Jask Derindi

Chephren's page

305 posts. Alias of Grumdar.


Full Name

Chephren

Race

Human (Garundi)

Classes/Levels

Cleric (Roaming Exorcist) 3 { Init +2 | Perc +6 (+7 vs Haunts/Incorp) | AC 16/12/14 | CMD 14/12 | HP 10/19 | F +4*, R +3*, W +6* (*+1 vs divine magic)}

Gender

Male

Size

6' 2", 137 lb

Age

27

Alignment

LN

Deity

Anubis

Languages

Common, Osiriani

Strength 12
Dexterity 15
Constitution 12
Intelligence 10
Wisdom 17
Charisma 13

About Chephren

Chephren

Background:
Raised in a small isolated fishing village of Esna, located on a tributary of the Crook river, 30 miles east of Slave Trenches of Hakotep and in the shadow of one of the Pahment strongholds, Chephren was brought up in what many would consider ancient Osirian traditions. The village has a mix of both ancient and current beliefs and as such, Chephren was exposed to the old gods of Osirion. His devotion to the old gods, in particular Anubis, was further strengthened when he became lost in the mountains and stumbled upon an ancient burial tomb.

Inside he found hieroglyphs and murals showing Anubis watching over the embalming of an individual and then leading the embalmed body to a swirling blue portal, a representation of the Boneyard of Pharasma. While studying the murals, Chephren kept sensing movement out of the corner of his vision only to find nothing there when we looked. With the feeling of unease about the tomb, Chephren left and told the elders of his village what he had found. They explained to him that he was blessed with the special sight, and that Anubis had revealed to him the means to detect haunts or spectre.

It would be 5 years before he returned to the tomb, and help cleanse the tomb of the lingering haunt.

Description:
Standing 6'2" with black hair, a lean frame, and skin the color of a muddy flooding river, Chephren has an air of confidence in his speech and presence and an efficiency in his movements.

He wears a ancient style of padded armor, over loose fitting cotton clothing. Hanging from his belt is a light flail and around his neck a black wooden jackal head is attached to a leather thong. On his back is slung a backpack, lightly loaded with various gear. In his left hand he carries a unique looking shield, that looks like a giant scarab beetle.

Around his head, a small stone spins, shedding light for about 20 feet distance.

Anubis:
Anubis is the name of a jackal-headed god associated with mummification and the afterlife in ancient Osirion religion.

Like many ancient Osirion deities, Anubis assumed different roles in various contexts. Depicted as a protector of graves as early as the Age of Destiny (c. -3472 AR), Anubis was also an embalmer. By the end of the rule of the Pharaoh of Forgotten Plagues (c. -3047 AR), Anubis was replaced by Pharasma in his role as Lord of the underworld. One of his prominent roles is of god who ushered souls into the afterlife. He attends the weighing scale during the "Weighing of the Heart," in which Pharasma determines whether a soul would be allowed to enter the realm of the dead. Despite being one of the most ancient and "one of the most frequently depicted and mentioned gods" in the Osirion pantheon, however, Anubis played almost no role in Osirion myths.

Many ancient Osirion deities began to fall from knowledge and devotion during the rule of Kemusar I (c. -1768 AR), and nearly forgotten by the Age of Enthronement (c. 1 AR)

Anubis is depicted in black, a color that symbolized both rebirth and the discoloration of the corpse after embalming.

This description is a combination of information from Anubis extracts of Ancient Egyptian Myths, Pathfinder information about Pharasma and the Pathfinder timelines. This is not Pathfinder canon.

Daily Resources:
Special Abilities
. . . 6|6/day: Channel Positive Energy
. . . 6|6/day: Bleeding Touch

Cleric Spells
. . 2nd— protection from evil (communal), align weapon, death knell (D)(DC15)
. . 1st— bless, cause fear(D) (DC 14), shield of faith, shield of faith
. . 0 (at will)—create water, detect magic, detect poison, mending

Consumables:

