
Micah Haynes |

Alright, Micah is completely finished. I won't link all his crunch here (it's all in his profile), but for ease of access here's the fluff (which is also all in his profile).

Ingra Forgeheart |

Introducing Rogar, the Dwarven Rogue! He is meant to be a Trapfinder and Deep Delver.
CN Medium Humanoid (Dwarf)
Init +3; Senses Perception +6*; Darkvision 60ft.
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DEFENSE
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AC 16, touch 14, flat-footed 12 (+2 armor, +3 dex, +1 dodge)
hp 10 (8 class, +1 con, +1 favored class)
Fort +2, Ref +5, Will +2; Hardy Racial Trait
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OFFENSE
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Speed 20 ft.
Melee Shortsword +3 (1d6)
Dagger +3 (1d4)
Ranged Heavy Crossbow +3 (1d10)
Special Attacks Sneak Attack +1d6
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STATISTICS
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Str 11, Dex 16, Con 12, Int 16, Wis 14, Cha 10
Base Atk +0; CMB +0; CMD 13; Stability Racial Trait
Traits Resilient, Goldsniffer, Foreign Opportunist
Drawbacks None
Feats Dodge, Weapon Finesse
Skills (11 points; 8 class, 3 INT)
ACP -0
(1) Acrobatics* +7
(1) Appraise +9
(1) Climb* +4
(1) Disable Device* +10
(1) Escape Artist* +7
(1) K. Dungeoneering +7
(1) K. Engineering +4
(1) Perception +6
(1) Stealth* +7
(1) Swim* +4
(1) Use Magical Device +4
*ACP applies to these skills
Non-Standard Skill Bonuses
+2 Appraise for gems and metals (racial)
+2 Appraise (trait)
+1 Disable Device (class)
+2 Disable Device (masterwork thieves' tools)
+1 Perception when looking for traps (class)
+2 Perception when 10ft away from strange stonework (race, gains automatic perception check)
+2 Perception when searching for gems, jewels, and metals (trait)
Languages Common, Dwarf, Giant, Halfling, Undercommon
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SPECIAL ABILITIES
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Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Sneak Attack: 1d6
Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can useDisable Device to disarm magic traps.
Finesse Training: At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add herDexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-38 lb. Medium 39-76 lb. Heavy 77-115 lb.
Current Load Carried 94 lb.
Money 27 GP 0 SP 0 CP
Heavy Crossbow: 50gp (8lb)
Dagger: 2gp (1lb)
Shortsword: 10gp (2lb)
10 bolts: 1gp (1lb)
Leather Armor: 10gp (15lb)
Rogue's Kit: 120gp (masterwork thieves' tools) (38lb)
Common Dungeoneering Kit: 15gp (25lb)
Common Survival Kit: 5gp (4lb)
Rogar grew up on the streets of Janderhoff in the Mindspin Mountains with his parents and two siblings. Eager to increase his family's living conditions, he joined a small thieves' guild called The Silver Fingers made up of both dwarves and halflings. Rogar had a particularly keen mind, and so became their main trapfinder. It was only a few months though before Rogar was ambushed and caught by the city guard. He was sentenced to imprisonment for 50 years, but fortunately a lovely halfling thief broke him out within a single month. Facing exile or even execution, Rogar fled into the surface world and straight to Absalom, where he has been living for the past two years. After hearing about the necropolis in Osirion being opened, Rogar saw his chance for more gold, and old habits die hard.
Rogar is a surprisingly lean dwarf with black hair that he keeps rather simple. His clothes are always made of well stitched leather or cloth built for utility more than aesthetics. Rogar prefers to have the right tool for the job, rather than always improvising.
"The first thing I do in a new place is note the locations of everything valuable - or where such things could be hidden."
"I'm loyal to my friends, not to any ideals, and everyone else can take a trip to the Abyss for all I care."
"I've lived my life in poverty, and now is the time to change that."
"When I see something valuable, I can't think about anything but how to steal it"
Thank you for your consideration!

