Aspis Consortium Agent

Naomi Zeitoun's page

71 posts. Alias of michaelane.


Classes/Levels

Stats:
AC 15/10/15, HP 17/17, F+5 R+0 W+5 Init +0, Per +2

About Naomi Zeitoun

Naomi Zeitoun
Human (Garundi) Warpriest of Pharasma 2
N Medium humanoid (human)
Init +0; Senses Perception +2
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Defense
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AC 15, touch 10, flat-footed 15 (+5 armor)
hp 17 (2d8+4)
Fort +5, Ref +0, Will +5
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Offense
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Speed 20 ft.
Melee earth breaker +6 (2d6+6/×3) and
. . scythe +7 (2d4+6/×4) and
. . dagger +5 (1d6*+4/19-20)
Ranged dagger +1 (1d6*+4/19-20)
*Note that daggers do 1d6 for Naomi only if she is using her favored weapon ability.
Warpriest Spells Prepared* (CL 2nd; concentration +4, melee touch +5, ranged touch +1):
1st—divine favor (3)
0 (at will)—detect magic, light, read magic, stabilize
*These are typical spells prepared. Will specifically call out daily variations if it will be different than listed.
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Statistics
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Str 18, Dex 10, Con 14, Int 8, Wis 14, Cha 14
Base Atk +1; CMB +5; CMD 15
Feats Champion, Weapon Focus (scythe)
Traits Corpse Hunter, Fate's Favored, Undead Crusader
Drawback Tainted Spirit
Skills Diplomacy +6, Knowledge (religion) +4
Languages Common, Osiriani
SQ Aura, Blessings, Ice Strike, Sacred Weapon, Blessings (Healing Blessing, Water Blessing), Selfish Healer, Tainted Spirit
Combat Gear alchemist's fire (4), holy water (4); Other Gear scale mail, daggers (4), mwk earth breaker, mwk scythe, bandolier (holds alchemist's fire, holy water and daggers), iron holy symbol (Pharasma), spell component pouch, 183 gp, 5 sp
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Special Abilities
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Aura (Ex) The warpriest has an aura corresponding to his deity's alignment.
Blessings (4/day) (Su) A warpriest’s deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a warpriest isn’t devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies. Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon a blessing, it counts against his daily limit. The DC for any of these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier.
Champion (Challenge Foe: +1 to AC & att) As a swift action, you can declare a single combat challenge to one foe within 50 feet and in line of sight. Upon doing so, you gain a +1 bonus on attack rolls and a +1 dodge bonus to AC against that foe as long as no one else threatens that opponent or until the single combat challenge ends. If another combatant attacks you or your foe, the challenge ends and you take a -2 penalty on attack rolls and to AC for 1 round. Though you can declare a single combat challenge at will, once you declare it on a foe you can't declare it on the same foe for another 24 hours.
Corpse Hunter You have dedicated yourself to the destruction of undead. You receive a +1 trait bonus on all attacks made against undead.
Dual Talent (Wisdom, Strength) Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.
Fate's Favored The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Ice Strike (Su) At 1st level, as a standard action you can touch one melee weapon to imbue it with the power of water. For 1 minute, this weapon glows with a blue-white chill and deals 1d4 points of cold damage with each strike. This bonus damage doesn’t stack with the frost or icy burst weapon special abilities.
Sacred Weapon (2 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Selfish Healer (Su) At 1st level, as a swift action you can cast a prepared cure spell on yourself. This counts as a quickened spell for your turn, and doesn’t provoke attacks of opportunity.
Tainted Spirit When you were a child, a parent or other person with authority over you made a minor pact with a fiend on your behalf, stealing some of your vitality in exchange for a minor boon. At the end of any combat, you must attempt a Fortitude saving throw. The DC is 10 + the number of rounds you acted in combat. If you fail this save, you become fatigued for 10 minutes per round you acted during that encounter.
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Appearance
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Visual Description of Character

Naomi is a small woman, standing under five feet in height and waif-thin in stature. She favors flowing black garments with brilliant red and silver adornments, especially upon the sleeves. She wears her holy symbol of Pharasma openly and proudly and bleaches her naturally dark hair bright white in honor of the goddess, wearing it styled to fall just above her shoulders.

