EKUUR THE EVERBURNING
Male Athasian human Fire Cleric 8
CN Medium humanoid
Init +0; Senses Perception +4
AC 21, touch 10, flat-footed 21 (+11 armor)
hp 101 (8d8+29 - x2 at level 1)
current hp 95
Fort +11, Ref +4, Will +13
resistances fire 10
Spd 20 ft./x3
Melee+1 flaming iron Trikal (as halberd) +11 1d10+7+1d6 fire 20/x3
Melee Sickle +10 1d6+4 20/x2
Melee Morning Star +10 1d8+4
Str 18, Dex 10, Con 16, Int 10, Wis 21, Cha 14
Base Atk +6, CMB +10 CMD 20
Feats Armor Proficiency (Heavy), Extra Turning, Selective Channeling, Scribe Scroll, Versatile Channeler
Skills Diplomacy +9, Heal +11, Knowledge (religion) +7, Knowledge (the planes) +8, Linguistics +5, Sense Motive +13, Spellcraft +4
Languages Athasian, Ignan, Planar Trade
SQ Channel Energy, Fire Bolt, Rebuke Death, fire resistance 10, healer's blessing
Combat Gear+1 flaming iron Trikal, Sickle, morning star, Half-plate +3 (bronze-plated)
Other Gearwand of cure light wounds (50ch), scrolls:magic weapon x2, endure elements x2, resist energy x2, lesser restoration, protection from energy, cure serious wounds, prayer; acid (1 flask), alchemist’s fire (2 flasks), waterskin, scroll cases (2), belt pouches (2), spell component pouches (2), antitoxin (1 vial), 50' silk rope, grappling hook, bedroll, blanket, obsidian holy symbol, books: Principia Ignis, Hymns to the Great Conflagration, cloak of resistance +2, stone +1 Charisma, belt of physical might +2 (STR, CON), skullcap of inspired wisdom +2, jade brooch (allows raise dead or heal once), 127 pp, 3331 gp, 1 sp, cp
Carries - 100 lbs
Class Abilities • AURA - Ekuur radiates a powerful aura of Chaos.
• CHANNEL ENERGY - 8/day; heal 4d6 (or damage 4d6 to undead, Will save DC 16) or harm 3d6 (Will save DC 16) used: 2
• CLERIC SPONTANEOUS CASTING - Ekuur can swap prepared spells for healing spells.
• CLERIC WEAPONS AND ARMOR - All simple weapons, light and medium armor, shields (except tower shields), and favored weapon of deity (trikal) .
• DOMAIN POWERS - Each of the cleric's chosen domains grants domain powers.
- Fire Bolt (Su) - As a standard action you can unleash a fire bolt targeting any foe within 30 feet as a ranged touch attack. The fire bolt deals 1d6+4 points of fire damage. 7/day used:
- Fire Resistance (Ex): At 6th level, you gain resist fire 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to fire.
- Rebuke Death (Su) - You can touch a creature as a standard action, healing it of 1d4+4 damage. You can only use this ability on a creature that is below 0 hit points. If you touch an undead creature with this effect, it is shaken for 4 rounds. 7/day used:
- Healer’s Blessing (Su): At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.
• FORBIDDEN SPELL ALIGNMENT - Spells with the Lawful descriptor are forbidden by your alignment and your deity's alignment.
Racial Abilities As standard human, plus:
• ABILITY MODIFIERS - +2 to one additional ability score (total is +2 to two different abilities)
• INBORN POWERS - Athasian humans receive a single psion power and 3 power points at 1st level. Manifester level equals character level, and save DCs are Charisma-based. At 5th, 10th, and 15th level, they gain an additional power and power points.
Favored Class Bonuses
• +5 hit points
• +3 to caster level checks to overcome SR of outsiders
Spells Prepared (CL 8th)
Domains: Fire, Healing (can also select spells from Plant (Growth))
Spell DC: 15 + spell level
Orisons (4): detect poison, guidance, light, spark
1st level (6): bane, burning disarm, divine favor*, doom, remove fear, shield of faith
Domain: enlarge person
2nd level (4): delay poison, hold person, protection from evil(communal), silence
3rd level (4): bestow curse, dispel magic, magic vestment*, prayer
4th level (3): freedom of movement*, magic weapon (greater)*, neutralize poison
Domain: wall of fire
Psionics (ML 8th)
Power Points: 6 (current 6)
1st level: matter agitation
2nd level: energy adaptation, specified
From my character sheet (but updated):
Ekuur worships the elemental force of fire, and he looks more like a bronze sculpture than a man. Standing 6' 3" and weighing 222 lbs, he is heavily muscled and broad-shouldered. His body is completely hairless; not because he shaves, but because the constant heat he has dealt with in his life has burnt it off and it no longer grows. His skin is a deep bronze in color, and his eyes are a light amber.