Game Master Listener |
1 person marked this as a favorite. |

Current list of potential cast members:
Dro'ka Zahil, Human Male Slayer (Vanguard), played by Vincent Fleming
Setesh Bantling, Half-Elf Male Alchemist (Beastmorph/Vivisectionist), played by Luke_Parry
Kellara Sheogorath, Half-Orc Female Necromancer (Life), played by Sarabian
Elexsanda Sylmat, Human Female Shaman (Animist/Speaker for the Past), played by cartmanbeck
Farid Heydar, Human Male Barbarian, played by Dennis Harry (Plans to multiclass with Rogue)
Malik Adraza, Human Male Sorcerer, played by The Pale King
Anton Narscellus, Suli Male Brawler, played by Dave Herman
Omar Ulunat, Human Male Ranger, played by zaarbuc (Plans to multiclass with Cleric)
Saedue Menura, Elf Female Alchemist, played by Escharid Blackrose
Vidic Votev, Human Male Ranger (Infiltrator), played by Jim Cirillo
Louisiana Jane, Gnome Female Alchemist, played by Amsheagar
Tali the Nomad, Human Female Druid (Desert), played by Jesse Heinig
Meresu, Ifrit Female Inquisitor (Immolator) of Sekhmet, played by SCKnightHero1
Moze the Reincarnated Druid, Halfling Male Druid, played by KarlBob
Zahar Aja, Ifrit Male Arcanist (Blood Arcanist), played by kamenhero25
Urggo, Oread Male Fighter (Unbreakable), played by The Archlich (Plans to take Living Monoloth PrC)
Keleph Alihk, Human Male Fighter, played by mellowgoth (Plans to multiclass with Bard/Archaeologist or Investigator)
Alder Ellemin, Human Male Investigator (Spiritualist), played by Iff
Lenni Khiti, Human Male Swashbuckler (Daring Infiltrator, Mysterious Avenger), played by Tech5bb
Micah Haynes, Human Male Cavalier (Daring Champion), played by nate lange
Max Willard, Half-Ord Male Rogue, played by DoubleGold
Hamzu Ur-Usi Khafra, Halfling Male Rogue (Unchained, Bandit, Knife Master), played by Hayato Ken
Nevai Alaro, Human Male Cleric of Horus, played by Raisse
Rgulbux Deepstrider, Dwarf Male Ranger (Corpse Hunter, Divine Tracker), played by Valjoen_KC
Rogar Silverfingers Dwarf Male Rogue (Unchained), played by TreasureFox

Darthrancor |

My submission with background.
My plan is to run a brawler.

Game Master Listener |

Game Master Listener wrote:Aasimar and Tieflings may roll on their variant lists if they so wish.Rolling for variant tiefling ability.
1d100 You gain an additional +2 racial bonus to your Intelligence score.
Too overpowered? I understand if you want me to reroll.
There's a reason I allow the roll. If you get lucky, you get lucky. +2 Intelligence is perfectly fine.

Game Master Listener |
1 person marked this as a favorite. |

I'd like to do something a little different with the tail end of recruiting. I believe I've decided on three of the four characters that I'd like to take.
To those players whose characters haven't been chosen, and to those that have yet to submit a character, do not despair! The reason I'm ending recruitment a little early is so that we can fill the last spot! There were a ton of good submissions, but part of my job is taking characters that fit together into an adventuring party. So, with that said, I've decided on the following three:
Setesh Bantling, Half-Elf Male Alchemist (Beastmorph/Vivisectionist), played by Luke_Parry
Micah Haynes, Human Male Cavalier (Daring Champion), played by nate lange
Nevai Alaro, Human Male Cleric of Horus, played by Raisse
I invite the players chosen to discuss their adventuring group in the Discussion thread here.
Now here's the twist. For those that didn't make it, and for those that haven't finished their characters: I'm opening up recruitment for one character. You will essentially be interviewing for a role in the party with the other party members already chosen. So, there are two important parts here. First, you must come up with a good reason why your character was chosen to accompany this group. Either they're a friend of one members already in the party, they were recruited in Absalom when the original adventuring group first formed, or they were somehow picked up in-country (which, I expect, will also be how Nevai joins the group.) And secondly, you must come up with a character that fits the niche this party is missing. Notably ranged damage, but skill-wise, the party could use some of the more physical skills. (Climb, stealth, acrobatics, etc.)
I know closing recruitment a little early might have caught some people in the middle of finishing up their characters. However, I hope this is seen as an opportunity rather than a hassle. Feel free to ask any questions you have! I'd like to have the last character selected by Tuesday, but I understand if that's too short a time span for people to make a whole new character. If you can get at least the outline of a character up, the group can start discussing which ones they feel fit the best.

