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Katapesh Sailor

Seif-al-Din ibn-Subhi's page

341 posts. Alias of Luke_Parry.


Full Name

Seif-al-Din ibn-Subhi

Race

Suli

Classes/Levels

Planar Oracle of Battle 3

Gender

(AC 15/12/13; HP 10/30; Fort +3, Ref +3, Will +3; Init +2 (but roll twice), Perception +6)

Size

Medium

Age

25

Alignment

Neutral Good

Deity

Sarenrae

Location

Katapesh

Languages

Common, Kelish, Ignan

Strength 20
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 10
Charisma 17

About Seif-al-Din ibn-Subhi

LOOT PAGE

Appearance:
Seif-al-Din is a powerfully built and bronzed Suli, standing 6'4" tall. Usually stern, he knows how to turn on the charm when necessary, and has a sharp eye for detail when it comes to matters relating to commerce. He typically dresses in well-tailored silk clothing when in town, and generally cultivates a short beard to blend in with the local Keleshite population as best he can.

Background:
Seif-al-Din is the youngest son of the powerful Subhi Trading Consortium, a clearing-house for exotic goods along the caravan lines of Katapesh.

Although Seif-al-Din was well cared for as a child, and provided with excellent instruction through his father's contacts in the Church of Sarenrae, he found his father to be emotionally distant, focusing as he did on spanning the country, and beyond, with a web of commerce that ultimately answered solely to him.

As such, Seif-al-Din became more and more caught up in the doctrine of progress and global betterment of the Dawnflower, eventually becoming ordained as a Holy Warrior of Sarenrae (with his Father's tacit, if distracted, approval). With his faith providing him a solid bedrock of contentment from which to work, Seif-al-Din was able to throw himself into the jobs that his father assigned to him, usually providing protection, and guidance, on troubled routes (Gnoll raids, in particular, being a thorny problem, especially on the more Westerly routes) or investigating rumors of bandits or missing caravans...

...on one such journey, he encountered a small tribe of Janni nomads, who... recognised... something in Seif-al-Din. They invited him to join his tent with theirs that night, and showed him many wonders, culminating in a short foray to the Elemental Plane of Fire. The experience opened Seif-al-Din's eyes to a world he had only been dimly aware of, and awoke something previously dormant within his blood - when he was returned to the material plane, it was to discover that his skin had taken on a bronze-like sheen, his hair had become white as snow, and his eyes had taken on the color of cool, deep water.

The discovery that there was something... not entirely human... lurking in his family tree was shocking to say the least, but what he truly desired were answers... When he had a chance to return to Katapesh, he used his family connections to try and track down any and all information about the mingling of the blood of human and Genie-kind in his family, but drew a blank; the family records only extended back a few hundred years, and even that was shaky.

However, when he broadened his search to include *all* references to Genie-kind in the region, he came upon some interesting information: Time and again, the early records of Katapesh (then known as Sandstar), and Solku (then known as Sarenrae's Bastion) referred to a group of Janni known as the Templars of the Five Winds, a group of elemental warriors sworn to the service of a powerful Djinni named Nefeshti, who acted exactly like a force of nature, clashing with the early human settlers, and local monsters alike, at various points throughout history. In fact, their most pivotal involvement in Katapeshi history occurred shortly after the time when the Pactmasters took over Katapesh - apparently, at the time, a great Efreeti named Jhavhul gathered together a mighty army of Genie-kind, and began to lay waste to Northern Katapesh, until he and his supporters were cast-down by Nefeshti and her Templars. After that, however, the historical record grew disturbingly silent, with only scattered references to the Templars; the Genies returned to being creatures of myth and hearsay, rather than history.

However, far from cooling his interest, this only served to quicken it, fueling his nascent obsession like an oily rag to a flame; he began to throw ever more money at his pursuit, courting historians, seers, and planar theorists, until finally his father was no longer able to ignore what his son was up to, and forbade him to expend any more family resources on the subject, hoping that that would be the end of it.

Unfortunately, cutting him off from his normal sources of funding did little more than slow him down, forcing him to be more... creative... signing-up for mercenary work as a caravan guard, acting as a bounty hunter (having a particular predilection for Gnoll-hunting), and moonlighting as an independent contractor on the Katapeshi Gladitorial circuit.

