Radi Hamdi

Naji bin Caedmon's page

104 posts. Alias of hustonj.


Full Name

Naji bin Caedmon

Race

Human - Baklunish/Oeridian

Classes/Levels

Cleric (Ecclesitheurge) 7

Gender

M

Age

28

Alignment

N

Deity

Istus

Languages

Baklunish, Keoish; Ancient Baklunish; Celestial, Draconic, Dwarven, Elven, Flan, Old Oeridian, Suloise

Occupation

Priest

Strength 11
Dexterity 14
Constitution 12
Intelligence 13
Wisdom 20
Charisma 15

About Naji bin Caedmon

Reference Image

Description:The young-looking Baklunish human is dressed for the road, with hearty traveling clothes in various shades of brown, a pack on his back, a dagger at his waist, and a silver spindle suspended form his neck on a heavy chain. His dark hair is cut short, providing little for someone else to grab. His coloration betrays his Baklunish heritage very clearly, with the skin tone especially obvious. He seems calm, unsurprised by most of what goes on around him.

A discussion reveals he seems to accept that we are all fated to die sooner or later, but that we should still do what we can to experience the world around us until meeting that fate.

Background:
Born in the edge of the Tusmin Hills, to Naima, a young, unwed, Baklunish woman who had a brief affair with a visiting merchant while she was studying in Ket, Naji had a harsh childhood. The adherents of Al'Akbar do not suffer extra-marital affairs very well. Naji spent most of his childhood in slavery. During a trading mission to Ket, some foreigners opposed to Baklunish slavery attacked the caravan and freed all of the slaves. As is so often the case, though, they had no plans or long-term assistance for the slaves, basically leaving them to fend for themselves on the bank of the Tuflik river, just downstream from Lopolla, in the wilderness of a region that would consider them criminals for having been freed . . ..

The young Naji, aware that the larger group would easily be found and recaptured, fled further South, skirted the edge of the Southern portion of the Tusman Hills, then entering the hills to skirt the Bramblewood Forest, eventually stumbling upon a monastery dedicated to Istus. The priests took the child in, and begin raising him. He became one of their number, a priest dedicated to the Colorless and All-Colored, one who acknowledges Fate as it happens, but who is aware the intersection of strands always provides the opportunity for change, and that includes his strand intersecting others.

Given that the deep Baklunish peoples would never accept someone clarly branded a slave as a free priest, Naji chose to explore beyond the Barrier Peaks, to discover more of the world. He has been through territories claimed by Bissel, Gran March, Veluna, Geoff, and Keoland as he now finds his way into Sterich. Naji has not worked to free the oppressed, but he has worked to help them be more comfortable with their fate. He has not worked to reinforce the formal governments, though he has worked to get people within those governments to think of the normal subjects. He has healed as he can where he has gone, finding that it seems everyone has need of a healer willing to risk exposure to the worst diseases.

But he considers himself on a mission of exploration, of discovery about the things which exist in the world that he has not yet seen, of which he has never heard.


Combat Stats:
Init: +2 (Dex +2)
Movement: 20' w/ full load; 30' w/o backpack

BAB+5 Melee+5 Ranged+7 CMB+7 (Str+0, Dex+2)
Cold Iron Dagger +5 for 1d4 @ 19+ P or S - Thrown +7 over 10'

AC15 T12 F13 CMD17 (Armor+3, Dex+2, Str+0, BAB+5)

HP 55 (2x8 + 5x5 + [7xCon+1] + [7xFCB+1])

Fort+6 (Base+5 + Con+1)
Ref+4 (Base+2 + Dex+2)
Will+10 (Base+5 + Wis+5)

Child of Two Peoples: +2 trait on Will vs charm & compulsion effects
Periapt of Health: Immune to Disease


Magic:
Concentration Check: +14+ from Level 7 + Wisdom 5 + Uncanny Concentration 2 (+ Combat Casting 4 to cast Defensively or while Grappled)
Does not need to make Concentration Checks normaly caused by vigorous or violent motion or by violent weather.
Spellcaster Level Check: +7 from Level 7

Bit of Luck (Sp) (8/8 per day): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result.

Blessing of the Faithful (Su) (infinite standard action): The ecclesitheurge can bless one ally within close range (25 ft. + 5 ft./2 levels). A blessed ally gains a +2 sacred or profane bonus (depending on whether the ecclesitheurge channels positive or negative energy) on attack rolls, skill checks, ability checks, or saving throws or to AC until the ecclesitheurge’s next turn. The ecclesitheurge can expend 1 use of channel energy when activating this ability to increase the duration to a number of rounds equal to the number of dice of his channel energy.

