Jassir Amarl Ibn Ahlam
Male human paladin 9
LG Medium humanoid (human)
Hero Points 2
Init +2; Senses Perception +7
Aura courage (10 ft.), resolve (10 ft.)
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 17 (+5 armor, +1 deflection, +1 Dex, +1 natural; +2 deflection bonus vs. evil)
hp 101 (9d10+36)
Fort +13, Ref +8, Will +8 (Aerys Mavato : +1 vs. compulsion effects); +1 trait bonus vs. fire, +4 trait bonus vs. hot conditions; +2 resistance vs. evil
Immune charm, disease, fear
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 falchion +14/+6 (2d4+16/18-20) or
   dagger +10/+5 (1d4+10/19-20)
Ranged javelin +10 (1d6+4)
Special Attacks channel positive energy 4/day (DC 16, 5d6), smite evil 3/day (+2 attack and AC, +9 damage)
Paladin Spell-Like Abilities (CL 9th; concentration +13)
   At will—detect evil
Paladin Spells Prepared (CL 6th; concentration +10)
   2nd—bull's strength, paladin's sacrifice[APG] (DC 14)
   1st—endure elements, hero's defiance[APG], lesser restoration
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 16, Int 12, Wis 7, Cha 14
Base Atk +9; CMB +10; CMD 25
Feats Critical Focus, Extra Lay on Hands, Furious Focus[APG], Outflank[APG], Power Attack, Toughness
Traits boarded in the mwangi expanse, desert child (desert)
Skills Acrobatics +4, Climb +8, Diplomacy +14, Heal +5, Knowledge (religion) +11, Perception +7, Sense Motive +3, Swim +8
Languages Celestial, Common
SQ divine bond (weapon +2, 2/day), hero points, lay on hands 8/day (4d6), mercies (diseased, nauseated, sickened)
Combat Gear potion of cure light wounds, potion of spider climb, potion of water walk, scroll of lesser restoration, scroll of lesser restoration, wand of cure light wounds, acid (2), alchemist's fire (2), antitoxin, oil (3); Other Gear +1 chain shirt, +1 falchion, dagger, javelin (5), amulet of natural armor +1, belt of mighty constitution +2, cloak of resistance +2, ring of protection +1, stone salve, backpack, bedroll, book - the 
 birth of light and truth (3 lb), flint and steel, grappling hook, ink, inkpen, lamp, manacles, mirror, paper, silk rope (50 ft.), silver holy symbol of Sarenrae, soap, trail rations (3), waterskin, whetstone, 5x black pearl (worth 2,500 gp), aquamarine (worth 2,000 gp) (4), 191 gp, 2 sp, 2 cp
--------------------
Special Abilities
--------------------
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Aura of Resolve +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. charm.
Critical Focus +4 to confirm critical hits.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +2, 9 mins, 2/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Immunity to Charm You are immune to charm effects.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (4d6 hit points, 8/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy (Nauseated) (Su) When you use your lay on hands ability, it also removes the nauseated condition.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Paladin Channel Positive Energy 5d6 (4/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Smite Evil (3/day) (Su) +2 to hit, +9 to damage, +2 deflection bonus to AC when used.
--------------------
Jasir wurde in Eto (Osirion) als Kind der Obsthändler Ahlam (Vater) und Nazli (Mutter) geboren. Als Kind hat er häufig zusammen mit seiner älteren Schwester Barina auf dem Basar am Stand der Eltern geholfen. Auch wenn dies sein Verhandlungsgeschick geschult hat, so war seine Schwester immer die bessere Händlerin. In dem Versuch seine Schwester zu übertrumpfen verkaufte er im Alter von 13 Jahren einer durchreisenden Abenteurergruppe den Lageplan zu einer alten osirischen Grabstätte, den er günstig von einem Freund bekommen hatte. Der Plan stellte sich als Fälschung heraus und ein Mitglied der Abenteurergruppe starb aufgrund der falschen Informationen. Von schweren Schuldgefühlen geplagt suchte Jasir Vergebung im Tempel  von Sarenrae. Doch dort fand er mehr, Güte und Hoffnung. Später schloss er sich der Kirche an.  Zwar tat er sich beim Heilen ehr schwer, dafür zeigte er Talent beim Umgang mit Waffen.

Mit 18 Jahren nutzte er die Gelegenheit die Welt zu bereisen und meldete er sich freiwillig als Geleitschutz für einen wichtigen Heiligen Text der zum Sarenraetempel ins ferne Senghor gebracht werden sollte. Dort hat er die letzten beiden Jahre hauptsächlich damit verbracht ehemalige Straftäter wieder in die Gesellschaft einzugliedern. Doch jetzt ist es an der Zeit weiter zu reisen in das benachbarte Sargava um einen sich anbahnenden Konflikt zwischen Kolonialherren und Ureinwohnern zu verhindern...


Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.