Cayden Cailean

"The Blue Rajah"'s page

414 posts. Alias of Javell DeLeon.


Full Name

"The Blue Rajah"

Classes/Levels

Stats:
Hp's: 78/78; AC: 24(19 w/o shield)/touch 17/ff 22(17 w/o shield); Int: +2; Fort: +9, Ref: +8, Will +12; Per. +16; CMD 19

Size

6', 190lbs

Age

23

Alignment

NG

Deity

Sarenrae

Languages

Common, Infernal

Occupation

Healer

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

About "The Blue Rajah"

Siege Engines

Siege Engines d20

Lord Dhaavan, Captain Variel, Sir Flynn.

Background:

Rajah is a good-natured fellow, more often than not with a smile on his face. Which is ironic considering he was raised by a family of worshipers of Zon-Kuthon. Strange huh? Living in Korvosa and raised by those who worshiped the Dark Prince, how in the world did he wind up becoming a follower of Sarenrae? Only he knows. And he also knows that following that path was never something he was going remain a part of. He also never speaks of his past for obvious reasons.

So at the very first opportunity, Rajah left. He gained passage on a caravan heading straight out of town. He didn't care where. "Anywhere but here" was the perfect destination as far as he was concerned. Initially, they really had no desire to pick up another due to the simple fact that was just another mouth to feed. But Rajah - born with a demeanor that seems far too upbeat for what he's been through - was able to talk them in to taking him on. He's always had a way with words. Well, it's worked for him so far anyway. But more than likely it was probably the coin he offered and his knack for tending wounds more than anything.

Yet, eventually they would dump him off and continue on their way. But he would soon find another caravan and make his way aboard that one. It became a theme for him over the course of a year. Eventually, he found himself off the west coast of Garund. Having to cross the Arcadian Ocean to get there, Rajah found a fantastic thrill in seafaring he never knew existed. Many sailors recommended Port Peril if he was interested in joining a crew so he made his way there, even though the name itself appeared foreboding.

He joined the first ship he could and has never looked back. Who would expect a priestly man from as far north as Varisia make his way as far south as the Shackles? And why would he even want to? These questions Rajah would expect. But what he didn't expect while helping a young lady who was being accosted by a common thug was the hidden gang of thugs(no relation to the previous) who happened to be watching and waiting. They needed recruits and they figured he would work out just fine... or not. Only time would tell.

Description:

Rajah is 23 years old, 6' tall, and about 190lbs. He's clean shaven with shoulder length brown hair which he typically keeps in a ponytail and brown eyes. The picture pretty much speaks for itself. He coined himself "The Blue Rajah" mainly to separate himself from his past life. To him, it represents a new beginning even though he's not a Rajah nor does he wear anything blue. He does possess a name but he has no desire to divulge it. Mainly out of respect for his family name. And as far as he's concerned, it's in the past.

Blue Rajah:

Male human Warpriest of Sarenrae 9/Hierophant 1
NG Medium humanoid (human)
Init +2; Senses Perception +20
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Defense
--------------------
AC 24, touch 17, flat-footed 22 (+7 armor, +2 Dex, +5 shield)
hp 87 (1d8+40+18con+8fc+4mythic+9feat)
Fort +9 (+6base/+2con/+1cloak)
Ref +9 (+3base/+2dex/+2cloak/+2feat)
Will +12 (+6base/+5wis/+1cloak)
Defensive Abilities Hard to kill, sacred armor (+1, 8 minutes/day)
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Offense
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Speed 30 ft.
Melee +1 adamantine scimitar +9/+4 (1d8+4/18-20)
Ranged heavy crossbow +8 (1d10/19-20)
Special Attacks Blessings 7/day (Healing: fast healing, powerful healer, Sun: blinding strike, cleansing fire), channel positive energy 6/day (DC 19, 3d6), fervor 9/day (3d6), inspired spell, mythic power (5/day, surge +1d6), sacred weapon (1d8, +2, 9 rounds/day)
Warpriest Spells Prepared (CL 9th; concentration +14)
. . 3rd—channel vigor, water breathing, wind wall
. . 2nd—lesser angelic aspect, bear's endurance, bull's strength(x2), communal protection from evil
. . 1st—ant haul (DC 16), divine favor, remove fear, remove sickness (DC 16), shield of faith(x2)
. . 0 (at will)—create water, enhanced diplomacy, light, mending, purify food and drink (DC 15)

