Upianshe

Djehuti of El-Shelad's page

171 posts. Alias of karlprosek.


Full Name

Djehuti of El-Shelad

Race

Elf LOOT LIST

Classes/Levels

Wizard (Exploiter/Pact) 2 MAGE ARMOR ACTIVE [HP: 10/10 |AC:13+4|T:12|FF:11+4| CMB:+1 | CMD:13 | Fort:+1 | Ref:+2 | Will:+4 | Init:+2 | Perc:+0 (Darkvision)| Spd 30]

Gender

M

Size

M

Age

123

Special Abilities

Arcane Reservoir 5/5, Effortless Magic, Quick Study

Alignment

LN

Deity

Nethys

Location

Wadi

Languages

Common, Elven, Celestial, Ignan, Kelish, Osiriani (Ancient), Osiriani (Modern), Terran

Occupation

Osirionologist, Medjai

Strength 8
Dexterity 14
Constitution 10
Intelligence 20
Wisdom 11
Charisma 13

About Djehuti of El-Shelad

M LN Elf Wizard (Exploiter/Pact), Level 2, Init +1, HP 10/10, Speed 30, AC 13, Touch 12, Flat-footed 11, CMD 13, Fort 1, Ref 2, Will 4, CMB +1, Base Attack Bonus +1
Abilities Str 8, Dex 14, Con 10, Int 20, Wis 11, Cha 13
Conditions None

MELEE
Dagger +1 1d4 19-20/x2 P or S 10 ft.

RANGED
Sling +3 1d4 x2 B 50 ft.
Acid Splash +3 (Ranged touch) 1d3+1 x2 30 ft.

Hero Points: 4

MISC COMBAT BONUSES:
Arcane Focus +2 to concentration checks to cast defensively
Elven Magic +2 to overcome Spell Resistance
Elven Immunities immune to magic sleep effects and +2 vs enchantment spells and effects
Mage Armor +4 AC 1 hour
Protection from Evil +2 AC and saves vs evil creatures; immune to possession or mental control from evil creatures (gets another save if already affected); no bodily contact by evil summoned creatures 1 minute

BACKGROUND:

Elves are rare in the hot, dusty lands of Osirion. There are the oasis elves, but those nomadic elves have little interaction with the Osiriani other than the Yerbira in the western desert or the Shemtej caravaneers. However, there are a few elves scattered throughout the cities of Osirion and among them lives a long secret tradition open only to those who possess the blood of the Witch Pharaoh.

Back near the beginning of the First Age of Osirion, the medjai served as the Witch Pharaoh's bodyguards but when she was thrown down and erased from the histories their purpose changed. They pledged to first carry her name into the future so she would not be forgotten, second to hide those of her works they could preserve, and third to protect what could not be hidden. It has been nearly 7000 years since they first took up their task and while for humans that may be an insurmountably long time to keep a pledge, that is not so for elves with their long lives and longer memories.

The medjai throughout Osirion religiously track down artifacts and holy sites they believe were significant to their Pharaoh, because in spite of their efforts many have been scattered to the winds, stolen from under their watch or simply mislaid in the first place. Many of the medjai are warriors but every one has to also be a scholar, dedicating their efforts to learning the history of their secret society and knowing the significance of that which they protect.

Djehuti's mother is an antiquities merchant in El-Shelad on the Scorpion Coast and his father a teacher at Shelad Madrassa, the famous spellcasting academy in the city. Both of them are full members of the medjai and frequently go into nearby Tumen to follow this or that lead or to recover or prevent the loss of a treasure. He and his sister both grew up learning the medjai's lore along with their letters and loving books and trips into ancient ruins in equal measure.

He has always had a clever mind and his trips as a youngster revealed he also has a way with the many traps one finds in Osiriani ruins. With his father a teacher of magic, it was also no surprise he developed an interest in the arcane arts. What was a surprise, however, was the deep, personal connection he always felt to the Witch Pharaoh. While his parents believe in their mission, Djehuti believes in their patron, to the extent that he even derives some level of power from her.

When the Ruby Prince announced the reopening of the Half-Dead City of Wati, Djehuti jumped at the chance to go and catalog the necropolis's many treasures. The order believes an amulet that once belonged to the Witch Pharaoh can be found in the necropolis.

THE WITCH PHARAOH:
In ancient times, far back in the First Age of Osirion, there once was an elf Pharaoh. She was only a few generations descended of one of those elves that stayed behind during Earthfall, from Mwangi. Most of Osirion didn't even know what an elf even was. Records fail to record why she arrived at the court of Pharaoh Neb-se-mennu II. What they do record is how alien beauty and wisdom captivated the middle aged man, and how he took her for his fourth wife.

As did Pharaoh Neb-se-mennu III. And Pharaoh Janais I. When Janais died under mysterious circumstances, his first wife became The Witch Pharaoh while her latest child to adulthood. Strangely enough, she WASN'T responsible for killing him. Freak ibis accident. But people suspected...