In fact, it was whilst 'on the circuit' that he encountered a young woman named Haleen; her passion for life, her skill in combat, and her fiery temper spoke to him on a primal level. Initially friendly rivals, they eventually became close friends, often pairing-up for the occasional 'doubles match'. Haleen encouraged Seif-al-Din to continue his research, and was even able to place him in contact with a decidedly unsavory source - a Necromancer skilled in the arts of Haemotheurgy.

Initially reluctant, Seif-al-Din eventually gave in, and went to see him; Sin-shallah was a particularly corpulent man, with an unfortunate habit of licking his lips as he spoke. The ritual itself was relatively straight-forward - he used a lancet to drain a pint of Seif-al-Din's blood, which he then boiled over a green flame, and infused it with magic, before directing Seif-al-Din to drink it...

...Seif-al-Din is not entirely certain what happened thereafter. When he came to his senses, he found himself at the epicenter of a swath of elemental destruction; of more immediate worry, however, was the charred, frozen, and partially melted body of the necromancer at his feet... The only clue to what had happened was a phrase written on one wall, charred deep into the stone - PALE MOUNTAIN.

Seif-al-Din quickly left the scene, wanting to place as much distance between it and himself as soon as possible. He went looking for Haleen, but found that she was gone, leaving behind only a brief note, begging him not to follow. Scared, confused, and bereft of his closest friend, he retreated to the only other place of true solace he had ever known - the local temple of Sarenrae.

Gradually (helped in no small part by the fact that events were never traced back to him), he managed to get his emotions under control, and he began to ponder exactly what had happened. He could feel elemental power thrumming through his veins, as well as a presence, barely felt, like the lightest of breezes, but always there, hiding just beyond the limits of his consciousness... In moments of stress, however, he would loose control, and the presence would come to the fore of his mind, causing him to speak in a voice that burned his throat, and chilled his lungs, and even occasionally to manifest a corona of elemental energy.

Still seeking answers, but knowing that going solo into the Gnoll-infested lands of Northern Kapatesh alone would be tantamount to suicide, when he caught wind of the fact that a man named Garavel was organising an expedition to that self-same region, he jumped at the opportunity to sign-up... Now, only time will tell what Seif-al-Din will learn about his past, and what it will mean for his future...

Initiative: +2 [+2 Dex]
Senses: Low-Light Vision, Perception +6
Speed: 30 ft (30ft in Armor)

AC: 15 (10 + 3 (Studded Leather) + 2 Dex)
Touch: 12 (10 + 2 Dex)
Flat-footed: 13 (10 + 3 (Studded Leather))

Hit Points: 30/30

Fort: +3 Ref: +3 Will: +3

Combat:

Base Atk: +2; CMB: +7; CMD: 19

Melee
Nodachi: +7, 1d10+10, Crit 18+/x2, Type: Slashing

Ranged
Sling: +4, 1d4+5, Crit 20/x2, Type: Bludgeoning

Skills:

Skill Points per level:
Oracle: 4 (Class) + 3 (Int/Dex) + 1 (FC)
Acrobatics +1 (+2 Dex - 1 ACP)
Appraise +1
Bluff +3
Climb +4 (+5 Str - 1 ACP)
Craft +1
Diplomacy +11 (+3 Charisma + 3 ranks + 3 class skill + 2 Racial)
Disguise +3
Escape Artist +1 (+2 Dex - 1 ACP)
Heal +0
Intimidate +9 (+3 Charisma + 3 ranks + 3 class skill)
Knowledge(History) +7 (+1 Int + 3 ranks + 3 class skill)
Knowledge(Planes) +7 (+1 Int + 3 ranks + 3 class skill)
Knowledge(Religion) +7 (+1 Int + 3 ranks + 3 class skill)
Perception +6 (+0 Wisdom + 3 ranks + 3 class skill)
Perform +3
Ride +1 (+2 Dex - 1 ACP)
Sense Motive +2 (+0 Wisdom + 2 Racial)
Spellcraft +7 (+1 Int + 3 ranks + 3 class skill)
Stealth +1 (+2 Dex - 1 ACP)
Survival +0
Swim +4 (+5 Str - 1 ACP)
Use Magic Device +10 (+3 Charisma + 3 ranks + 3 class skill + 1 trait)

Traits:
Dangerously Curious:
You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent's laboratory or shrine to tinker with spell components and magic devices, and often caused quite a bit of damage and headaches for your parent as a result.

