Paracount Julistar

Zahim Dhal's page

97 posts. Alias of Kris_Manapaw.


Full Name

Brother Zahim Dhal

Race

Human

Classes/Levels

Cleric (Sarenrae) 1

STATUS:
Init +5 | HP 11/11 | AC 17 | FF 16 | Fort + 2 | Ref +1 | Will +4 | Perception +2 |

Gender

Male

Size

Medium

Age

23

Special Abilities

Aura, Divine Spells, Domains, Orisons

Alignment

Neutral Good

Deity

Sarenrae

Location

Qadira

Languages

Common (Kelish)

Occupation

Ex-militia

Strength 12
Dexterity 13
Constitution 10
Intelligence 10
Wisdom 15
Charisma 15

About Zahim Dhal

ZAHIM DHAL - CR 1
Male human cleric of sarenrae 1
NG Medium humanoid (human)
Init +5; Senses Perception +2
DEFENSE
AC 17, touch 11, flat-footed 16 (+1 Dex, +5 Armor, +1 Shield)
hp 11 (1d8+3)
Fort +2, Ref +1, Will +4
Defensive Abilities +1 saves against spells/spell-like/Su from evil arcane casters
OFFENSE
Offensive Abilities Fire Bolt 5/day (1d6), Channel Energy 5/day (1d6), Touch of Good 5/day
Spd 20 ft.
Melee scimitar +1 (1d6+1/18-20x2)
or morningstar +1 (1d8+1/x2)
Ranged crossbow, light +1 (1d8/19-20x2)
or fire bolt +1 vs touch (1d6 fire/x2)
Spells Prepared(CL 1st)
1st—bless, burning hands, endure elements
Orisons—create water, spark, stabilize
STATISTICS
Str 12, Dex 13, Con 10, Int 10, Wis 15, Cha 15
CMB +1; CMD 12
Feats Improved Intiative, Toughness
Skills Diplomacy x1 +6, Heal x1 +6, Knowledge (religion) x1 +4, Spellcraft x1 +4 (+5 for evil arcane)
Traits Militia Veteran, Warded Against Witchery (Reign of Winter)
Special Abilties aura, bonus feat, bonus skills, divine magic, domains (fire, good), orisions
Languages Common, Kelish
Spells Known N/A
Gear backpack, bedroll, cleric vestment, crossbow (light) w. bolts (20), holy symbol (wooden), scale mail, scimitar, shield (light steel), trail rations (2), waterskin (1), 15gp 9sp

APPEARANCE

Average height/weight human, slightly toned with bronze skin and dark hair and eyes with a light goatee. Typical vestments are light and mobile, mostly white tunic with gold trim and cotton pants and sturdy brown leather boots for easy desert travel. His clothes include a white hood and scarf to protect his face against the sand and wind and keep his head cool. His holy symbol is tucked into his robes for travel but worn outside of the tunic when in town.

PERSONALITY
Zahim is kind and considerate and does his best to be polite and get along with others. He tries to see both sides of an argument and think before making a decision. He rarely takes people at face value. He would sooner fight to protect his allies than to destroy his foes, but he is wise enough to realize that some are beyond help.

BIO

Originating from a small town in Qadira, Zahim grew up wanting to bring peace to his country and the neighboring lands affected by warring against Qadira. Despite the propaganda against enemy nations maintained long after the war, Zahim believed that there was ultimately no peace to be had through violence unless absolutely necessary and so he became trained at the local temple dedicated to Sarenrae and used his divine powers to aid the cause in more indirect ways from treating wounded soldiers to calming tensions between various peoples. Despite this, working in the front line inevitably leads to martial conflict and while as a result of this Zahim's swordsmanship is keen, the loss of intelligent life is always something he would rather avoid (even though he understands that sometimes there is no other choice).

After a brief respite Zahim travels northwards to the borders of Taldor, once again in the hope that he can eventually convince the locals to not rise up in violence against his home nation. It is a fickle hope, but it is a hope none the less burning as brightly as the goddess who watches over him.

TACTICS
At the start of a challenging fight Zahim's 1st priority will try to use appropriate buff spells on the party. At distance he will use Fire Bolt on the enemy, but in melee he will aid his allies to either hit or AC. Zahim will only attack in melee if the opportunity to flank with either the Rogue or the Ranger is available, in that order of preference. He always tries to stay within 1 move action (6 squares) of his allies. Zahim will heal before and after combat with channeling and spells, but NEVER DURING COMBAT.