Channel Energy (Su) (7/7 per day): 30' Burst from Cleric for 3d6 Positive Energy; DC 15 Will for half when harming undead; may exclude up to 2 targets w/i burst

Wand of Cure Light Wounds: 50 charges
Wand of Cure Light Wounds: 50 charges

Wand of Lesser Restoration: 50 charges

Spells Prepared:
0: DC 15: Auto Cast Defensive
1 Detect Magic
2 Light
3 Purify Food and Drink
4 Stabilize

1: DC 16: Auto Cast Defensive
D Comprehend Languages
1 Barbed Chains (cosmetic rework to webbing?)
2 Bless
3 Deathwatch
4 Haze of Dreams
5 Magic Weapon
6 Murderous Command

2: DC 17: Auto Cast Defensive
D Detect Thoughts
1 Calm Emotions
2 Hold Person
3 Spiritul Weapon
4 Web Shelter

3: DC 18: Cast Defensive DC 21 (Roll a 3)
D Seek Thoughts
1 Dispel Magic
2 Prayer
3 Greater Stunning Barrier

4: DC 19: Cast Defensive DC 23 (Roll a 5)
D Freedom of Movement
1 Blessings of Fervor
2 Restoration


Skills:
2 + Int 1 + Skilled 1 = 4 Adventuring Skill Ranks and 2 Background Skill Ranks per Ecclesitheurge level.
Bonus Skill Attribute+Ranks+Class+Specified(+Conditional)
+ 2-Acrobatics 2+0+0+AC Penalty
+ 1 Appraise 1+0+0
+ 2 Bluff 2+0+0
+ 0-Climb 0+0+0+AC Penalty
+ 1 Craft (Any) 1+0+0
+12 Diplomacy 2+7+3
+ 2 Disguise 2+0+0
+ 2-Escape Artist 2+0+0+AC Penalty
+ 2-Fly 2+0+0+AC Penalty
+15+Heal 5+7+3(+2 Healer's Kit)(+ Additional 2 w/ Healer's Kit to treat poisons and First Aid)
+ 2 Intimidate 2+0+0
+11 Knowledge (History) 1+7+3 (Background)
+11 Knowledge (Religion) 1+7+3
+11 Linguistics 1+7+3 (Background)
+ 5 Perception 5+0+0
+ 2 Perform (Any) 2+0+0
+ 2-Ride 2+0+0+AC Penalty
+ 5 Sense Motive 5+0+0
+11 Spellcraft 1+7+3
+ 2-Stealth 2+0+0+AC Penalty
+ 5 Survival 5+0+0
+ 0-Swim 0+0+0+AC Penalty

AC Penalty w/ Full load -0

Lore Keeper: Touch creature for knowledge Skill check to learn about type with a roll of 27

Languages Known: Baklunish, Keoish; Ancient Baklunish; Celestial, Draconic, Dwarven, Elven, Flan, Old Oeridian, Suloise


Feats & Traits:
** Feats **
H Extra Channel
1 Selective Channeling
3 Combat Casting
5 Craft Wand
7 Uncanny Concentration

** Traits **
Race: Child of Two Peoples: +2 trait on Will vs charm & compulsion effects; know 2 racial/ethnic langauges (1 from each parent)
Religion: Agent of Chance: Once per day, you can allow an adjacent ally to reroll a skill check as an immediate action before the result is revealed. The ally must take the second roll, even if it is worse.


