Sajan Gadadvara

Asaran Neitekh's page

229 posts. Alias of Tilnar.


Race

Human

Classes/Levels

Ranger (Divine Tracker/Trapper) 4

Gender

Male

About Asaran Neitekh

B]Asaran Neitekh[/B]
Male Human Ranger (Trapper/Divine Tracker) 4
LG Medium Humanoid (Human)
Init: +2, Senses: Normal, Perception: +9 [+11 traps]
Languages: Common, Kelish.
Birthday: Calistril 22
Deity: Anubis Domains: Metal (Earth), Defense (Protection)
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DESCRIPTION/BACKGROUND
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Description:

Asaran stands 6'3" tall, however, the lean and wiry nature of his build makes him appear to be taller and slightly awkward. His complexion is tan, his skin an antique bronze, though with a slightly greyish undertone, making him appear slightly gaunt. His face is handsome, with a strong jaw and raised cheekbones, but his appearance is marred by a number of older sand-coloured scars across his shaved head and a deeper, paler one across his throat. Despite the almost ill appearance, however, his worn jade eyes are clear and alert... almost too much so.

History:

Asaran grew up in a small semi-nomadic clan that traveled between the Asp and Crook rivers (and a few oasis in between) in the southern part of Osirion, near the Brazen Peaks. His father was a goatherd with ownership of some of the flock, while his mother a gifted weaver and herbalist. Asaran was the eldest and only boy of the couple's four children.

Their clan was a small one with ancient roots, their history kept alive by Asaran's aunt, (his father's sister), who would tell stories of the old gods and the old ways... which included a time when the clan was as noble in title as it in blood and spirit, and had a rich hold in a lush floodplain between the rivers to the north.

It was a simple, if somewhat harsh life, and Asaran thrived.

In his 8th winter, life changed for Asaran. While he and his father were out searching for a lost nannygoat and her kid, a group of gnollish raiders descended from the peaks and attacked the clan's encampment. When the two returned, they found the remains of the tents, their flock slaughtered, the valuables missing, and no sign of Asaran's mother, aunts or sisters. The two set off immediately to rescue their family from the terrible fate of slavery that awaited them, whether to the gnolls themselves or sold in the markets of Katapesh, but in their haste, they ran afoul of the gnollish sentries. The hyenamen killed Asaran's father, and, disappointed in the lack of sport when he died so quickly, spent hours beating and torturing Asaran for their own amusement, leaving him for dead.

He was found by the Brightsteel Band, a small Katapeshian mercenary company led by an Ifrit named Plamen Drost. The company was down on its luck and hunting down the raiders without a contract, seeking the bounty. They tended the boy's wounds and nursed him back to health, Drost taking a strong liking to the boy and the strength of spirit that allowed him to survive his wounds. As Asaran's wounds healed, he was allowed to remain with the Band, earning his food and water by acting as a runner, gopher and page -- and, as he continued to shoot up like a reed, he graduated to sentry and hunter and was trained in combat and tracking.

As Asaran aged, the Band's situation and reputation did not improve much -- in fact, just after he became a full member of the band, they lost the contract to guard even the small outpost they'd been using as a base of operation, despite the constant threat of gnolls, bandits and slavers, and the fact they'd spent the last 6 years there. After a painfully lean summer, with some members of the Band talking about turning to banditry and slaving themselves, talk that Asaran could not abide, things seemed to improve -- they were hired to protect a small town in Northern Katapesh from a band of raiders.

Desperate, Drost took the contract without learning any details.. And when the attack came, rather than facing a hungry rabble with poor gear as they expected, they were instead attacked by a strong, well-organized raiding force, that was not only well equipped, but had a van of skeletal warriors that resisted the blows of axes and blades. Faced with the overwhelming odds and the obvious signs of the raider's success, the laden treasure wagons and slave wagons that were already half-full, Drost rode forward to parley with the raiders.... There were whispers that he intended to surrender, however, the truth was even worse: the Brightsteel Band changed sides and joined with the raiders for a share of the loot.

Asaran refused these new orders, unwilling and unable to break his word and strike down, rob or enslave the very people he'd sworn to protect. He drew his falcata and cut down four of his former associates before Drost, raging and enlarged, struck him down with a blow that nearly decapitated him, leaving Asaran for dead once more.