The Archlich |

I don't feel frustrated, I think it's a fun and terrific idea, plus goes well with the story itself and helps form the group. Urggo the Oread (trying to become a Living Monolith) is waiting right outside the tents to be called for his interview :) I will modify him accordingly to fit the niche though.

Lenni Khiti |

I have updated Lenni, he is a now a ranger with the guide and dungeon rover archetypes. the crunch is in the profile as well as below
Lenni Khiti ranger
Male human (Keleshite) ranger (guide, dungeon rover) 1 (Pathfinder Player Companion: Dungeoneer's Handbook, Pathfinder RPG Advanced Player's Guide 125)
CG Medium humanoid (human)
Init +6; Senses Perception +6
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Defense
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AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 11 (1d10+1)
Fort +3 (+2 circumstance bonus vs. hot weather), Ref +6, Will +2; +2 trait bonus vs. fear effects.
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Offense
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Speed 30 ft.
Melee dagger +2 (1d4+1/19-20) or
longsword +2 (1d8+1/19-20)
Ranged longbow +5 (1d8/×3)
Special Attacks ranger's focus
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Statistics
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Str 13, Dex 18, Con 12, Int 12, Wis 14, Cha 8
Base Atk +1; CMB +2; CMD 16
Feats Point-blank Shot, Precise Shot
Traits reactionary, scholar of ruins, wati native
Skills
Climb +4,
Disable Device +7,
Escape Artist +4,
Handle Animal +3,
Knowledge (dungeoneering) +6,
Knowledge (geography) +6,
Knowledge (nature) +5,
Perception +6 (+8 in underground environment to notice traps, potential cave-ins and dangerous flora),
Survival +6
Languages Common, Kelish, Osiriani
SQ stone scouting, vermin affinity
Combat Gear potion of endure elements; Other Gear studded leather, dagger, longbow, longsword, candle (2), chalk, everburning torch, grappling arrow, hammer, hot weather outfit, masterwork backpack, piton (4), sack (2), silk rope (50 ft.), tindertwig (4)
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Special Abilities
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Hot weather outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Ranger's Focus +2 (1/day) (Ex) +2 to hit and damage focused target.
Stone Scouting (Ex) +2 bonus to notice underground environmental hazards, automatic check if in 10 ft.
Vermin Affinity +0 (Ex) Improve the attitude of vermin and oozes, as if using Diplomacy.
as far as story goes Lenni is a local, born and bread in Wati to Kelish parents, who loves nature and worships Khepri the god of freedom. Lenni offers his services as a guide to local adventures looking to explore nearby tombs. im going to expand a bit on the his backstory shortly.
Mechanically some of the reason that the group might want my character is that once i get to 4 level i start to give everyone in the party bonuses to Initiative, perception, stealth and survival. I also have verman focus to deal with swarms and oozes and can also act as a back up trap finder as i get bonus to notice hazardous environments and traps underground.
anyway any feedback is welcome

Game Master Listener |
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Whoops, was working on a life oracle, but I'm throwing that one out the window with a cleric already present. I wonder if a wizard/knowledge-monkey would fit into the remaining spot. Did I miss info somewhere about what the two other players were going for?
Yes sorry, my apologies. The other two characters are:
A foreigner Bard or Skald. The details of which are currently being worked on.
The second character is an Elven Wizard (probably a Diviner, though it's also being finished up now.) She's also a foreigner but interested in ancient cultures in general. (Knowledge History, Engineering, and Linguistics.)
Both characters will be part of the "original" group formed up, possibly in Absalom, though the details of that are going to be worked out between the players.
The main thing to keep in mind is that I'm hoping for stories that directly relate to the characters already chosen. How does your character fit in with them specifically, not just any generic adventuring group that happens to be around. I'm excited to see people's ideas. Feel free to be a little creative, we can always work something out if it's close but doesn't quite fit!