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Statistics
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Str 13, Dex 12/14(+2belt), Con 14, Int 12, Wis (16)/20(+1@4th, 8th/+2headband), Cha 12
Base Atk +6; CMB +7; CMD 19
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Feats
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Bonus feats: (1st): Alertness(Human), Weapon Focus (scimitar); (3rd): Shield Focus(Mythic); (6th): Weapon Specialization (scimitar); (9th): Grtr Weapon Focus (scimitar)
Level gained feats: (1st): Lightning Reflexes; (3rd): Power Attack; (5th): Extra Channel; (7th): Sea Legs; (9th): Toughness
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Traits
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Reckless: You have a tendency for rash behavior, often disregarding your own safety as you move across the battlefield. You gain a +1 bonus on Acrobatics checks, and Acrobatics is always a class skill for you.
Seeker: You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Ship's surgeon: People are a lot bloodier than wood, that’s for sure, but you haven’t had many complaints—those sailors who have enjoyed your services are either happy to be alive or dead, and there’s old salts who swear the peg legs you for made them are better than the real legs they used to have. You gain a +1 trait bonus on Craft (carpentry) and Heal checks, and Heal is a class skill for you.
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Skills 36rnks; 1fc: 37 rnks
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Acrobatics +8: (+1rnk/+2dex/+3cs/+1trait/+2feat/-1acp)
Climb +12: (+1rnk/+1str/+3cs/+2feat/+5item)
Craft (carpentry) +8: (+1rnk/+1int/+3cs/+2mwk tools/+1trait)
Craft(Sails): +7 (+1rnk/+1int/+3cs/+2mwk tools)
Craft(Ships): +10 (+4rnk/+1int/+3cs/+2mwk tools)
Craft (siege engines) +7: (+1rnk/+1int/+3cs/+2mwk tools)
Diplomacy +5: (+1rnk/+1cha/+3cs)
Heal +12: (+1rnk/+5wis/+3cs/+1trait/+2healer's kit)
Knowledge (engineering) +5: (+1rnk/+1int/+3cs)
Knowledge (religion) +5: (+1rnk/+1int/+3cs)
Perception +20: (+7rnk/+5wis/+3cs/+2feat/+2competence/+1trait)
Profession (sailor) +14: (+6rnk/5wis/+3cs)
Profession (siege engineer) +9: (+1rnk/+5wis/+3cs)
Sense Motive +12: (+2rnk/+5wis/+3cs/+2feat)
Spellcraft +5: (+1rnk/+1int/+3cs)
Survival +14: (+4rnk/+5wis/+3cs/+2competence)
Swim +13: (+3rnk/+1str/+3cs/+2feat/-1acp/+5item)
Languages Common, Infernal, Varisian

Combat Gear
+1 Adamantine scimitar
+1 Mithral agile breastplate
+2 darkwood heavy wooden shield
Crossbow bolts (x40)
Heavy crossbow
Headband of inspired wisdom +2
Belt of incredible dexterity +2
Cloak of quick reflexes +1/+2
Gloves of Swimming and Climbing
Helm of comprehend languages and read magic
potion of spider climb(x2)
potion of touch of the sea(x2)
potion of touch of the sea(x3) (CL 3rd)

Other Gear
Handy haversack, Healer's kit, Oil (x5), bedroll, blanket, campfire bead, deadeye’s spotter ring, waterproof bullseye lantern, flint and steel, masterwork artisan's tools(carpentry), masterwork artisan's tools(sails), masterwork artisan's tools(ships), masterwork artisan's tools(siege engines), mirror, shaving powder (one shave) (x50), shaving brush, shaving cup, straight razor, waterskin, whetstone, 35 gp

