Kunala |
This is RH's Inquisitor of Anubis, the crunch is done, I'm still working on the fluff. I will try and have it done by Monday @ 6:00. good luck all.
So Kunala will be an inquisitor of Anubis. He is Mauxi and was born a slave. He would have been purchased as a child by priests of Anubis to be raised as a warrior to fight the undead.
He will see accompanying the adventurers as his duty to his god to protect them until they journey into the afterlife and to destroy any undead they cause to stir.
Ziyadi Sahrebe |
R0B0GEISHA here, presenting Ziyadi Sahrebe, an oracle of Sarenrae dual-cursed with a wasting disease and the spirits of his dead family.
Appearance and personality somewhat influenced by Edward Norton's King Baldwin IV from Kingdom of Heaven.
Male middle-aged human oracle (dual-cursed) 1
NG Medium humanoid (human)
Init +1; Senses Perception +2
DEFENSE
AC 18, touch 11, flat-footed 17 (+5 armor, +1 Dex, +2 shield)
hp 9 (1d8+1)
Fort +0, Ref +1, Will +4; +2 vs. curses, curse effects, and mummy’s aura of despair
OFFENSE
Spd 30 ft.
Melee light mace +2 (1d8+2) or dagger +2 (1d4+2)
Ranged light crossbow +1 (1d8/19-20)
Special Attacks channel energy 6/day (1d6, DC 13 Will negates)
Oracle Spells Known (CL 1st; concentration +6)
1st (4/day) - bless, cure light wounds, detect undead
0 (at will) - ghost sound (DC 13), light, mage hand, resistance, stabilize, virtue
Mystery Life
STATISTICS
Str 14, Dex 12, Con 11, Int 14, Wis 14, Cha 18
BAB +0; CMB +2; CMD 13
Feats Extra Revelation, Skill Focus (Knowledge [history])
Traits Child of the Temple, Cleansing Light, Focused Mind, Mummy-Cursed,
Skills Diplomacy +4, Heal +6, Knowledge (history) +9, Knowledge (nature) +6, Knowledge (nobility) +7, Knowledge (religion) +7, Sense Motive +6, Spellcraft +6
Languages Ancient Osiriani, Common, Osiriani
SQ child of the temple, focused study, mummy-cursed, oracle’s curse (haunted, wasting), revelations (channel, energy body)
Combat Gear scale mail, heavy wooden shield, light mace, dagger, light crossbow with 10 bolts, backpack, bedroll, blanket, trail rations (3 days), traveler’s outfit, waterskin, whetstone, wooden holy symbol, 41 gp, 8 sp, 8 cp
1. Ziyadi Sahrebe once held a prominent position as a budding young historian and sage in the Great Library of Tephu.
2. Unfortunately, when he reached adulthood, a terrible curse took effect, passed down for generations in his family’s bloodline ever since his great grandfather disturbed the tomb of an ancient spirit.
3. The curse inflicts a terrible wasting disease that prematurely ages all who acquire it, cutting their lifespan well short of what a normal human would expect. Except for Ziyadi.
4. The curse spread to his family, and Ziyadi has outlived every one of his relatives and children, a fact that doubly-cursed him to a haunted existence as their spirits now torment him.
5. It cost Ziyadi years of his life trying to research any records of his curse. Utterly determined, he now believes he must find such information by going directly to the source—venturing into the same tombs and ruins as his great grandfather. And so, he’s come to Wati in the hopes that some lost relic, hieroglyph, or spirit might give him the insight he needs to end his curse.
Two Goals for Ziyadi
1. Despite all that Ziyadi has lost—his family, his physical and mental health, as well as his livelihood—he still clings to his faith in Sarenrae, hopeful of healing and redemption for the trespass of his great grandfather.
