Allustan

Amenhotep of Wati's page

191 posts. Organized Play character for Luke_Parry.


Full Name

Amenhotep Neter-iry

Race

Human

Classes/Levels

Empyreal Sorcerer 2 (HP 12/12) (AC 10/10/10) (CMD 11) (Fort +1, Ref +0, Will +9) (Init +0) (Perception +8)

Gender

Male

Size

Medium (6'2")

Age

27

Alignment

LG

Deity

Irori

Location

Wati

Languages

Common, Osiriani, Celestial, Ancient Osiriani, Terran

Strength 10
Dexterity 10
Constitution 13
Intelligence 12
Wisdom 18
Charisma 10

About Amenhotep of Wati

Appearance:
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]
Senses: 10' Darkvision, Low Light Vision, Perception +8
Speed: 30'

AC: 10 (10)
Touch: 10 (10)
Flat-footed: 10 (10)

Hit Points: 12/12 (10 class + 2 Con)

Fort: +1 Ref: +0 Will: +9

Combat:

BAB: +1 CMB: +1 CMD: 11

Melee:
MW Cold Iron Longspear +2; 1d8; 20/x2 (Type: Piercing)

Ranged:
Sling +1; 1d4; 20/x2 (Type: Bludgeoning)

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:
Requirement(s) Irori
Your hours of meditation on inner perfection and the nature of strength and speed allow you to focus your thoughts to achieve things your body might not normally be able to do on its own.

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:
Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.
Cantrip: +2

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):
Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. (7/day)

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),
Feather Fall** (Trans), Identify** (Div), Mage Armor** (Conj), Repair Undead** (Necro), Shield Companion** (Abj), Touch of the Sea** (Trans), Bless@@
2nd level: Alter Self (Trans), Aram Zey's Focus (Div), Command Undead (Necro), Create Pit (Conj), Glitterdust (Conj), Mirror Image** (Ill), Rope Trick** (Trans),
See Invisibility (Div), Suppress Charms and Compulsions (Abj), Resist Energy@@ (Abj)
3rd level: Apsu's Shining Scales (Evo), Fireball (Evo), Halt Undead (Necro), Haste (Trans), Heroism (Ench), Water Breathing (Trans), Magic Circle Against Evil@@
4th level: Acid Pit (Conj), Dimension Door (Conj), Enchantment Foil (Abj), Greater Invisibility (Ill), Monstrous Physique II (Trans), Stoneskin (Trans), Remove Curse@@
5th level: Break Enchantment (Abj), Hungry Pit (Conj), Life Bubble (Abj), Overland Flight (Trans), Roaming Pit (Conj), Teleport (Conj), Flame Strike@@
6th level: Chains of Light (Conj), Contingency (Evo), Shadow Walk (Ill), Transformation (Trans), True Seeing (Div), Greater Dispel Magic@@
7th level: Control Construct (Trans), Ice Body (Trans), Legendary Proportions (Trans), Limited Wish (Any), Plane Shift (Conj), Simulacrum** (Ill), Banishment@@
8th level: Clone (Necro), Create Demiplane (Conj), Horrid Wilting (Necro), Maze (Conj), Seamantle (Conj), Sunburst@@
9th level: Greater Create Demiplane(Conj), Time Stop (Trans), Wish (Any), Gate@@ (Conj)

Equipment:

Combat
MW Cold Iron Longspear
Sling

--=Worn=--
Ioun Torch (75gp)
Explorer's Outfit (-)
Sleeves of Many Garments (200gp)

--=MW Backpack (50gp)=--
Goblet of Quenching (180gp)
Bedroll (0.1gp)
Crowbar (2gp)
100' Silk Rope (20gp)
10' Pole (0.05gp)
Piton (10) (1gp)
Hammer (0.5gp)
Healer's Kit [10/10] (50gp)

--=Belt Pouch 1 (1gp)=--
Chalk (x3) (0.03gp)
Flint and Steel (1gp)
Fish hook (x3) (0.3gp)
Whetstone (0.02gp)
Grappling Hook (1gp)
Glass Bottle (2gp)
MW Thieves' Tools (100gp)

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.