About Amenhotep of WatiAppearance:
Weathered, tanned skin, dark hair with a slightly receding hairline, and a beard that you could get lost in. Well-worn, but immaculately kept clothes. A heavy backpack filled with a plethora of odd tools, and a longspear used as much as a walking pole and tentative floor probe as it is a weapon. Amenhotep's appearance is that of a slightly eccentric adept... although there is the faintest hint of the otherworldly about him.
Background:
Growing up in Wati, Amenhotep was always aware of the sheer weight of *history* behind the place that he grew up in. He might not have had the keen intelligence to become a true scholar, but he found his own niche - seeking enlightenment through understanding the past, it was only natural that he gravitated towards the faith of Irori, using meditative techniques to hone his fine motor control.
He sees exploring the ruins of the past as a dangerous pastime, albeit one with manifold benefits: Eliminating threats to public order; challenging oneself to better hone one's mind and body; learning more about the past, so that the knowledge and craftsmanship of the past are not lost to the sands of time. Exploring forgotten tombs is not just a job - it is a calling, one which Amenhotep is more than willing to dedicate his life towards.
Initiative: +0 [+0 Dex]
AC: 10 (10)
Hit Points: 12/12 (10 class + 2 Con) Fort: +1 Ref: +0 Will: +9 Combat:
BAB: +1 CMB: +1 CMD: 11 Melee:
Ranged:
Skills:
Skill Points per level: 2 (Class) + 1 (Intelligence) + 2 (Background) Acrobatics +0 Appraise +6 (+1 Int + 2 ranks + 3 class skill) Bluff +0 Climb +0 Craft(Any) +1 Diplomacy +0 Disable Device +12 (+4 Wis + 2 ranks + 3 class skill + 1 Trait + 2 MW Thieves' Tools) Disguise +0 Escape Artist +0 Handle Animal +0 Heal +13 (+4 Wis + 2 ranks + 3 class skill + 2 Sorcerer + 2 Healer's Kit) Intimidate +0 Linguistics +3 (+1 Int + 2 ranks) Perception +8 (+4 Wis + 2 ranks + 2 Alertness) Ride +0 Sense Motive +6 (+4 Wis + 2 Alertness) Stealth +0 Survival +4 Swim +0 Feats:
1st: Iron Will 1st (Human Bonus Feat): Familiar Bond 1st (Sorcerer Bonus Feat): Eschew Materials 3rd: Improved Familiar Bond Traits:
Trap Finder:
Forgotten dungeons and ancient tombs have always held an appeal for you, and you’ve never been able to resist the urge to delve into these lost sites in search of knowledge, treasure, or both. You may not have received any formal training in the roguish arts, but you’ve nonetheless become skilled at spotting and disabling hidden traps. The tombs of Wati’s necropolis, just opened for exploration, seem like the perfect place to put your skills to the test. Benefit: You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue. Wisdom in the Flesh:
Benefit: Select any Strength-, Constitution-, or Dexterity-based skill. You may make checks with that skill using your Wisdom modifier instead of the skill’s normal ability score. That skill is always a class skill for you.
Racial Features:
Draconic Heritage:
At times, a human’s family history can have a dragon’s power bound to the bloodline. Benefit: Humans with this trait gain darkvision with a range of 10 feet and low-light vision. They can also ignore the Charisma prerequisite for Eldritch HeritageAPG and any feat that has Eldritch Heritage as a prerequisite, but can select only the draconic bloodline with these feats. This replaces the bonus skill rank humans receive at each level. Sorcerer Favoured Class Bonus:
Class Features:
Empyreal(Celestial) Sorcerer
Bloodline Arcana: Unlike most sorcerers whose innate magic is powered by force of personality, you use pure willpower to master and fuel your magic. You use your Wisdom, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, maximum spell level you can cast, and the save DCs of your spells. You gain a +2 bonus on all Heal and Knowledge (religion) checks. 1st Level Bloodline Power - Heavenly Fire (Sp):
Spells:
Cantrips:Acid Splash, Arcane Mark, Detect Magic, Disrupt Undead, Mage Hand, Mending, Message, Prestidigitation, Ray of Frost, Read Magic, Scrivener's Chant, Spark
1st level (4+1): Blood Money (Trans), Comprehend Languages (Div), Endure Elements (Abj), Infernal Healing (Conj), Keep Watch (Ench), Liberating Command (Trans), Magic Missile (Evo),
Equipment:
Combat MW Cold Iron Longspear Sling --=Worn=--
--=MW Backpack (50gp)=--
--=Belt Pouch 1 (1gp)=--
Coins: 6gp
Familiar:
Compsognathus 2
N Tiny animal Init +6; Senses low-light vision, scent; Perception +4 Defense AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size) hp 6/6 Fort +4, Ref +4, Will +2 Offense Speed 40 ft., swim 20 ft. Melee bite +2 (1d3–1 plus poison) Space 2-1/2 ft., Reach 0 ft. Statistics Str 8, Dex 15, Con 14, Int 6, Wis 11, Cha 5 Base Atk +1; CMB +1; CMD 10 Feats Improved Initiative Skills Appraise +0, Disable Device +4, Heal +2, Linguistics +0, Perception +5, Sense Motive +2, Swim +10 Special Abilities Poison (Ex) Bite—injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save. |