Meresu |

Well, I'm going to try my Meresu for the interviews if that's alright. I've been wanting to play this ap for awhile now so I apologize for my determination (and also my hardheadedness). During the interview can we ask those who were and you the gm questions as well?
And if you preferred I could also do an aasimar ranger of Anubis if you like and if we can resubmit a whole new character?
Congrats to those picked! Even if I'm not picked even after the interviews, I greatly appreciate the opportunity! I'm still going to keep on trying though for whenever someone else opens this ap up again!
And good luck and happy adventuring!

Game Master Listener |
1 person marked this as a favorite. |

Well, I'm going to try my Meresu for the interviews if that's alright. I've been wanting to play this ap for awhile now so I apologize for my determination (and also my hardheadedness).
Congrats to those picked! Even if I'm not picked even after the interviews, I greatly appreciate the opportunity! I'm still going to keep on trying though for whenever someone else opens this ap up again!
And good luck and happy adventuring!
Perhaps "interview" was the wrong word. What I meant was that you can present a character that fits both the role being looked for and a story that fits with the rest of the group. I used the term interview only to demonstrate that the other players, and in some cases their characters, would be deciding who else gets in the group. This could have happened early when the group originally formed, or it could have been in-country, or it could have been right here in Wati! It's all open at this point.
But any application will require that the character fit the role being looked for and a story. This story can be interactive. You're welcome to ask players about their characters and see if something fits well with them.

SCKnightHero1 |

I see...hm...
Looking over my characters...as well as those I have in the works...I did have an aasimar ranger of Anubis that I had started back in 3.5 but never got around to finishing. She might fit the role y'all are looking for. I do plan on multiclassing her with cleric later on too. I could have her stats today before work and I could have the description and personality done tomorrow and I'm willing to work with the group to see how she met the group and started working with them.

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I'm going to need to come up with an entirely new concept. But there's already a wizard and an alchemist, and I would hate to not capitalize on the good Intelligence roll. Are there any good Int-based classes in PF that could still fill a niche considering what we have? Maybe I should give a read through the Investigator?

Tairu |

This is SCKnightHero1 here. I was wondering if I could alter one of the standard ranger abilities: woodland stride changing it to desert stride. Works like woodland stride except it applies to quicksand, loose sand, and other difficult terrain you find in the desert. Is that alright?
Edit: Sorry my boss asked me to clock in the moment I walked through the door. But I'll try and get everything done tonight and posted tomorrow evening. Again sorry.

Vincent Fleming |

I am going to keep Dro'ka in the running but adjust him slightly. Gonna nix the Mwk Thieves tools for regular thieves tools, pick up a shortbow instead of the sling (it'll eventually be a composite longbow +2 but monies) and finally remove the current feats and replace them with point blank shot and precise shot. That should easily adjust him to fit the ranged role that is available.
With that all in mind, I believe his skills are fine to still mesh in with what the group will want. He'll be able to give out teamwork feats that'll last long enough to matter when it's needed (mostly looking at Outflank and Precise Strike for these but can easily be encouraged to get others like Shield Wall and such. Nothing like a free feat for the entire party at times) And he'll be able to give out bonuses to hit and damage against studied targets for enough rounds to kill them if they get all tactical.

