About Ankih Tohep Ankih Tohep
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.
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.
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.
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
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