Domains:
** Primary ** Knowledge (Thought)
Granted Powers:
Lore Keeper (Sp): You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier.
Read Minds (Su): At 8th level, you can broaden your mental spectrum to encompass those around you. Doing so allows you to read the mind of every creature within 30 feet as if you had cast detect thoughts. This ability allows you to read the surface thoughts of any creature that you are aware of after only 1 round of concentration. Creatures in this area are allowed a Will save to negate the effect. The DC of this Will save is 10 + 1/2 your cleric level + your Wisdom modifier. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.
Domain Spells: 1st—comprehend languages, 2nd—detect thoughts, 3rd—seek thoughts, 4th—divination, 5th—telepathic bond, 6th—find the path, 7th—legend lore, 8th—mind blank, 9th—foresight
** Secondary ** Luck (Fate)
Granted Powers:
Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Tugging Strands (Su): At 8th level, you can force a creature within line of sight to reroll any one roll that it has just made before the result of the roll is revealed. The result of the reroll must be taken, even if it is worse than the original roll. You can use this ability once per day at 8th level, and one additional time per day for every 6 levels beyond 8th.
Domain Spells: 1st—true strike, 2nd—augury, 3rd—borrow fortune, 4th—freedom of movement, 5th—break enchantment, 6th—mislead, 7th—spell turning, 8th—moment of prescience, 9th—miracle
Alternate domain spell lists
Chaos Spells: 1st—protection from law, 2nd—align weapon (chaos only), 3rd—magic circle against law, 4th—chaos hammer, 5th—dispel law, 6th—animate objects, 7th—word of chaos, 8th—cloak of chaos, 9th—summon monster IX (chaos only)
Law Spells: 1st—protection from chaos, 2nd—align weapon (law only), 3rd—magic circle against chaos, 4th—order's wrath, 5th—dispel chaos, 6th—hold monster, 7th—dictum, 8th—shield of law, 9th—summon monster IX (law only)

Gear:
23,500 GP budget
[FREE] Outfit, Explorer's (8#, sturdy boots, leather breeches, a belt, a shirt, gloves, cloak, wide-brimmed hat)
xx,xx4.00 Cold Iron Dagger (1d4/19+/10'/1#/PorS)
xx,x16.00 Kit, Cleric's (30#, backpack [thrown away at this point], a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol)
xx,x25.00 Holy Symbol, Silver (additional) (1#) [Bonded Holy Symbol]
xx,xx5.00 Outfit, "scholar's" (6#, a robe, a belt, a cap, soft shoes - Istian Priestly Outfit)
x3,750.00 Upgrade Bonded Holy Symbol to Periapt of Health
x2,250.00 Crafted Wand of Lesser Restoration
xx,750.00 Crafted Wand of Cure Light Wounds (x2)
x1,500.00 Healer's Satchel, Normal (1#)
x2,000.00 Handy Haversack (5#)
x9,000.00 Bracers of Armor +3
x4,000.00 Headband of Inspired Wisdom

23,300 spent. 200 GP on hand, ~20# full load (~15# w/o Handy Haversack)

<=38# Light (-/-0/30'/x4) - 43# w/ MW Backpack
<=76# Medium (+3/-3/20'/x4) - 86# w/ MW Backpack
<=115# Heavy (+1/-6/20'/x3) - 130# w/ MW Backpack


