Zaheer Tahan

Dervishing combat medit

Description:

Zaheer Tahan
Male Human (Keleshite) Cleric (Merciful Healer) 4
N Medium Humanoid (human)
Hero Points 1
Init 3; Senses Perception +3
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Defense
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AC 17, touch 13, flat-footed 14 (
4 armor, 3 Dex)
hp 36 (4d8
4)
Fort 6, Ref +5, Will +8
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Offense
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Speed 30 ft.
Melee Dagger +6 (1d4
1/19-20/x2) and
Masterwork Scimitar 7 (1d63/18-20/x2)
Ranged Light crossbow 6 (1d8/19-20/x2)
Cleric (Merciful Healer) Spells Prepared (CL 4):
2 (3/day) Restoration, Lesser, Remove Paralysis, Remove Disease, Bull’s Strength
1 (4/day) Divine Favor, Shield of Faith, Bless, Magic Weapon, Cure Light Wounds
0 (at will) Purify Food and Drink (DC 13), Detect Magic, Mending, Light
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Statistics
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Str 12, Dex 16, Con 12, Int 12, Wis 16, Cha 14
Base Atk +3; CMB +4; CMD 17
Feats Dervish Dance, Selective Channeling, Weapon Finesse
Traits Armor Expert, Desperate Focus
Skills Acrobatics +7, Heal +12 (
13 circumstance to treat wounds or deadly wounds, +15 to treat poison), Knowledge (religion) +5, Perform (dance) +4, Profession (soldier) +7, Sense Motive +10, Spellcraft +8
Languages Common, Kelish, Osiriani
SQ aura, cleric channel positive energy 2d6 (5/day) (dc 14), combat medic, domains (restoration), hero points, mercies (mercy: sickened [1 creatures]), restorative touch (6/day), spontaneous casting
Combat Gear Daredevil boots (10 rounds/day), Potion of cure light wounds, Quick runner’s shirt (1/day), Scroll of Endure Elements, Comprehend Languages, D, Wand of cure light wounds, Acid, Alchemist’s fire, Alchemist’s kindness (2), Antiplague (2), Antitoxin (2), Bloodblock (2), Caltrops, Holy water, Padzahr, Smelling salts, Soothe syrup (2); Other Gear Mithral shirt, Crossbow bolts (30), Dagger, Light crossbow, Masterwork Scimitar, Cloak of resistance +1, Handy haversack (88 @ 88.82 lbs), Ioun torch, Antidote kit (10 uses), Bedroll, Belt pouch (1 @ 2 lbs), Belt pouch (5 @ 1 lbs), Blanket, Candle (10), Candle lamp, Canteen, Chalk, Charcoal stick, Chirugeon’s Kit(pouch), Earplugs, Fishhook, Flint and steel, Gear maintenance kit, Grappling bolt, Grooming kit, Healer’s kit, Sarenrae, Sarenrae, Magnet, Mess kit, Mirror, Parchment (5), Pot, Powder, Rope, Shaving kit, Shovel, folding, Soap, Spell component pouch, Surgeon’s tools, Thread (50 ft.), Torch (10), Trail rations (5), Twine (50’), Waterskin, Wrist sheath, spring loaded (1 @ 0 lbs), Wrist sheath, spring loaded (1 @ 1 lbs), Bottle of Strong Brandy, 260 GP, 3 SP, 3 CP
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Special Abilities
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Antidote kit (10 uses) +3 circumstance bonus to Heal checks to treat poison.
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Armor Expert -1 Armor check penalty.
Aura (Ex) The Cleric has an aura corresponding to his deity’s alignment.
Cleric (Merciful Healer) Domain (Restoration) Associated Domain: Healing
Cleric Channel Positive Energy 2d6 (5/day) (DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Combat Medic (Ex) A merciful healer does not provoke attacks of opportunity when using the Heal skill to stabilize another creature or casting healing spells.
Daredevil boots (10 rounds/day) +5 Acrobatics to avoid AoO moving in threatened squares. If successful, +1 attack vs that enemy.
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Ioun torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).

Construction
Requirements Craft Wondrous Item, continual flame, creator must be 12th level; Cost 62 gp, 5 sp
Mercy: Sickened (1 creatures) (Su) When the merciful healer channels energy she can remove the sickened condition from one or more living creatures that she heals within her channel energy burst. Feats and effects that affect a paladin’s mercy also affect this ability.
Quick runner’s shirt (1/day) As swift action, take an extra move action to move on your turn.
Restorative Touch (6/day) (Su) Remove the dazed, fatigued, shaken, sickened, or staggered conditions by touch.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
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Bio:

Zaheer grow up near Omash in Qadira. The constant skirmishing between Taldor and Qadiran forces being a commont thing. When he came of age joining the military seemed a logical choice.

One day during a particlarly bloody conflict A’aar, on of Zaheer closest friends, wast mortally wounded. Zaheer went to his side and prayed to Sarenrea to help him save his friend. By some miricle A’aar wounds closed and Zaheers life changed.

Zaheer was encourage to go to a temple of Sarenrea and learn about his connection to the goddess. While he was in his train Zaheer learn that A’aar was killed in battle. He felt responsible because if he were there he may have been able to save him.

After his training was complete Zaheer wondered the world joining any conflict that would pay him to help. Several years ago he was approched to join Min-Kor. He has been doing work with Min-Kor since.

Zaheer Tahan

Min-Kor Mercenaries: A Selfishly Evil Campaign Trundell Provos