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Special Abilities
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Blessings (7/day) (Su) Pool of power used to activate Blessing abilities. Unless otherwise noted, using a blessing is a standard action.
Extra Channel (2/day) If a warpriest with the ability to channel energy takes this feat, he gains four additional uses of fervor per day, but can use them only to channel energy.
Fervor (3d6, 9/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sacred Armor +1 (9 minutes/day) (Su) As a swift action, grant armor enhancement bonus or certain powers. Use 1 fervor as free action to also activate Sacred weapon.
Sacred Weapon +2 (9 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Warpriest Channel Positive Energy 3d6 (6/day, DC 19) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Using this ability is a standard action that expends two uses of the warpriest's fervor and doesn't provoke an attack of opportunity.

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Mythic Abilities
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Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.
Inspired Spell (Su) You can expend one use of mythic power to cast any one divine spell, treating your caster level as 2 levels higher. This spell must be on your divine spell list (or your domain or mystery spell list) and must be of a spell level that you can cast using that divine spellcasting class. If you are a spontaneous spellcaster, you don't need to have the spell prepared, nor does it need to be on your list of spells known. Using this ability does not expend a prepared spell or available spell slot. You can apply any metamagic feats you know to this spell, but its total spell slot level must be a slot level you can normally cast.
Mythic Power (5/day, Surge +1d6): Use this power to perform your mythic abilities.
Shield Focus [Mythic] Add your shield bonus and your shield's enhancement bonus to your touch AC. As an immediate action, you can expend one use of mythic power to add your shield bonus and your shield's enhancement bonus on a Fortitude or Reflex save just before you roll it.
Surge (+1d6) (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
Sustained by Faith (Su) You require no food, water, or sleep. If you have abilities or class features that require rest before they can be regained, you can choose to regain them once per day by spending 1 hour in uninterrupted meditation. If you are 3rd tier or higher, you can expend one use of mythic power in order to also not need to breathe for 24 hours.

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BLESSINGS
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Healing Blessing
Powerful Healer (minor): At 1st level, you can add power to a cure spell as you cast it. As a swift action, you can treat any cure spell as if it were empowered (as the Empower Spell feat), causing it to heal 50% more damage (or deal 50% more damage if used against undead). This ability doesn't stack with itself or the Empower Spell feat.

Fast Healing (major): At 10th level, you can touch an ally and grant it fast healing 3 for 1 minute.

___________________________________________________

Sun Blessing
Blinding Strike (minor): At 1st level, you can create a flash of sunlight in the eyes of one of your opponents. The target is blinded for 1 round. If it succeeds at a Reflex saving throw, it's instead dazzled for 1 round. Creatures with light blindness or light sensitivity take a –4 penalty on this saving throw. This is a light effect. Sightless creatures are unaffected by this ability.

Cleansing Fire (major): At 10th level, you can touch a weapon and grant it either the flaming or undead-bane weapon special ability for 1 minute. If you spend two uses of your blessing when activating this ability, the weapon can have both special abilities.

Blue Rajah(Cleric):

"The Blue Rajah"
Male human cleric of Sarenrae 1
NG Medium humanoid (human)
Init +1; Senses Perception +3
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Defense
--------------------
AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 9 (1d8+1)
Fort +5 (+2base/+1con/+2feat)
Ref +1 (+0bs/+1dex)
Will +6 (+2base/+3will/+1trait)
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Offense
--------------------
Speed 30 ft.
Melee club +1 (1d6+1) or
. . scimitar +1 (1d6+1/18-20)
Special Attacks channel positive energy 5/day (DC 12, 1d6 [+1 vs. undead]), sun's blessing
Domain Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—rebuke death (1d4)
Cleric Spells Prepared (CL 1st; concentration +4)
. . 1st—bless, cure light wounds[D], protection from evil
. . 0 (at will)—detect magic, guidance, stabilize
. . D Domain spell; Domains Healing, Sun
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Statistics
--------------------
Str 12, Dex 12, Con 12, Int 12, Wis 17, Cha 14
Base Atk +0; CMB +1; CMD 12
Feats Extra Channel, Great Fortitude
Traits Ambassador, Indomitable Faith (Ex)
Skills: +4rnks, 1FC = 5
Diplomacy +8 (+1rnk/+2chr/+3cs/+2trait)
Heal: +7 (+1rnk/+3wis/+3cs)
Knowledge:(History) +5 (+1rnk/+1int/+3cs)
Knowledge:(Nobles) +5 (+1rnk/+1int/+3cs)
Knowledge:(Religion) +5 (+1rnk/+1int/+3cs)
Perception +3 (+3wis)
Sense Motive +3 (+3wis)
Survival +3 (+3wis)
Languages Common, Infernal
Combat Gear Chain Shirt, Club, Scimitar;
Other Gear

