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About Numair NejemNumair stands like a sculpture carved from honeyed marble. Dark curls frame his graceful face, complete with piercing black eyes and a shining smile. His oiled, olive-skinned arms cross in front of his gleaming breastplate. His scimitar hangs in its scabbard, ready at a moment's notice. A tasseled orange rope belt secures his red pantaloons, and golden slippers sheathe his feet. A pair of lacquered wooden wands are tucked through his belt, and a silk banner streams from a ring on his left shoulder. The banner is intricately embroidered with beautifully embellished sigils of Magnimar and ornately bejewelled symbols of Sarenrae. Human Bard (Dawnflower Dervish) 1 / Paladin (Warrior of Holy Light, Oath of Vengeance) 4
====DEFENSE====
====OFFENSE====
Longbow +7 ranged (1d8) 20x3 Piercing. 100 ft
Detect Evil Move action, 60' range. If evil, target is identified as if 3 rounds of study completed with spell. Smite Evil (2/day) Swift action. +5 attack, +4 damage. Double damage on first hit vs Undead, Dragon, & Evil Outsider. +5 deflection AC. Battle Dance (9/day) Move action initiate, free action maintain. +2 morale save vs fear & charm, +2 competence attack, damage. Lay On Hands (8/day) Standard action (swift action on self) touch. Heal 2d6 damage, plus remove shaken condition (or heal +1d6). Alternatively, inflict 2d6 damage on undead (no save).
Flagbearer Allies within 30' get +1 morale attack, damage, saves vs. fear & charm. Must hold flag in one hand. Sacred Touch Standard action touch. Automatically stabilize a dying creature. Wands Standard action.
Info:
Favored Class Paladin: +4 HP Traits
Languages: Taldane (Common), Kelish
Feats:
1) Fey Foundling Prerequisites: You may only select this feat at 1st level.. Benefit: Whenever you receive magical healing, you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort). 1) Dervish Dance (B)
1)Flagbearer
3) Greater Mercy
5) Hands of Valor
7) Ultimate Mercy (PLANNED)
Skills:
Skill Points = 22 (8 pal + 6 bard + 4 int + 4 hum) Skill total = ranks + stat + trained + misc
Spells:
Bard: CL 1 0th (unlimited): Light, Mage Hand, Mending, Prestidigitation 1st (3/day): Dazzling Blade (DC 16), Feather Fall Bard Features:
Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes. Dawnflower dervishes gain weapon proficiency with the scimitar. This ability replaces their proficiency with the rapier and whip. Spells: A bard casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier. Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: bard. In addition, he receives bonus spells per day if he has a high Charisma score. The bard’s selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard’s choice. At each new bard level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score. A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level. Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
Deity: A Dawnflower dervish must be a worshiper of Sarenrae. A dervish who abandons or betrays this faith reverts to a standard bard. Battle Dance: A Dawnflower dervish is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except that the Dawnflower dervish’s performances grant double their normal bonuses, but these bonuses only affect him. He does not need to be able to see or hear his own performance. Battle dancing is treated as bardic performance for the purposes of feats, abilities, and effects that affect bardic performance, except that battle dancing does not benefit from the Lingering Performance feat or any other ability that allows a bardic performance to grant bonuses after it has ended. The benefits of battle dancing apply only when the bard is wearing light or no armor. Like bardic performance, battle dancing cannot be maintained at the same time as other performance abilities. Starting a battle dance is a move action, but it can be maintained each round as a free action. Changing a battle dance from one effect to another requires the Dawnflower dervish to stop the previous performance and start the new one as a move action. Like a bard, a Dawnflower dervish’s performance ends immediately if he is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round. A Dawnflower dervish cannot perform more than one battle dance at a time. At 10th level, a Dawnflower dervish can start a battle dance as a swift action instead of a move action. When the Dawnflower dervish uses the inspire courage, inspire greatness, or inspire heroics bardic performance types as battle dances, these performance types only provide benefit to the Dawnflower dervish himself. All other types of bardic performance work normally (affecting the bard and his allies, or the bard’s enemies, as appropriate). This ability alters the standard bardic performance ability. Dervish Dance (Ex): A Dawnflower dervish gains the Dervish Dance feat as a bonus feat. This ability replaces bardic knowledge. Cantrips (Sp): Bards learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under "Spells Known." These spells are cast like any other spell, but they do not consume any slots and may be used again.
Paladin Features:
Aura of Good The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level. Detect Evil
Smite Evil
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level. Divine Grace
Lay on Hands
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. Aura of Courage
Divine Health
Mercy
Mercies Chosen:
Channel Wrath (Su)
Power of Faith (Su)
At 4th level, the warrior of the holy light gains one additional use of her lay on hands ability per day. She gains one additional use of lay on hands per day for every four levels she attains beyond 4th. She can spend a use of her lay on hands ability to call upon the power of her faith as a standard action. This causes a nimbus of light to emanate from the warrior of the holy light in a 30-foot radius. All allies in this area (including the warrior of the holy light) receive a +1 morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear as long as they remain in the area of light. This power lasts for 1 minute. At 8th level, the nimbus of light heals the paladin and her allies, curing of them of 1d4 points of ability damage, as per the spell lesser restoration. A creature can only be healed in this way once per day. At 12th level, the nimbus of light is treated as daylight for the purposes of affecting creatures with sensitivity to light. In addition, the nimbus grants allies in the area resistance 10 to one type of energy, selected by the warrior of the holy light when this power is activated. At 16th level, the nimbus of light grants the warrior of the holy light and her allies protection from critical hits. There is a 25% chance that critical hits made against the warrior of the holy light and her allies in the area are instead treated as normal hits. This does not stack with other abilities that grant similar protection (such as light fortification). At 20th level, the nimbus of light increases in size out to a range of 60 feet. In addition, all of its bonuses increase. The morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear increases to +2. The amount of ability damage healed increases to 2d4. The energy resistance increases to 20 against one energy type. Finally, protection against critical hits increases to 50%.
Racial Features:
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size. Base Speed: Humans have a base speed of 30 feet. Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages. Bonus Feat: Humans select one extra feat at 1st level. Skills: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Equipment:
Item (gp)
Sandstorm [masterwork scimitar] (315) +1 Chain shirt (1250) 4 AC +4 MDB -1 ACP Silken battle flag (50) Longbow (50) Arrows [40] (2) Hot Weather Outfit (free) Wand of Shield [50] (750) Wand of Expeditious Retreat [50] (750) Gold [283] Provisions
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