Lord Raheem Pandisar

Ankih Tohep's page

581 posts. Alias of Chakka.


Full Name

Ankih Tohep

Race

Human

Classes/Levels

Cleric of Sarenrae 3/Universalist 3/Mystic Thuerge 2 |

stats:
Hp:26/43|0non-lethal| melee+6/ranged+6 | F+5(+10vs cold weather effects due to gear)/R+5/W+9 | Init+2 | perception+9 | AC:18/T:12/Ff:16, Spell fail:10%

Gender

male

Size

6'2", 185 lbs

Age

20

Special Abilities

Channel energy (positive)7/7per day 2d6,fire bolt 30' touch 1d6+1 5/5per day

Alignment

NG

Deity

Sarenrae

Location

Heldren, Taldor.

Languages

Common, Celestial, Skald and Gnoll

Strength 14
Dexterity 14
Constitution 10
Intelligence 16
Wisdom 16
Charisma 12

About Ankih Tohep

Ankih Tohep
----------------------------------
Human Male Cleric of Sarenrae 3/Universalist 3/Mystic Thuerge 2
Speed:30 | Initiative:+2 | NG
Hp:43/43 | F:+5 R:+5 W:+8 |
Str:14 (+2) Dex:14 (+2) Con:10 (+0) Int:16 (+3) Wis:16 (+3) Cha:12 (+1)
BAB+4 Melee+6 / Ranged+6 | CMB+6 / CMD:18

Personality/description:

Ankih is a calm young man, unflustered by events or dangers. He has great faith in the Dawnflower, and believes things will turn out for the better, eventually. Losing his parents twice has also made him rather melancholy, and a little bitter. Holding him together is the hope of someday seeing Irrisen, both the woman and the land. He won't hold back in a fight, but is good at heart and won't attack except in self or others defense.
Dressing in the robes of the Dawnflower, he wears studded leather armor, carries a heavy wooden shield, and has a scimitar, dagger and light mace on his belt. In a quiver along his backpack are 3 javelins.
tethered to his belt, is the lead to a friendly little pack mule, named Scarab. Who while might be able to bite or kick, really prefers to just run away from danger.

Backstory:

Ankih had a happy childhood. Born to rich parents, in the great city of Katapesh. Travelling merchants, Marik and Fimah often left him with the head maid and manservant ( a married old couple, devout worshippers of the Dawnflower). But on certain trips they took him with them, leading to a great interest in travel and seeing the world. Not to mention interest in the worship of Sarenrae, due to the time with the servants.
This was life until his 12th summer. That year his parents didn't take him , nor did they come back. He later learned that they were taken by the Pactmasters and sold into slavery, for unpaid debts.
Horrified by such accusations ( his father was a fair and honest man) he started to research and campaign for their freedom. He failed to free them, and in his fight against the powers that be, he lost the estate and all of his families moneys.

The servants took him in and there he lived til his sixteenth birthday. On that fateful day, his life changed once again. Ever since he lost his parents, Ankih had been secretly providing information and clandestine help to the Eagle Knights in their bid against slavery. On his birthday they came calling, in need of help.
He was asked to hide a few escaped slaves in his house while the search for them cooled down. Agreeing, Ankih was stunned to see a pale young woman with shockingly white hair brought into his home. He was instantly smitten with her exotic looks and beauty.
She stayed with him and his foster parents for a week, during which time Ankih only left her side to sleep or for privacy breaks. The only name she gave him was Irrisen, the name of her homeland. Even though she never confided her real name to him, it seemed that she too enjoyed his company. Alas this was not to be....
At the end of the week the Eagle Knights came and took her away to a ship, never to be seen by Ankih again.

Since then his urge for travel has once again reared its head, and a strong desire to go to the northern lands as well. For 4 years he has studied and prayed, learning Skald (the language of Irrisen) and Celestial, to go with his Common and Gnoll( he learned it as a youth in the markets.) Saving money and buying equipment, planning a trip to Irrisen, he was almost ready to leave. News reached him that his parents were alive and recently freed, now living in Qadira. Changing his plans again, he sold his passage to Irrisen, for cheaper and shorter passage to Qadira.
Arriving in Qadira, he was met by another Eagle Knight. This small Knight ( a Halfling he was told) informed him that his parents fled for Taldor, as the same info that reached him, also was heard by the Pactmasters. They were fleeing for their lives.
They left a note with the Knights that said to meet them in the small town of Heldren, in the southern part of Taldor.
Once again he journeyed on, buying a pack mule and trail rations for the trip, he set out. Unfortunately things haven't gone very well for Ankih, as he was packed for winter lands and travelling in mostly warm or temperate lands.

After a rough trip, he arrived in Taldor. He was only a few miles from Heldren when he discovered a small overturned wagon. Inside were the dead bodies of his parents, slain by arrows. Looking for other clues and not finding them, gave in to his grief and spent a week there.
Ankih buried his parents, with all of their travel gear saves his mother's silver dagger and his father's cold iron mace.
Not really sure where he should go from here, but positive it wouldn't be back to the country that murdered his parents. Ankih set out toward Heldren again, deciding that he would slowly make his way north to Irrisen. Being fairly poor at this point, he has stopped in Heldren to earn some money for his travels..........


