brown skinned man with brown eyes and black hair. He is wearing the desert robes of a nomad and adorned with the ankh of Sarenrae
First Impression:
Jawhar is trusting and naive, inexperienced about the wider world. He is prone to misunderstanding the intentions of others.
Looking more closely into his eyes, you can see signs of doubt and conflict. He appears to have suffered some tragedy and has not been able to fully process the information
Statblock:
Jawhar Dhakir
Male human (Keleshite) cleric of Sarenrae 3
NG Medium humanoid (human)
Init +0; Senses Perception +3
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Defense
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AC 17, touch 10, flat-footed 17 (+6 armor, +1 shield)
hp 18 (3d8)
Fort +5 (+2 circumstance bonus vs. hot weather), Ref +2, Will +7
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee mwk cold iron scimitar +5 (1d6+2/18-20) or
. . silver light mace +4 (1d6+2)
Ranged light crossbow +2 (1d8/19-20)
Special Attacks channel positive energy 5/day (DC 13 [15 to damage undead], 2d6)
Domain Spell-Like Abilities (CL 3rd; concentration +6)
. . 6/day—rebuke death (1d4+1), touch of glory (+3)
Cleric Spells Prepared (CL 3rd; concentration +6)
. . 2nd—cure moderate wounds[D], hold person (DC 15), spiritual weapon
. . 1st—doom (DC 14), obscuring mist, shield of faith[D], weapons against evil
. . 0 (at will)—create water, detect magic, guidance, read magic
. . D Domain spell; Domains Glory, Healing
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Statistics
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Str 14, Dex 10, Con 10, Int 13, Wis 17, Cha 14
Base Atk +2; CMB +4; CMD 14
Feats Combat Casting, Selective Channeling, Self-sufficient
Traits caretaker, resilient
Skills Acrobatics -3 (-7 to jump), Diplomacy +8, Heal +12 (+15 to treat poison), Knowledge (planes) +6, Knowledge (religion) +7, Spellcraft +7, Survival +6
Languages Celestial, Common, Kelish
Combat Gear oil of bless weapon (2), scroll of cause fear (x2), scroll of command (x2), scroll of comprehend languages (x2), scroll of magic weapon (x2), obscuring mist (x2), remove fear (x2), scroll of remove paralysis (x2), remove sickness (x2), resist energy (x2), lesser restoration, wand of bless (35 charges), wand of endure elements (32 charges), acid, alchemist's fire (3), alchemist's kindness[APG] (4), antitoxin, healer's kit (6 uses remaining), vermin repellent[UE] (2); Other Gear mwk agile breastplate[APG], mwk buckler, crossbow bolts (10), light crossbow, mwk cold iron scimitar, silver light mace, campfire bead[APG], cloak of resistance +1, ioun torch ioun stone[APG], spire transport token, antidote kit[UE], bedroll, belt pouch, candle (10), crowbar, flint and steel, holy text (Sarenrae)[UE], hot weather outfit[APG], ink, inkpen, leeching kit[APG], masterwork backpack[APG], mess kit[UE], silk rope (50 ft.), soap, spell component pouch, spring loaded wrist sheath (worth 5 gp, 1 lb) (2), trail rations (2), waterskin, wooden holy symbol of Sarenrae, 1,183 gp, 4 sp
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Special Abilities
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Cleric Channel Positive Energy 2d6 (5/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Glory) Granted Powers: You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.
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.
Rebuke Death (6/day) (Sp) As a standard action, touch heals 1d4+1 dam to negative HP target.
Selective Channeling Exclude targets from the area of your Channel Energy.
Touch of Glory +3 (6/day) (Sp) Grant +3 to a CHA-based skill or ability check.
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Background:
Jawhar was born in a nomadic tribe in Qadira.
He led a very sheltered childhood free from any real worries and never gained any natural suspicion about the motivations of others.
Always drawn to the worship of Sarenrae, Jawhar left home to train for priesthood at an early age.
Advancing quickly through his training due to his natural affinity with Sarenrae and the doting care of the instructors, Jawhar was sent out to work among the people earlier than would be expected of most priests. Perhaps it was too early.
Jawhar began working amongst the nomads and rural farming areas, traveling from place to place to heal, perform weddings and funerals, and whatever other clerical duties were required.
During one of these stops, he encountered a young man who expressed a great love for a village girl, and described his plans to propose to the girl. The man convinced Jawhar to carry a message to the girl and lead her to a surprise rendezvous away from the tribe.
Joyful to help assist in this romantic endeavor, Jawhar easily convinced the girl to accompany him. When they arrived, the man ambushed the pair, knocking Jawhar out and brutalizing the young girl.
After coming to, Jawhar did what he could to heal her wounds and helped her back to the village. Enraged by being used in this manner, Jawhar tracked the man down and slaughtered him in a fit of rage.
After his anger cooled and Jawhar saw what he had done, he became distraught that such anger could exist inside of him.
At that point, he decided that he must become more worldly and experienced in the ways of humanity.
Chronicles:
#6-18 From Under the Ice
Boon: [ ] Tapestry Traveler (Gain Favored Terrain Hao Jin Tapestry)
Boon: Warm Friend in a Cold Land (+2 Diplomacy in Irrisen)
Faction: Adventure in Irrisen (1/8)
#2-15 Written in Blood
No Boons
Faction: Adventure in Linorm Kings (2/8)
#2-17 Exiles of Winter
Boon: [ ] Dragonkiller (Add 1d6 to a damage roll against a true dragon)
Faction: Assist NPC Pathfinder Agent. COMPLETE.
#2-19 Keep of the Huscarl King
Boon: Snowmask Induction, Permanent Endure Elements in Cold Weather (down to 0)
Faction: Adventure in Land of the Mammoth Lords (3/8)
Faction: Complete Report (1/2)
Risen from the Sands
Boon: [ ] Back to the Grave. As Swift, gain +1 on Attack vs. Undead for 5 rounds. Increases by +1 each successful hit (max +3)
Boon: [ ] History of the Sands. Take 20 on Know (History or Religion) as standard. +5 if related to Osirian
Faction: Adventure in Osirian (4/8)
Faction: Three consecutive quests primary and secondary. COMPLETE
Emerald Spire: The Tower Ruins
Boon: Goblin Bane. +2 Intimidate vs. goblinoid
Faction: Adventure in River Kingdoms (5/8)
Faction Boon:
Prepared Agent: Knowledge skills are trained during mission briefing. +1 to one Knowledge or Diplomacy check during adventure