2. Failing that, he’ll settle for vengeance against whatever force cursed his line on behalf of his children.
Two Secrets for Ziyadi
1. Ziyadi does not explain why he seemingly speaks to the air. He would rather let his companions believe that he has lost his mind completely than reveal his shame: that his cursed bloodline killed his family and trapped them in the afterlife. (what he knows)
2. The force that cursed his line is actually the Sky Pharaoh Hakotep, after Ziyadi’s great grandfather disturbed the tomb of his favorite paramour. (what he doesn’t know)
Three People that Ziyadi Knows
1. Tetaf was Ziyadi’s eldest son, a lanky boy of 15 years. Of the spirits that haunt Ziyadi, his anger at his death burns brightest. Tetaf is a constant voice for destruction and vengeance in Ziyadi’s ear.
2. Mabju was Ziyadi’s wife, a builder and brewer. As calm in death as she was in life, Mabju’s presence comforts her husband and preaches for patience and deference in most matters.
3. Ghebji was Ziyadi’s daughter, a six-year old girl. Lost and confused, she has yet to speak to her father, but he can hear her crying. Any attempts to reach out to her has so far been met with silence. This, perhaps most of all, hurts Ziyadi the most.
Three Mannerisms, Quirks, or Traits
1. Ziyadi often casts his virtue orison as part of a ritual he believes will stave off the wasting disease inflicted by his curse. This causes him to mutter such prayers in moments of stress, particularly if heading into battle.
2. Ziyadi thoroughly enjoys academic pursuits and philosophical debates, having worked as a sage in the past. He will get along well with like-minded companions, often staying up late to converse on those subjects.
3. Despite his general optimism and positive attitude, feelings of melancholy and survivor’s remorse often afflict Ziyadi. Having outlived his own children, he represents the last of his line. At the same time, he fears time is running out on his opportunity to lift the curse, and he becomes increasingly agitated and frustrated with any delays.
GM Wulfson |
Okay, here's a list of submissions/proof of concepts so far:
Menwi Ahmose - Cleric (Ecclesithurge) of Bastet
Akil Kahlid - Cleric (Herald caller) of Erastil
Malik Shiar - Paladin (Tempered champion) of Sarenrae
Rastaf of Sarenrae - Cleric of Sarenrae
Merutep - Shaman
Khaz Cloudbreaker - Monk (Qinngong/Zen Archer)
Khalid Abd al-Qadir al-Shihab - Bard (Arcane duelist)
Meriui bin Mircea - Paladin (Sacred shield/Warrior of the Holy Light) of Sarnerae
Kunala - Inquisitor (Sacred slayer) of Anubis
Ziyadi Sahrebe - Oracle (Dual cursed) of Sarenrae
If I missed anyone, I apologize. Let me know.
Anyone else who's expressed interest or wants to submit a character, you have about six more hours to do so.
ExiledMimic |
If I missed anyone, I apologize. Let me know.
Anyone else who's expressed interest or wants to submit a character, you have about six more hours to do so.
Mine got missed on that list, but I feel kinda like another band on the wagon since it was a Paladin of Sarenrae. Didn't realize I was so... unoriginal here.
Meriui bin Mircea |
That's okay, ExiledMimic. Looking at the list, I'm wondering if I should replace this submission with a tomb-robber style rogue. 90 minutes is NOT enough time to get the build and story behind a full character restart right, though. Not normally.
Including you, that would be:
3 Clerics
1 Oracle
1 Shaman
1 Bard
1 Inquisitor
3 Paladins
1 Monk
VERY heavy bent to this submission set. 8 of 11 are divinely oriented, if you do NOT count the Monk.
GM Wulfson |
Okay, a little over a half hour remains before I close recruitment (it might go a little longer as tonight's my RL game)
Okay, here's a list of submissions/proof of concepts so far:
Menwi Ahmose - Cleric (Ecclesithurge) of Bastet
Akil Kahlid - Cleric (Herald caller) of Erastil
Malik Shiar - Paladin (Tempered champion) of Sarenrae
Rastaf of Sarenrae - Cleric of Sarenrae
Merutep - Shaman
Khaz Cloudbreaker - Monk (Qinngong/Zen Archer)
Khalid Abd al-Qadir al-Shihab - Bard (Arcane duelist)
Meriui bin Mircea - Paladin (Sacred shield/Warrior of the Holy Light) of Sarnerae
Ziyadi Sahrebe - Oracle (Dual cursed) of Sarenrae
Bravyk Sund - Paladin of Sarenrae
Akinoye |
I think I'll toss my character in this looks fun. Just a heads up I'm a newbie who's never played before though.