Hero Points:
Started with 3 used 3 gained 1 and max to 4 from not being Baba Yaga's Beech, gained 1 at level 5 and 1 at level 6, gained 2 at level 7 so 5/5
( Rangi raised Ankih's max to 5)

Traits:

Restless Wayfarer: loves to travel and great interest in Irrisen. +1 to Knowledge(local) and Knowledge ( geography)Plus 1 free language, Skald suggested.
World Traveller Loves to travel and +1 diplomacy.
Lightbringer Once per day can cast the light spell as a SLA.

Domains/School:

Fire
fire bolt:5/day 30' ranged touch attack, 1d6 fire (+1 every 2 levels)
1st level domain spell-burning hands;2nd lvl-produce flame.
Healing
rebuke death: 5/5/day touch, heal 1d4 (+1 every 2 levels) only on living creatures below 0 hp's.
1st level domain spell-cure light wounds, 2nd lvl-cure moderate wounds.
Universalist
Standard action to cause melee weapon to fly from my grasp to strike a foe within 30'. It is a ranged attack using Int mod to hit and str for dmg. 5/5/day.

Feats/Class Abilities:

Alertness +2 to perception and sense motive
Extra Channel 2 extra channels per day
Reach Spell Change range of spell from touch, close, medium, long. for each step from normal uses one level higher. From touch to long for example is 3 levels higher.
Toughness
Scribe Scroll
Bonded Arcane Item-Mw silver dagger
Toppling Spell- Spells with force descriptor can trip opponents if they make a save, take damage, or are moved by spell. The CMB is current caster level plus appropriate modifier. ( currently Ankih's is +5, level 3 wiz,+ Int +2)
Combined Spells(1st)-pg 388 PHB
Piercing Spell-Lower SR of creature hit by spell by 5, uses 1 level higher slot.

Skills:

Diplomacy:+10 (5rank, 3class, 1Cha, 1trait)
Heal:+7 (2rank, 3class, 2Wis)
knowledge(Arcana):+10 (5rank,3class, 2Int)
Knowledge(religion):+10 (5rank, 3class, 2Int)
Knowledge(local):+7 (1rank, 3class, 2Int, 1trait)
Perception:+11 (7rank, 2Wis, 2feat)
Sense Motive:+11 (4rank, 3class, 2Wis, 2feat)
Spellcraft:+12 (7rank, 3class, 2Int)

Cleric Spells prepared:

0-Level DC 13
Light, Read Magic, Guidance, Stabilize.
1st-level DC 14
Comprehend Languages, Shield of Faith, Sun Metal, Sun Metal.
1st-level domain
Burning Hands, DC 14 for 1/2.
2nd-level DC 15
Resist Energy-cold, Restoration-Lesser, Share language.
2nd-level Domain
Produce flame

3rd-level DC 16
Magic circle against evil, Magic circle against chaos
3rd-level domain DC16
Fireball
Wizard spells prepared:

0-level DC 13
Acid Splash, Detect Magic, Spark, Message .
1st-level DC 14
Burning Hands-DC 14 Ref for 1/2, Magic Missile, Magic Missile, Vanish- 4 rnds.
2nd-level DC 15
levitateX3
3rd-level DC 16
FlyX2

Spellbook:

0-level: All wiz/sorc.
1st-level: Snapdragon Fireworks, Burning Hands, Mage Armor, Gravity Bow, Ray of Enfeeblement, Magic Missile, Vanish, Crafter's Fortune, True strike.
2nd level: Alter Self, Animal Aspect, Flaming Sphere, Levitate, Scorching Ray, Spontaneous Immolation.
3rd level: Fly, Haste.

Gear:

Scimitar, Light Crossbow, 10 bolts,9 cold iron bolts, MW Silver dagger (Bonded arcane item), cold iron light mace, +1 Mithril Chain Shirt, Large sack, Handy Haversack, belt pouch, cold weather outfit, clerics vestments, wooden holy symbol, Inkpen, vial of ink, wizards spellbook ( travelling journal), flint and steel, waterskin, 3 tindertwigs (kept in empty vial, corked empty vial, hooded lantern, 2 flasks of oil, 50' rope, 4 days rations, Cloak of the Yeti(-constant endure elements vs cold, +1 natural armor,+2 intimidate with the hood up.), Ioun torch, Origami swarm, Vial of White Dragon's Blood ( used as a material component or focus, similar in effect to liquid ice), wand CLW 41 charges -in sheathe, Wand of Truestrike 4 charges -in sheathe, Wand of Silent Image 12 charges -in belt,2 spring loaded wrist sheathes, 8 Scroll cases, Headband of Vast Intelligence,.

Scroll Cs#1:


Scroll Cs#2:

See Invisibility


Scroll Cs#3:

2xGravity Bow (CL1)
Blink (CL3)

Scroll Cs#4:

1xMage Armor (CL1)

Scroll Cs#5:

2xEndure Elements

Scroll Cs#6:

1xGhostbane Dirge (CL3)
1xMagic Weapon (CL3)
2xInstant Armor (CL3)

Scroll Cs#7:

2xComprehend Language (CS#3)

Scroll Cs#8:

660gp
5sp
3cp