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DOMAIN
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Healing Domain

Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.

Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Healer's Blessing (Su): At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.

Domain Spells: 1st—cure light wounds, 2nd—cure moderate wounds, 3rd—cure serious wounds, 4th—cure critical wounds, 5th—breath of life, 6th—heal, 7th—regenerate, 8th—mass cure critical wounds, 9th—mass heal.

______________________________________________________________________

Sun Domain

Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.

Sun's Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.

Nimbus of Light (Su): At 8th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal to your cleric level. This acts as a daylight spell. In addition, undead within this radius take an amount of damage equal to your cleric level each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive.

Domain Spells: 1st—endure elements, 2nd—heat metal, 3rd—searing light, 4th—fire shield, 5th—flame strike, 6th—fire seeds, 7th—sunbeam, 8th—sunburst, 9th—prismatic sphere.

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SPECIAL ABILITIES
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Ambassador Your natural abilities at mediation and compromise manifested at a young age. For as long as you can remember, you were always more able to solve disputes and carefully settle violent disagreements than others. You gain a +2 trait bonus to Diplomacy.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Cleric Channel Positive Energy 1d6 (5/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cleric Domain (Sun) Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.
Rebuke Death (6/day) (Sp) As a standard action, touch heals 1d4 dam to negative HP target.
Sun's Blessing (Su) +1 to channel damage vs. undead and they don't get channel resistance.

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Dice:

[dice=(1st)Adamantine Scimitar]1d20+9[/dice]
[dice=Damage]1d8+4[/dice]

[dice=(2nd)Adamantine Scimitar]1d20+4[/dice]
[dice=Damage]1d8+4[/dice]

----------------------------------------------------

[dice=(1st)Adamantine Scimitar w/PA]1d20+7[/dice]
[dice=Damage]1d8+8[/dice]

[dice=(2nd)Adamantine Scimitar w/PA]1d20+2[/dice]
[dice=Damage]1d8+8[/dice]

----------------------------------------------------

[dice=(1st)Adamantine Scimitar w/PA/Bull Str.]1d20+9[/dice]
[dice=Damage]1d8+10[/dice]

[dice=(2nd)Adamantine Scimitar w/PA/Bull Str.]1d20+4[/dice]
[dice=Damage]1d8+10[/dice]

----------------------------------------------------

[dice=Channel Energy]3d6[/dice]

[dice=Fort]1d20+9[/dice]

[dice=Ref]1d20+8[/dice]

[dice=Will]1d20+12[/dice]

[dice=Acrobatics]1d20+8[/dice]

[dice=Climb]1d20+12[/dice]

[dice=Craft(carpentry)]1d20+8[/dice]

[dice=Craft(Sails)]1d20+7[/dice]

[dice=Craft(Ships)]1d20+10[/dice]

[dice=Craft(siege engines)]1d20+7[/dice]

[dice=Diplomacy]1d20+5[/dice]

[dice=Heal]1d20+12[/dice]

[dice=Knowledge(Eng)]1d20+5[/dice]

[dice=Knowledge(Religion)]1d20+5[/dice]

[dice=Perception]1d20+20[/dice]

[dice=Profession(sailor)]1d20+14[/dice]

[dice=Profession(siege engineer)]1d20+9[/dice]

[dice=Sense Motive]1d20+12[/dice]

[dice=Spellcraft]1d20+5[/dice]

[dice=Survival]1d20+14[/dice]

[dice=Swim]1d20+13[/dice]