TreasureFox |

I'm going to need to come up with an entirely new concept. But there's already a wizard and an alchemist, and I would hate to not capitalize on the good Intelligence roll. Are there any good Int-based classes in PF that could still fill a niche considering what we have? Maybe I should give a read through the Investigator?
Technically speaking, there's nothing wrong with a little extra boost to Int. Every single class would be happy with an extra skill point and an extra language =D

Game Master Listener |

I'm going to need to come up with an entirely new concept. But there's already a wizard and an alchemist, and I would hate to not capitalize on the good Intelligence roll. Are there any good Int-based classes in PF that could still fill a niche considering what we have? Maybe I should give a read through the Investigator?
I'm not aware of any specifically Int-based ranged builds, though I'm sure someone out there will have more ideas than I. And as was noted by another, just about anyone could use a little more intelligence.
This is SCKnightHero1 here. I was wondering if I could alter one of the standard ranger abilities: woodland stride changing it to desert stride. Works like woodland stride except it applies to quicksand, loose sand, and other difficult terrain you find in the desert. Is that alright?
Edit: Sorry my boss asked me to clock in the moment I walked through the door. But I'll try and get everything done tonight and posted tomorrow evening. Again sorry.
No, though I tend to be pretty broad with what I consider "undergrowth" and "similar terrain" if that's any help. If you're looking for desert specific advantages, I suggest looking at Druid (Desert) or Hunter (Scarab Stalker). Also, Rangers still get a favored terrain, and desert would, of course, be a good choice.

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Tairu wrote:No, though I tend to be pretty broad with what I consider "undergrowth" and "similar terrain" if that's any help. If you're looking for desert specific advantages, I suggest looking at Druid (Desert) or Hunter (Scarab Stalker). Also, Rangers still get a favored terrain, and desert would, of course, be a good choice.This is SCKnightHero1 here. I was wondering if I could alter one of the standard ranger abilities: woodland stride changing it to desert stride. Works like woodland stride except it applies to quicksand, loose sand, and other difficult terrain you find in the desert. Is that alright?
Edit: Sorry my boss asked me to clock in the moment I walked through the door. But I'll try and get everything done tonight and posted tomorrow evening. Again sorry.
Hmm. Since my Desert Druid didn't make the cut, maybe that is not so desirable. :)
I will retool and submit the backup rogue concept that I mentioned earlier, as a ranged fighter/physical skill adept, and I will talk to the other party members about possible connections.

Micah Haynes |

Investigators definitely benefit from high int. they're primarily skill guys (and could do well with traps), but as they level they do get some abilities to be better in combat. The steel hound archetype could work for a ranged damage build. Other non full caster options that benefit from high Int include the magus (which im not sure has a very good ranged build at all) or a lore warden... Slayers gain some benefit too, or anyone with VMC magus (if that's allowed)...

Tourach |

As noted, I think everyone can benefit from some Int. Even if you wanted to make, say, an archery ranger the +2 Int is either another skill point or just allows you to lower the Int a bit and put points elsewhere while still leaving your Int where you wanted it to be.
Personally I think there are a lot of options for things that would fit well in the guidelines with the current party. I'm excited to see all of the ideas and I'm sure my character will grow more detailed as I see more characters!

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Backup character submission: Bes the Blackfinger. Sanctified rogue, a street urchin turned temple-sponsored tomb raider. Rogue, ranged combatant, physical skill adept, and local.
I've sent messages to some of the other party members about the possibility of some connections.

