Ali was born to an Ustilavian diplomat and an Osiriani merchant. His early childhood was filled with the duties and responsibilities expected of the son of a diplomat, and the only time that he could truly escape was by the crackling fire, listening to tales of his ancestral homeland from his grandmother. As a child constantly one the move, he found himself constantly longing for somewhere to belong.
As he grew his face would form somewhat avian features, and he sprouted a vibrant red, blue, and green plumage upon his arms and shoulders. His grandmother welcomed these signs of “nascent divinity”, sharing with Ali the myth of an ancestor’s union with a messenger for the old gods. Ali would dive deep into the old ways after this, choosing the jackal-headed Anubis as his patron god like his grandmother.
After graduation he took a position on a merchant ship, where he discovered a true sense of belonging for the first time amongst the diverse crew. He became fierce friends with them, and on a night when they were beset by pirates sprang to their aid. But as he skewered a man and watch him pass before his eyes, he was beset by a crisis of faith. How could he ever reconcile his fervour towards a god that protected the souls of the dead, and his ability to play executioner by ending their mortal life.
He hoped that his grandmother could help him come to terms with this, but it was not meant to be. She would pass a day before her made t back to port, and although his parent’s wanted a simple burial, Ali knew she needed to be interred in her native Wati. Unable to afford transport that would cover the distance quickly enough, he held his grandmother’s wooden amulet and prayed to Anubis that he would withhold guidance until her proper burial. As the amulet softly glowed, the ravages of time ceased, and Ali knew his prayer had been answered.
This is where we find him in Wati, a city familiar from the stories and yet still completely foreign to him, having just finalized the final rites for his grandmother. He hopes to find some semblance of purpose, and maybe even an answer to the moral dilemmas that haunt him…
Personality:
Ali is a man caught between the dichotomy of freedom and duty.
His time on the merchant ship taught him that he can find places he belongs out in the greater world. It’s allowed him to become gregarious, boisterous, and easily excitable around trusted companions. But at his core, he’ll always be the shy introverted boy burdened with heavy responsibility.
He weighs his words with careful consideration, worried about the impact that they will have. A gentle soul, he constantly scrutinizes other’s reaction out on concern that his speech may cause harm. He may seem a little aloof to others, but once they begin to bond, they discover a warm and caring individual.
Reeling from the events of the pirate attack, insecurity has gained a hold of Ali, causing him to second guess his decisions and struggle with a newfound uncertainty with his faith and his general perception of the world he lives in.
Appearance:
Ali has olive skin, a lean build, is of medium height, and his most striking feature is his piercing gray eyes. His face has slightly avian features from the lingering traces of a Garuda ancestry, also present by the red, green, and blue plumage on his arms and shoulders. His inky hair drapes down to his shoulders in messy tangles and his short beard can be best described as unkempt.
Not one to draw attention to himself, he is often cloaked in plain toned, billowing robes in the hopes that they will hide this radiant plumage and help him blend into the background. The only discerning accessory he wears is a simple wooden jackal head around his neck, an heirloom left to him by his grandmother.
Due to the various components held deep in the recesses of his robes, a warm, rich odour seems to permeate the air around Ali.
Build:
Alghasaq “Ali” Otdykh
Garuda-blooded aasimar (plumekith) swashbuckler (inspired blade) 1/warpriest of Anubis 1
LG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 19 (2 HD; 1d8+1d10+4)
Fort +4, Ref +5, Will +5
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee mwk rapier +6 (1d6+1/18-20)
Special Attacks blessings 3/day (Protection: increased defense, Repose: gentle rest), deeds (derring-do, dodging panache, opportune parry and riposte), panache (2), sacred weapon (1d6, +0, 1 rounds/day)
Spell-Like Abilities (CL 2nd; concentration +0)
1/day—see invisibility
Warpriest Spells Prepared (CL 1st; concentration +4)
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Statistics
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Str 13, Dex 16, Con 14, Int 11, Wis 16, Cha 7
Base Atk +1; CMB +2; CMD 15
Feats Fencing Grace, Weapon Finesse (rapier only) Weapon Focus (pilum), Weapon Focus (rapier)
Traits empathic diplomat (osirion), trap finder
Skills Acrobatics +9, Diplomacy +7, Disable Device +10, Fly +5, Knowledge (religion) +4, Linguistics +1, Perception +7, Sense Motive +7; Racial Modifiers +2 Acrobatics, +2 Fly
Languages Ancient Osiriani, Celestial, Common
SQ inspired panache
Other Gear chain shirt, mwk rapier, masterwork thieves' tools, 480 gp
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Special Abilities
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Blessings (3/day) (Su) Pool of power used to activate Blessing abilities.
Darkvision (60 feet) You can see in the dark (black and white only).
Deeds
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fencing Grace Use Dexterity on rapier damage rolls
Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Sacred Weapon (Su) As a swift action, grant weapon enhancement bonus or certain powers.