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Najara's conviction seems to be catching...

NAJARA
[Thanks to A Chakram Arcs Fan for valuable suggestions!]

This apparent paladin is in reality a pawn of Dahak. She knows him only as the Light. He gives her advice, orders and visions, but since a mortal can’t comprehend the extent of Dahak’s mind, she perceives his contacts as a multitude of whispering voices, the Djinn. Her self-image is that of a noble champion for good who gives even the most evil of enemies the chance to choose the right side, but who also fights with relentless force if nothing else suffices. Though her alignment is lawful evil, she frequently passes as lawful good, with her sincere and caring terminology. Then again, since she unquestioningly obeys Dahak's commands, she sometimes acts in a chaotic way.
   She prefers using her clerical abilities in a subtle way. In combat with a dangerous adversary, she augments her own fighting ability and weakens her enemy rather than using visually obvious effects.
   Note her lack of Knowledge (religion). She is a groomed pawn, not a player.
   Clerical goal: Make people believe that "the Light" (Dahak) is the true force of good.

Female Human, 25th-level Fighter, 8th-level Cleric of Dahak (Greco-Roman)
 
Strength 14 +2 Fort. Save +18 Armour Class 14
Dexterity 15 +2 Ref. Save +9 Flat-footed AC 12
Constitution 16 +3 Will. Save +13 Touch AC 12
Intelligence 12 +1 Alignment lawful evil Initiative +6
Wisdom 15 +2 Speed 30 Mêlée Damage 1d8+6
Charisma 17 +3 Size M
Hit Points 273 Mêlée Attack +28/+23/+18/+13 Ranged Attack +27/+22/+17/+12

Special: Proficient with all simple and martial weapons, all armour, and shields. Spells and rebuke undead. Domains: Evil, Strength.
 
Spell level Spells/day Typical spells
0 6 Cure Minor Wounds, Detect Poison, Guidance, Mending, Purify Food and Drink, Resistance
1 5+1 Bless, Divine Favour, Doom, Magic Weapon, Protection from Good, Shield of Faith
2 4+1 Bear's Endurance, Bull's Strength, Death Knell, Hold Person (2)
3 3+1 Bestow Curse (2), Magic Vestment, Prayer
4 2+1 Divine Power, Poison, Spell Immunity
Skills: Balance +6, Climb +22, Concentration +6, Diplomacy +4, Escape Artist +10, Estimate Experience +6, Handle Animal +4, Heal +3, Jump +22, Listen +5, Perform (sing) +4, Ride +38, Sense Motive +3, Spot +3, Swim +5, Tumble +22, Use Rope +6, Survival +3.
Feats: Cleave, Combat Casting, Combat Reflexes, Combat Tumble, Crusader, Deflect Arrows, Dodge, Forceful Rider, Greater Weapon Focus (longsword), Greater Weapon Specialization (longsword), I Have Many Feats (4), Improved Bull Rush, Improved Critical (unarmed strike), Improved Initiative, Improved Natural Attack (2), Improved Sunder, Improved Trip, Improved Unarmed Strike, Mobility, Mounted Combat, Power Attack, Quick Draw, Snatch Arrows, Spirited Charge, Spring Attack, Still Spell, Stunning Fist, Track, Weapon Focus (longsword), Weapon Improvisation, Weapon Specialization (longsword).
Possessions: A colourful leather armour, a longsword, and the light warhorse Bonacar are her only constant possessions.
 

 

 
 
 
 
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