Human (Baklunish/Keoish):
+2 to Wisdom.
Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Cleric (Ecclesitheurge):
Alignment: A cleric's alignment must be within one step of her deity's (Neutral), along either the law/chaos axis or the good/evil axis.
Hit Die: d8.
Starting Wealth: 4d6 x 10 gp (average 140 gp).
Class Skills: Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Points at each Level: 2 + Int modifier.
Class Features Spells Per Day
Level BAB Fort Ref Will Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Ecclesitheurge's Vow, aura, blessing of the faithful, channel energy 1d6, domains, domin mastery, orisons
3 1+1 - - - - - - - -
2nd +1 +3 +0 +3 — 4 2+1 - - - - - - - -
3rd +2 +3 +1 +3 Bonded Holy Symbol 4 2+1 1+1 - - - - - - -
4th +3 +4 +1 +4 — 4 3+1 2+1 - - - - - - -
5th +3 +4 +1 +4 Channel energy 2d6 4 3+1 2+1 1+1 - - - - - -
6th +4 +5 +2 +5 — 4 3+1 3+1 2+1 - - - - - -
7th +5 +5 +2 +5 Channel energy 3d6 4 4+1 3+1 2+1 1+1 - - - - -
8th +6/+1 +6 +2 +6 — 4 4+1 3+1 3+1 2+1 - - - - -
9th +6/+1 +6 +3 +6 Channel energy 4d6 4 4+1 4+1 3+1 2+1 1+1 - - - -
10th +7/+2 +7 +3 +7 — 4 4+1 4+1 3+1 3+1 2+1 - - - -
11th +8/+3 +7 +3 +7 Channel energy 5d6 4 4+1 4+1 4+1 3+1 2+1 1+1 - - -
12th +9/+4 +8 +4 +8 — 4 4+1 4+1 4+1 3+1 3+1 2+1 - - -
13th +9/+4 +8 +4 +8 Channel energy 6d6 4 4+1 4+1 4+1 4+1 3+1 2+1 1+1 - -
14th +10/+5 +9 +4 +9 — 4 4+1 4+1 4+1 4+1 3+1 3+1 2+1 - -
15th +11/+6/+1 +9 +5 +9 Channel energy 7d6 4 4+1 4+1 4+1 4+1 4+1 3+1 2+1 1+1 -
16th +12/+7/+2 +10 +5 +10 — 4 4+1 4+1 4+1 4+1 4+1 3+1 3+1 2+1 -
17th +12/+7/+2 +10 +5 +10 Channel energy 8d6 4 4+1 4+1 4+1 4+1 4+1 4+1 3+1 2+1 1+1
18th +13/+8/+3 +11 +6 +11 — 4 4+1 4+1 4+1 4+1 4+1 4+1 3+1 3+1 2+1
19th +14/+9/+4 +11 +6 +11 Channel energy 9d6 4 4+1 4+1 4+1 4+1 4+1 4+1 4+1 3+1 3+1
20th +15/+10/+5 +12 +6 +12 — 4 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1
Weapon and Armor Proficiency: An ecclesitheurge is proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but he’s not proficient with any type of armor or shield. This replaces the cleric’s weapon and armor proficiencies.
Ecclesitheurge’s Vow: At 1st level, an ecclesitheurge makes a vow to his deity to be protected solely by his faith, not by armor or shields. An ecclesitheurge who wears armor or uses a shield is unable to use his blessing of the faithful ability, use cleric domain powers, or cast cleric spells.
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment.
Spells: A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare her spells in advance.
To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score.
Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.
Blessing of the Faithful (Su): As a standard action, the ecclesitheurge can bless one ally within close range (25 ft. + 5 ft./2 levels). A blessed ally gains a +2 sacred or profane bonus (depending on whether the ecclesitheurge channels positive or negative energy) on attack rolls, skill checks, ability checks, or saving throws or to AC until the ecclesitheurge’s next turn. The ecclesitheurge can expend 1 use of channel energy when activating this ability to increase the duration to a number of rounds equal to the number of dice of his channel energy.
Domains: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action.
Istus Domains: Chaos, Knowledge, Luck (Fate), Law, Nobility, Void (Stars).
Domain Mastery: At 1st level, when an ecclesitheurge chooses his cleric domains, he designates one as his primary domain and the other as his secondary domain. An ecclesitheurge can use his non-domain spell slots to prepare spells from his primary domain’s spell list.
Each day when he prepares spells, an ecclesitheurge can select a different domain granted by his deity to gain access to that domain’s spell list instead of his secondary domain spell list. He does not lose access to his actual secondary domain’s granted powers or gain access to the other domain’s granted powers. For example, an ecclesitheurge of Sarenrae with Glory and his primary domain and Good as his secondary domain can choose to gain access to the Healing domain; until the next time he prepares spells, he uses the Healing domain spell list as his secondary domain spell list instead of the Good domain spell list, but still keeps the granted powers of the Good domain and does not gain the granted powers of the Healing domain.
This ability alters the normal domain ability.
Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
An evil cleric (or a neutral cleric who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy).
Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
Bonus Languages: A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.
Bonded Holy Symbol (Su): At 3rd level, an ecclesitheurge forms a powerful bond with a holy symbol of his deity, which functions identically to a wizard’s bonded object except it can be used to cast cleric and domain spells (instead of wizard spells) and the ecclesitheurge can grant his bonded holy symbol only magic abilities appropriate for a holy symbol or a neck slot item.
As with a wizard’s bonded item, an ecclesitheurge can add additional magic abilities to his bonded holy symbol as if he had the required item creation feat (typically Craft Wondrous Item), provided he meets the feat’s level prerequisites. For example, an ecclesitheurge with a bonded holy symbol who wants to add a wondrous amulet ability, like amulet of natural armor, to his bonded holy symbol must be at least 3rd level to do so. The magic properties of a bonded holy symbol, including any magic abilities the ecclesitheurge added to the object, function for only the ecclesitheurge. If a bonded holy symbol’s owner dies or the item is replaced, the object loses all enhancements the ecclesitheurge added using this ability.
This ability replaces the increase to channel energy gained at 3rd level.

Attributes:
25 point buy
Points Race Level Gear Current
+1 11 +0 11 +0 11 +0 S 11 +0
+5 14 +0 14 +0 14 +0 D 14 +2
+2 12 +0 12 +0 12 +0 C 12 +1
+3 13 +0 13 +0 13 +0 I 13 +1
+7 15 +2 17 +1 18 +2 W 20 +5
+7 15 +0 15 +0 15 +0 H 15 +2