As he expected from the tales of his childhood, Asaran stood before the great scales and Anubis, however, the god did not place his heart upon the balance. Instead, he looked Asaran in the eye and held up the heart, saying, "This has always been mine, and I do not yet want it back." The god lunged at Asaran, leaving a burning pain in his neck, chest and face... and then everything faded to black.

Unexpectedly, Asaran awoke three days after being struck down to a jet-black jackal biting at his face. When the young warrior quickly sat up, the beast stepped back and sat down, and the two stared at each other for what seemed like minutes before the jackal cocked its head and slowly walked away. Asaran, weak with fever and thirst, followed the jackal who led him to the remains of the well and an old crone, a survivor from the village who, recognizing Asaran, tended to his wounds. The young warrior was in an out of consciousness and fever dreams for a full week before finally feeling strong enough to travel.

Deciding that his life in Katapesh had brought him nothing but pain, Asaran decided to return north to his homeland, drawn by the stories of his childhood and a sense that it was what his Lord wanted of him. It was then that he heard of the opening of the Necropolis, which he saw as a sign of what he was to do next, and headed to Wati.

Personality/Future Plans:

Asaran is convinced that he was killed in combat and resurrected by Anubis to serve him, to act as a judge of men in this world and send those who cannot be redeemed to meet his Lord and the scales before their heavy hearts are allowed to do too much damage to this world. (Those who may still be redeemed should be turned to a path that lightens their hearts).

While this might just be the result of a fever dream from his terrible wounds and infection... Asaran's once deep brown eyes have been pale green since his "death".

Being "twice" resurrected (or having luckily survived) the gnolls and the betrayal by the mercenaries, mixed with his (visions or fever dreams) of the old ways -- Asaran is now a very devout follower of Anubis -- and will dip cleric en route to becoming a holy vindicator for the Judge of Souls.

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DEFENSE
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AC 18, Touch 12, Flat-footed 15, CMD 19
(+5 armor, +1 shield, +2 dex)
HP 40 (4HD - 12+1, 8+1, 8+1, 8+1)
Fort: +7, Ref: +7, Will: +5
Special: +2 vs. death effects, +1 vs. fire attacks, +4 vs. hot environmental effects
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OFFENSE
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Speed: 30 ft. (6 Squares)

Melee
One-Handed (-2 to attack roll when TWF)
Masterwork Falcata +8 (1d8+3/19-20/x3) {Slashing}
-- [Power Attack] +6 (1d8+7/19-20/x3)
Masterwork Flail +8 (1d8+3) {Bludgeoning}
-- [Power Attack] +6 (1d8+7)
Shortspear +7 (1d6+3) {Piercing}
-- [Power Attack] +5 (1d6+7)
Dagger +7 (1d4+4/19-20) {Slashing/Piercing}
-- [Power Attack] +5 (1d6+5)
Masterwork Klar +8 (1d6+4) (Slashing}
-- [Power Attack] +6 (1d6+5)

Off-hand (-2 penalty for TWF included)
Masterwork Klar +6 (1d6+1) (Slashing}
-- [Power Attack] +4 (1d6+3)
Dagger +5 (1d4+1/19-20) {Slashing/Piercing}
-- [Power Attack] +3 (1d4+3)

Ranged
Masterwork Composite Shortbow +7 (1d6+3) (Piercing, 70' range increment)
Dagger +6 (1d4+3/19-20) {Slashing/Piercing, 10' range increment}
Shortspear +6 (1d6+3) {Piercing, 20' range increment}

Special: +2 attack and damage vs. undead

Base Atk: +4, CMB: +7
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STATISTICS
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Str 16, Dex 14, Con 14, Int 10, Wis 14, Cha 12
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FEATS
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Armour Proficiencies: Light, Medium, Shield.
Weapon Proficiencies: Simple, Martial + Falcata.

Selected:
Exotic Weapon Proficiency (Falcata), Improved Shield Bash, Power Attack.

Bonus:
Two Weapon Fighting (Combat Style), Endurance
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TRAITS
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Armour Expert (Combat)
You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.