alkali flask (2)
antitoxin
holy water
potion of cure light wounds

--------------------
Human (Garundi) Cleric (Roaming Exorcist) of Anubis 3 (Pathfinder Player Companion: Undead Slayer's Handbook 0)
LN Medium humanoid (human)
Init +2; Senses Perception +6
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+2 armor, +2 shield, +2 Dex)
hp 19 (3d8+3)
Fort +4, Ref +3, Will +6; +1 trait bonus vs. divine magic.
--------------------
Offense
--------------------
Speed 20 ft.
Melee light flail +3 (1d8+1)
. . bleeding touch +4 vs touch AC (1d6)
Special Attacks channel positive energy 6/day (DC 11, 2d6+1)
Domain Spell-Like Abilities (CL 3rd; concentration +6)
. . 6/day—bleeding touch (1 round)
Cleric (Roaming Exorcist) Spells Prepared (CL 3rd; concentration +6):
. . 2nd— protection from evil (communal), align weapon, death knell (D)(DC15)
. . 1st—bless, cause fear(D) (DC 14), shield of faith, shield of faith
. . 0 (at will)—create water, detect magic, detect poison, mending
. . D Domain spell; Domain Death
--------------------
Statistics
--------------------
Str 12, Dex 15, Con 12, Int 10, Wis 17, Cha 13
Base Atk +2; CMB +3; CMD 15
Feats Cleansing Burst, Extra Channel, Selective Channeling, Weapon Finesse(B)
Traits blessed touch, devotee of the old gods
Skills Heal +8, Knowledge (arcana) +5, Knowledge (local) +2, Knowledge (religion) +7, Perception +6 (+7 to detect haunts and incorporeal creatures.), Profession (Embalmer) +7, Sense Motive +9 (+10 to detect whether a creature is possessed, under the effects of an enchantment or curse, or otherwise magically controlled.), Spellcraft +6
Languages Common, Osiriani
SQ counter swarm, spirit sleuth, unseen revealed
Combat Gear Akhentepi's Armor, scarab shield, light flail
Other Gear ioun torch (ioun stone), masterwork backpack (backpack, bedroll, crowbar, silk rope (50 ft.), holy text (.4 enc), ink, black, journal, mess kit, paper (15), iron pot, soap, trail rations (2), waterskin, alkali flask, acid flask, alchemist fire), belt pouch (antitoxin, candle (10), chalk (10), flint and steel, silversheen (2), potion of lesser restoration, coinage, scroll case(scroll of CLW (5))), bandolier (alkali flask (2), acid flask (2), alchemist fire (2), holy water, potion of cure light wounds), spell component pouch, wooden holy symbol of Anubis
Money 6 pp, 35 gp, 4 sp, 4 cp, 10 gem (@50gp)
Encumbrance 50/100/150; Combat load 26.4 (light), full load 63.88 (medium)
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Blessed Touch Heal +1 damage when using lay on hands, channeling energy, or casting a cure spell.
Cleansing Burst Channeling energy causes undead to lose ability to cause disease or +4 sacred bonus vs. disease.
Cleric (Roaming Exorcist) Domain (Death) (6/day) Granted Powers: You can cause the living to bleed at a touch, and find comfort in the presence of the dead.
- Bleeding Touch (1 round, 6/day) (Sp) Melee touch attack deals 1d6 bleeding damage.
Cleric Channel Positive Energy 2d6+1 (6/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Counter Swarm If a mindless swarm attempts to enter the wielder of the scarab shield's space, the swarm must attempt a DC 11 Will save. If the save succeeds, the swarm can enter the wielder’s space and attack the wielder normally. If the save fails, the swarm instinctively avoids the space occupied by the wielder, completely ignoring the wielder for 3 rounds.
Death Domain Spells 1st—cause fear, 2nd—death knell, 3rd—speak with dead, 4th—death ward, 5th—slay living, 6th—antilife shell, 7th—destruction, 8th—symbol of death, 9th—wail of the banshee.
Selective Channeling Exclude targets from the area of your Channel Energy up to your Charisma modifier (+1).
Spirit Sleuth (Ex) can attempt a Sense Motive check as a free action to determine the specific course of action required to permanently neutralize the spirit or haunt (DC = 10 + the undead creature's Hit Dice or the haunt's CR).
Unseen Revealed +1 (Ex) +1 to perception to detect haunts/incorporeal & sense motive to detect possession/magic control.

Notes:
extra skill point for 1st level used for Profession (embalmer)

Church of Abadar:
If you look on the Map of Wati in the campaign tab, right in the middle of the map is a square pool of water, known as Golden Lake. Just south of this is the Grand Mausoleum (Pharasmin Church). Just north of Golden Lake are the pillars of the Sunburst Market (the bazaar where you sold your goods). Just north of that is the Sanctum of Silver and Gold (Abadarian Church).

They will exchange for free, as a steady amount of smaller coins stimulates the flow of common trade better than larger coins or expensive gems. Gems can be purchased in 50, 100, 250, or 500 gp in value.

The one note in dealing in gems, they are harder to spend unless buying big things. They also may be subject to the appraisal of the merchant you try to spend them with. The Church of Abadar, though, has a specific cut, and not surprisingly well-trained appraisers so that they recognize their own gems and will always trade back for their real worth.

You can also rent a vault at the Sanctum of Silver and Gold, but the price is monthly, and based off of a percentage of the contents contained over the course of the month. Getting to your funds is reliant on when you can get an audience at the church (as in during business hours).

Various Rolls:

Skills
[dice=Perception]1d20+6[/dice] ...additional +1 vs Haunts/Incorp

[dice=Sense Motive]1d20+9[/dice] ... additional +1 vs possession, curse or controlling enchantments

[dice=Spirit Sleuth (Sense Motive)]1d20+9[/dice] ... DC=10+ undead creature HD or haunt's CR, learn way to permanently neutralize spirit or haunt.