Benefit: You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.

Gnoll Killer:
You grew up in rural Katapesh, in a region where gnoll activity was a fact of life. You killed your first gnoll at a young age when a group of gnoll slavers attacked your village, home, or caravan, and your hatred of gnolls has only grown since then. Something in your past fueled your hatred of gnolls even further— perhaps your family was slaughtered by gnolls, or maybe you even served a few harrowing weeks as a prisoner of a gnoll tribe before a miraculous escape. When you heard that Garavel was looking for brave men and women to aid in retaking the village of Kelmarane from a tribe of gnolls in the service of the notorious Carrion King, you knew you had to be part of the group, and signed up immediately.

Benefit: You gain a +1 trait bonus on attack rolls and weapon damage rolls made against gnolls. If you are a barbarian and you’re fighting gnolls, your rage lasts 1 round longer than normal. If you’re a ranger and you select humanoid (gnoll) as a favored enemy, your trait bonus on attack rolls and weapon damage rolls against gnolls increases to +2. If you’re a spellcaster, you gain
a +1 trait bonus to spell save DCs for damaging spells
against gnolls.

Feats:

1st: Extra Revelation
3rd: Furious Focus

Racial Abilities:
Low-Light Vision:
Sulis can see twice as far as humans in conditions of dim light (see low-light vision).

Energy Resistance:
Sulis have resistance to acid 5, cold 5, electricity 5, and fire 5.

Negotiator:
Sulis are keen negotiators, and gain a +2 racial bonus on Diplomacy and Sense Motive checks.

Elemental Assault (Su):
Once per day as a swift action, a suli can shroud her arms in acid, cold, electricity, or fire. This lasts for one round per level, and can be dismissed as a free action. Unarmed strikes with her arms or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type.

Class Features:
Mystery - Battle

Oracle's Curse - Tongues:
In times of stress or unease, you speak in tongues.

Effect: Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran.

Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language.

At 5th level, pick an additional language to speak in combat and add it to your list of known languages.

At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat.

At 15th level, you can speak and understand any language, but your speech is still restricted during combat.

Spells

Revelations:
Skill at Arms (Ex):
You gain proficiency in all martial weapons and heavy armor.

War Sight (Su):
Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results.

Planar Resistance (Su): At 3rd level, you gain energy resistance 10 against one energy type associated with your chosen plane Fire. At 11th level, your energy resistance increases to 20.

Spells:
Orisons: Create Water, Detect Magic, Enhanced Diplomacy, Guidance, Read Magic, Stabilise
1st level: (4/6 used) CLW, Bless, Divine Favor, Protection from Evil, Endure Elements*

Equipment:

Worn:
Explorer's Outfit
Studded Leather (25)
Silver Holy Symbol of Sarenrae(25)
Wooden Holy Symbol of Sarenrae
Signet Ring (5)
Waterskin (1)
Spring-loaded wrist sheath #1 (5) Dagger (2)
Spring-loaded wrist sheath #2 (5) Dagger (2)

Weapons:
'Tempest' (Two-handed Scimitar; currently, a +1 weapon)
Nodachi (60) + weapon cord (0.1)
Sling (-)
Sling bullets (34)

Backpack (2):
Bedroll (0.1)
Winter Blanket (0.5)
Medium Tent (15)
Waterproof Bag [x2] (1)
Glass Bottle [x2] (4)
Crowbar (2)
100' of Silk Rope (20)
Grappling Hook (1)
Piton [x10] (1)
Hammer (0.5)
10' Pole (0.05)
Shovel (0.02)

Belt Pouch (1):
Flint and Steel (1)
Iron Vial [x2] (0.2)
Chalk [x3] (0.03)
Whetstone (0.02)

Coins: 0gp, 4sp, 8cp


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