Naomi has a disturbing proclivity for weapons that look far too large for her meager frame. But appearances can be deceiving and she is shockingly strong and deadly with scythe, dagger or great hammer. When venturing into the necropois, she wears a bandolier with flasks of alchemist's fire, holy water, and three of her daggers. Her fourth dagger is her skane, a double-edged ceremonial dagger with a stylized depiction of Pharasma's face and hair that she wears in a scabbard on her belt.

The scythe is a little over the top and I envision her wearing a headscarf most of the time, but here's the best image I can manage...
Naomi Zeitoun. Her avatar is pretty close too although her skin would be a lot darker and her hair is shorter than shown.

Tropes: Waif-Fu, Girl with Psycho Weapon
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Motivation
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Why do you care about tomb exploring? Why risk death at the hands of ancient traps or untold horrors buried away? Isn't there an easier way for your character to make a living? Is it just greed for gold or something else?

There are three reasons Naomi cares about tomb exploring.

First, she is a champion of Pharasma, so committed to Pharasma’s tenets to eradicate undeath that she strove most of her life to join the Voices of the Spire. Naomi will be first into battle against the undead and last to leave, insisting on calling them out for singular combat whenever she can.

Second, she is dedicated to the protection of the dead. The opening of Wati's tombs to exploration caused great concern to her and she wrestled for many days with the best way to serve Pharasma’s will on the matter. She finally decided that the best way to have an impact was to join one of the groups entering the lottery and to make sure they properly respected the remains of the dead.

Third and secretly, she hopes against all hope and prays for Pharasma to deliver her the opportunity to save her mother or at least to send her to a peaceful death.
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Personality
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Naomi is a strong personality who is driven to eradicate the undead of Wati’s Necropolis in service to Pharasma. She is serious in demeanor, but creative and resourceful in the achievement of her goals. She is confident in her abilities, but still harbors doubts about her mother’s “weakness” in succumbing to undeath and her own in fleeing. She fears the possibility that she could one day exhibit similar weakness in the face of a difficult choice and has constructed her own defenses to make it as unlikely as possible.
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Story
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Brief history as to how you heard about lottery and came to be in Wati.

Naomi grew up among the ramshackle barges and bridges of Bargetown, born to a destitute family that barely stayed one step ahead of the disease and dangers of the district. When she was six years old, a particularly virulent plague struck the district. Panic swept the docks and the guards cut the ropes, threatening to set all of Bargetown ablaze. Old wives and soothsayers declared it to be the return of the Plague of Madness.

Fearing for her daughter, Naomi's mother sought protection for the young girl. From a cagey smuggler she heard rumors of a priestess who offered a safeguard for children if their parent was willing to pay the price. Desperate, her foolish mother consented and the smuggler led her to a mesmerizing woman who whispered of a ritual that would protect Naomi - Kabriri's Kiss. Naomi sensed something was wrong, but her mother was so determined that she put his misgivings about the woman aside and watched as her mother repeated words of a prayer to Kabriri and feasted on strange meat before kissing her daughter on the lips while the alluring woman softly laughed and welcomed her to the Walkers of Nemret. A chill swept over Naomi and from the corner of her eye, she saw shadowy figures beginning to close in. Something broke and she fled. Leaving her mother and the strange cult in terror.

Weeping and frightened, Naomi raced over the planks, railings, and ropes of Bargetown until she collapsed in exhaustion. Sobbing and shaking, she curled up between two water barrels, sure that she was going to catch the fever and die. But instead of finding fever, she found Pharasma. A black-gowned woman approached and kneeled down next to the young girl asking her what was wrong. It took all night to get the story out between bursts of uncontrollable crying, but as the morning light began to dispel the dark the priestess told her, "Your mother is gone child, but for you, not this year, not yet. Come with me."

For the next 12 years, the Pharasmins of Wati became Naomi’s family. At first, it was assumed that her slight frame would favor service with the midwives of Insula Mater, but the girl demonstrated a fierce nature and surprising strength for her size. It became clear that Naomi’s destiny laid with the ending of unlife rather than the beginning of life. A hatred of the corruption of undeath burned like a flame inside the girl and as she grew to womanhood, she defied expectations and joined the Voices of the Spire just as word came that Pharoah Khemet III would be opening the necropolis. The lottery weighed heavily on Naomi. She knew joining one of the groups entering the lottery could cost her everything she had worked for, but at the same time she longed to hunt the undead. Surely someone needed to watch these tomb raiders and make sure Pharasma’s edicts were enforced. At last she decided. That someone would be her.

Tropes: Our Ghouls Are Creepier, The Hunter