Resurrected (Campaign Trait)
At some time in the recent past you died, but you were brought back to life—whether because of magic, a blessing of the gods, or a destiny you have to fulfill, or perhaps because it just wasn’t your time to die yet. Whatever the nature of your resurrection, your experience gave you a fascination with death, and you hope to find some insight into the nature of mortality by exploring the tombs of Wati’s famous necropolis. 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.

Desert Child (Regional Trait)
You were born and raised in rocky deserts. You are accustomed to high temperatures, and gain a +4 trait bonus on any saving throws made to resist the effects of being in hot conditions and a +1 trait bonus on all saving throws against fire effects.
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SKILLS
(+2 Bluff, Knowledge, Perception, Sense Motive & Survival v. undead)
(+2 init, Know (geography), Perception, Stealth & Survival underground)
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Class Skills are italicized, Trained Skills marked with *
Skill Name [Total] = Rnk + Stat + Misc (Description)
Acrobatics [+2] = 0.0 + 2 + 0
Bluff [+1] = 0.0 + 1 + 0
Climb* [+10] = 4.0 + 3 + 3
Diplomacy [+1] = 0.0 + 1 + 0
Disable Device* [+9|+11] = 4.0 + 2 + 3 +2 (Mwork tools)
---Disable Traps [+11|+13] (Trapfinding)
Disguise [+1] = 0.0 + 1 + 0
Escape Artist [+2] = 0.0 + 2 + 0
Heal* [+6] = 1.0 + 2 + 3
Intimidate [+1] = 0.0 + 1 + 0
Knowledge (Dungeoneering)* [+4] = 1.0 + 0 + 3
Knowledge (Geography)* [+4] = 1.0 + 0 + 3
Knowledge (Nature)* [+4] = 1.0 + 0 + 3
Knowledge (Religion)* [+4] = 4.0 + 0 + 0
Perception* [+9] = 4.0 + 2 + 3
---Find Traps [+11] (Trapfinding)
Ride [+2] = 0.0 + 2 + 0
Sense Motive [+2] = 0.0 + 2 + 0
Stealth* [+9] = 4.0 + 2 + 3
Survival* [+9] = 4.0 + 2 + 3
---Tracking [+11]
Swim [+3] = 0.0 + 3 + 0 (AC)
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SPECIAL ABILITIES
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Blessings (Su) (ooooo oo) (Earth, Protection)
At 4th level, a divine tracker forms a close bond with his deity's ethos. He selects two warpriest domains from among the domains granted by his deity, and gains the minor blessings of those domains. A divine tracker can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a divine tracker isn't devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies. A divine tracker uses his ranger level as his warpriest level to determine the effect of the blessing. At 13th level, a divine tracker gains the major blessing from both of his domains. This ability replaces hunter's bond. [7 uses per day]
- Earth Domain: Acid Strike (minor): At 1st level, you can touch one weapon and enhance it with acidic potency. For 1 minute, this weapon emits acrid fumes that deal an additional 1d4 points of acid damage with each strike. This additional damage doesn’t stack with the additional damage from the corrosiveUE weapon special ability.
- Protection Domain: Increased Defense (minor): At 1st level, you can gain a +1 sacred bonus on saving throws and a +1 sacred bonus to AC for 1 minute. The bonus increases to +2 at 10th level and +3 at 20th level.

Favored Enemy (Undead) (Ex)
You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against undead. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.

Favored Terrain (Underground) (Ex)
At 3rd level, a ranger may select a type of terrain from the Favored Terrains table. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

Track (Ex)
You gain +2 to Survival checks made to follow or identify tracks.

Trapfinding (Ex)
A trapper adds 1/2 her ranger level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A trapper can use Disable Device to disarm magic traps.

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GEAR
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masterwork falcata; outfit (traveler's); chain shirt +1; masterwork/masterwork klar; holy symbol of anubis (wooden); shortspear (x4); flail; holy water; masterwork composite shortbow (Str +3); arrows (x30); cloak of resistance +1

Backpack, Masterwork [ Bedroll; Rope (Silk/50 ft.); Rations (Trail/Per Day) (x5); Chalkboard; Waterskin (Filled); Torches (x5)];

Pouch (Belt) [ Whetstone; Flint and Steel; ];
Pouch (Belt) [ Chalk (1 Piece) (x5); masterwork thieves tools];