Akinoyè is the tribal champion of the Suu’Nal tribe of the Mwangi Expanse. His tribe lives in relative peace near the Vanji River. Akinoyè won the honor of becoming tribal champion by defeating the dreaded fire elemental Ina who had been terrorizing their villages. It’s even whispered that by defeating Ina, Akinoye, was able to take its power as his own. Akinoye was able to defeat the fire elemental and trap him in a gem that had been sacred to his tribe for many generations. However, one day “explorers” were passing through is village, and took advantage of the tribe’s hospitality. These “explorers” made off with ritualistic items and the gem holding the fire elemental Ina under the cover of night. Akinyoe being the tribes champion was tasked with finding these explorers and returning the gem to his village. He was able to track the thieves to Wati where they have sold the gem to a merchant. However, he doesn’t have the gold necessary to be able to purchase the gem. So, he is now in Wati hoping to take a job with an exploration group hoping to make enough gold to purchase back his tribe’s sacred gem.
Akinoye has all the confidence and arrogance that is to be expected of a tribal champion warrior. Akinoyè believes there is no challenge too great or situation too dangerous for him to best. He’s a straight shooter who sees no purpose in lying. He tells people what he is going to do and then does it. This leads to Akinoye rushing headlong into situations without much thought of consequence
N Medium Humanoid (Human)
Init +2; Senses Perception +3
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DEFENSE
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AC 15, touch 12, flat-footed 13 (+3 armor, +2 dex)
hp 16
Fort +5, Ref +2, Will +0
Studded armor [light; + 3 AC; max dex + 5; check penalty -1 20 lb.]
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OFFENSE
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Speed 40 ft.
Melee Greataxe [1d12, crit x3, 12 lb, two-handed, two-handed, slashing]
Ranged Composite Longbow [1d8, crit x3, range incr. 110 ft., 3 lb, piercing]
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STATISTICS
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Str 18, Dex 14, Con 16, Int 14, Wis 8, Cha 10
Base Atk +1; CMB +5; CMD 17
Traits
Spirit in the stones - Whenever you’re in ruins, you gain a +2 trait bonus on Initiative checks and a +1 trait bonus on saving throws against traps and natural hazards
Tropical Upbringing - You gain a +1 trait bonus on saving throws against fire effects and a +2 trait bonus on Fortitude saves against the effects of hot weather.
Indomitable Faith - You gain a +1 trait bonus on Will saves
Ressurected – You gain a +2 trait bonus on saving throws against death effects. In addition you do not die until your hit points drop to a negative amount equal to or lower than your Constitution score + 4.
Feats
Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed
Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
Skills Acrobatics (Dex) 6, Appraise (Int) 1, Bluff (Cha) 0, Climb (Str) 8, Craft (Int) 1, Diplomacy (Cha) 0, Disguise (Cha) 0, Escape Artist (Dex) 2, Fly (Dex) 2, Heal (Wis) -1, Intimidate (Cha) 4, Knowledge (Int) [dungeoneering] 2, Perception (Wis) 3, Perform (Cha) 0, Ride (Dex) 2, Sense Motive (Wis) -1, Stealth (Dex) 2, Survival (Wis) 3, Swim (Str) 4
Languages Common, Polyglot, Osirion
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SPECIAL ABILITIES
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Fast Movement (Ex): A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.
Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
GM Wulfson |
After thinking it over (and much flip-flopping, waffling, and dilly-dallying) I decided on Meriui bin Mircea and Merutep to replace our departed characters.
Thank you all for the submissions (and making my life harder in the process). Good luck and good gaming.
As for the chosen ones, I'll craft an intro scene as soon as I can get a chance, probably later tonight.
Thanks,
Mike