Tairu |

Samy wrote:I'm going to need to come up with an entirely new concept. But there's already a wizard and an alchemist, and I would hate to not capitalize on the good Intelligence roll. Are there any good Int-based classes in PF that could still fill a niche considering what we have? Maybe I should give a read through the Investigator?I'm not aware of any specifically Int-based ranged builds, though I'm sure someone out there will have more ideas than I. And as was noted by another, just about anyone could use a little more intelligence.
Tairu wrote:No, though I tend to be pretty broad with what I consider "undergrowth" and "similar terrain" if that's any help. If you're looking for desert specific advantages, I suggest looking at Druid (Desert) or Hunter (Scarab Stalker). Also, Rangers still get a favored terrain, and desert would, of course, be a good choice.This is SCKnightHero1 here. I was wondering if I could alter one of the standard ranger abilities: woodland stride changing it to desert stride. Works like woodland stride except it applies to quicksand, loose sand, and other difficult terrain you find in the desert. Is that alright?
Edit: Sorry my boss asked me to clock in the moment I walked through the door. But I'll try and get everything done tonight and posted tomorrow evening. Again sorry.
Ah yes I forgot about that. And thank you for answering my question. Looking over the other characters (except for the two reserved characters since I don't see their characters), and I'm assuming this here, but from the look of things, the party will not fare well in the desert hence my choice for the ranger. As you mentioned the party also needs a ranged attack which the ranger fits nicely, in addition, she'll serve as a back up healer and fighter. She'll also serve as an expect on undead monsters (which should serve well in this adventure and as a follower of Anubis, she'll make sure the party doesn't join the ranks of the undead too!)
I do have a question about her background: pretty much it'll be a bit of a short story of her before she meets the other characters; actually it leads up to her meeting others . Is this acceptable?

Game Master Listener |

I do have a question about her background: pretty much it'll be a bit of a short story of her before she meets the other characters; actually it leads up to her meeting others . Is this acceptable?
Backgrounds are, of course, acceptable. Even encouraged. :)
Though note that the most important thing is that your character fits into the party. This includes the story of how they got there as well as the mechanics.
As for surviving in the desert, multiple characters with survival are always a plus. But keep in mind also that the call was for physical skills as well as ranged damage. The classes that I know of that do this well are Rangers, Slayers, Inquisitors, and to a lesser extent Rogues. (I truly wish they were better.) But I am continually amazed by the creativity of players, so I'm open to anything that works. A Zen Archer could, amusingly enough, make a really interesting tomb raider.
This isn't to say that the characters that have been presented so far aren't good. It's more to say that other applications will have to step it up to beat them. :)

Hayato Ken |

Human (Garundi) inquisitor of Pharasma 1 (Pathfinder RPG Advanced Player's Guide 38)
CN Medium humanoid (human)
Init +4; Senses Perception +7
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Defense
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AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 10 (1d8+2)
Fort +3 (+2 circumstance bonus vs. hot weather, +4 vs. nonlethal damage from hot conditions), Ref +4, Will +5
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Offense
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Speed 30 ft.
Melee dagger +2 (1d4+2/19-20) or
. . light mace +2 (1d6+2)
Ranged longbow +4 (1d8/×3)
Special Attacks judgment 1/day
Inquisitor Spells Known (CL 1st; concentration +4)
. . 1st (2/day)—cure light wounds, divine favor
. . 0 (at will)—create water, disrupt undead, light, stabilize
. . Domain Conversion inquisition
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Statistics
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Str 14, Dex 18, Con 12, Int 10, Wis 16, Cha 8
Base Atk +0; CMB +2; CMD 16
Feats Point-blank Shot, Precise Shot
Traits dunewalker, reckless, undead crusader
Skills Acrobatics +8, Climb +5, Intimidate +4, Perception +7, Sense Motive +8, Stealth +7, Survival +7, Swim +5
Languages Common, Osiriani
SQ monster lore +3, stern gaze +1
Other Gear studded leather, arrows (40), blunt arrows (20), dagger, light mace, longbow, backpack, canteen, chalk (101), hot weather outfit, silk rope (50 ft.), wooden holy symbol of Pharasma´s Spire, 22 gp, 9 sp, 9 cp
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Special Abilities
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Dunewalker +4 Fort saves. vs, nonlethal damage from hot conditions. Move through non-magical sand as normal terrain.
Hot weather outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)
Inquisitor Domain (Conversion Inquisition) Deities: Any deity.
Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Boubajar is a member of the local Pharasmian church. One of his main jobs is hunting down stray corpses that won´t stay in their grave. being a liberal mind, he welcomes the foreigners to Osirian and is very curious about them. That´s why he also acts as a guide to foreign expeditions. His skills are perfect for that, since he is at home in the desert as he is in tombs.