From the moment Ekuur, as a child of only 4 growing up in the city-state of Tyr, focused on an insect and made it burst into flame, he instinctually knew he was destined to serve the power of Fire. At 14, tired of the relentless tyranny of Kalak and his templars, Ekuur left Tyr for the much more hospitable (in his mind) Alluvial Sand Wastes. Amazingly, despite running out of food and water only three days into the wastes, Ekuur found his way to the Temple of Sand and Flame two weeks later healthy and in excellent shape (although perhaps a bit more crazy; but what Athasian cleric isn’t?). The clerics of the temple took this as a sign of Elemental Fire’s acceptance, and he was indoctrinated into the order immediately. Although a haven for contemplation and learning, Ekuur's temple also served as a fortress against the many perils faced by travelers to Tyr. It waxed prosperous as anything could in the endless wastes, using a hidden spring within its walls to make the desert bloom, at least in its immediate vicinity. They taught Ekuur that Fire was the great Cleansing Force; that for life to begin and flourish, old and dead things must first be burned away. They believed that this had essentially already happened to Athas; that defiling magic had burned away the old world, which was trying to be reborn. To them, it was now time for the defilers to be burned away, as their time and function was over – their continued presence delayed the proper course of things.
Eventually, the prosperity of the temple, as well as their campaigns against defilers, drew the dragon. This beast used its horrid Defiler magic to suck the life force from the temple, Ekuur's fellows falling in windrifts as their bodies withered.
The high priest, in terror, unlocked an ancient artifact that had lain under lock and key for millennia. Hoping to reflect the defiling magic against the marauding dragon, he activated it. Ekuur assisted, as one of the few clerics left standing.
Ekuur is unsure of what happened next, but there was a massive flash of energy from the ancient item and a howl of utter pain from the dragon. Ekuur felt as if he was being stretched between two Kanks; then he awoke on the cobbles of Sigil.
At first he was horrified and amazed at the constant rain. For days he was actually ill as his body attempted to cope with the sudden surfeit of water all about him. He tried to get his bearings, and his aimless wanderings finally led him to the Temple District in the Lady's Ward. There he found refuge in a Temple of Elemental Fire, though the rituals were quite foreign to him. They actually worship Kossuth, a proclaimed suzerain of fire elementals, and the temple priests are a collection of bizarre creatures from many distant worlds.
Ekuur has discovered that not many come from Athas. Apparently the sphere it sits in was sealed off from casual planar travel long ago, possibly by the ancient defiling that occurred back when it was a more green world. Whatever happened, Ekuur feels very out of place in the Cage.
One Athasian that Ekuur has become friends (of a sort) with is the mul gladiator known as Grefft. Originally from the city-state of Urik, Grefft has been in the Cage for several years now and works as a simple porter in the Clerk’s Ward. After decades in the arena, Grefft enjoys this quiet, simple profession, and has no desire to come out of ‘retirement’ any time soon. He was the one who taught Ekuur the planar trade language in his first few months in the Cage.
Another acquaintance is the half-giant known as Hatuhuatl. Originally from Draj, Hatuhuatl is a skilled weaponsmith and blacksmith that is now a member of the Godsmen (ironic, since even the concept of gods is foreign to Athas). While Ekuur doesn’t really agree with that faction’s beliefs, Hatuhuatl is likely the only smith in the entire city who is knowledgeable of Athasian weapons.
So far, Ekuur has not joined or associated with any of the various factions. While Hatuhuatl has tried to recruit him at times, Ekuur finds the idea of gods not to his liking; likely a result of his resentment of the templars and sorcerer-kings from his past.
In recent times, after a very close and personal experience with the Sacred Flame on the Elemental Plane of Fire, Ekuur's faith has redoubled. He has begun his own church, dedicated to the Sacred Flame and attracting several followers and acolytes. Founded in a building that was once a temple to a Power of ice and cold, Ekuur is particularly proud as he obtained the building through the strength of his sermons and force of belief, rather than of his trikal.
Ekuur has enjoyed his time with the Company of the Silver Rose as well. His new friends are people he respects and trusts, even if a few he thinks are maybe a little odd or even annoying on occasion.And he still has a hard time understanding Isaac's words at times.
One unexpected situation has been his new acquaitance with a fire giantkin named Sigrid. Running into her at a bar during a mission with his new friends in the Company of the Silver Rose, the friendship has begun blossoming into more, especially after the time spent with her on the Plane of Fire. He has been finding himself missing her a great deal since the beginning of his last mission has kept him away for a while now.