The real trouble began when her older children, sons and daughters of the other two pharaohs, got jealous.

Though the Witch Pharaoh governed with an uncanny grace, her reign was fraught with suspicion and discontent. The eldest children of Neb-se-mennu III and Janais I—already seasoned in courtly intrigue—resented their half-siblings, born of the strange elven queen, whose ageless beauty seemed to mock the passage of years. Rumors whispered through the gilded halls of the capital: that she enchanted the Pharaohs, that her blood was not merely foreign but divine, cursed or blessed by gods forgotten.

As her youngest son from Janais approached his coronation, the Witch Pharaoh bore three more children—two sons and a daughter. These were fathered not by mortal hands but, it was said, by the stars themselves, for no mortal consort was known. Each child exhibited peculiar traits: the eldest son bore eyes like molten gold, his voice a commanding resonance that could demand obedience from even cows. The second son was wreathed in an aura of shadow, moving with the silence of an assassin, while the daughter possessed a preternatural affinity for healing, her touch mending flesh and bone as though time itself heeded her will.

These children became both a boon and a threat. The Witch Pharaoh sent her daughter to the Mwangi Expanse, ostensibly to seek allies among the elf enclaves that still lingered there. Her shadowed son vanished into the deserts of northern Osirion. The golden-eyed heir remained by her side, a towering presence in court, whose very existence deepened the enmity of his elder half-siblings.

Jealousy turned to outright rebellion. The scions of Neb-se-mennu III and Janais I conspired to overthrow their enigmatic mother, spreading tales of her dark sorcery and her inhuman offspring. Their plotting culminated in a bloody uprising, known in the annals of Osirion as the War of the Obsidian Lotus. She won, barely.

But the Witch Pharaoh's downfall was inevitable. As the years stretched into decades, the court's whispers of her unnatural longevity became cries of outrage. How could an immortal elf—a being most Osirians barely believed existed—legitimately rule over their land of gods and men? The seeds of dissent, planted by her elder stepchildren, found fertile ground in the hearts of Osirion's nobles and priests.

Her reign ended not with a grand war, but through insidious betrayal. A distant, fully human descendant of Neb-se-mennu, one who had avoided the bloodshed of the War of the Obsidian Lotus, emerged as a unifying figure for those who yearned for a return to tradition. He presented himself as a restorer of Ma’at, the divine order, and claimed the Witch Pharaoh's rule was a cosmic aberration. His name was Ankhesemnihu, and under his leadership, a cabal of conspirators rose in a coup.

On the eve of her exile, the Witch Pharaoh was seized within her own palace. Her accusers desecrated her memory even as she lived, declaring her a false queen and a seductress who had bewitched their noble Pharaohs. Ankhesemnihu declared her rule and her lineage a blight upon Osirion. Statues of her likeness were toppled, her name struck from official records, and her once-glorious reign rewritten as a dark chapter of Osirion's storied past. Even the most Osirionologists consider knowledge of this period, even to the names of her husbands and children, to be lost to the shifting sands of time.

Taken pretty much entirely from this Reddit post, with just a few tweaks.

PERSONALITY:

TBD
Curious to a fault
Is constantly taking notes about the ruins and sketching maps and drawings of items of interest
Loves his parents and sister back in El-Shelad
Loves senet and siege
Favorite food: Keleshite (close second: Vudrani)
Likes puzzles and riddles
Strong opinions on race horses
Craft beer enthusiast
Doesn't sleep much (elf meditation only requires 4 hours of rest) but is also a morning person
They tend to look away during conversation to avoid confrontation (often responding while writing in their notebook)
Doesn't like spiders

Hates to be caught unprepared
-needs to buy a Knock scroll bc they weren't ready to open a door held closed with Hold Portal

APPEARANCE:

Djehuti is androgynous in appearance, tall and willowy with a build that is neither masculine nor exactly feminine. He has pale skin with a bluish undertone that he keeps covered to escape the desert sun and platinum hair so light it is nearly white, which he likewise tends to keep covered to keep the sun off his head. Regardless, people tend to find him attractive though the uncertainty of his gender sometimes makes people uncomfortable.

A sign of his close connection to the Witch Pharaoh (and along with his bluish skin perhaps a hint that she was one of the first drow elves), Djehuti's eyes are a shade of purple so light they are nearly white; in the day the elf might appear to be blind and in less intense light they reflect with an opalescent sheen. People tend to find their coloration unsettling so he usually covers them with some sort of colored lenses.

He is constantly touched by shadow, even in the brightest light or noonday sun. Shadows act oddly around him, casting the hollows of his face in darkness, clinging to his feet, and shifting around his clothes sometimes too fast and sometimes too slow. It is very off-putting.

He has a complex tattoo inked on the inside of his left wrist.

RACIAL TRAITS:
+2 Dexterity, +2 Intelligence, and –2 Constitution.
Size: Medium.
Speed: 30 feet.
Languages: Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Elven Immunities: Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: +2 racial bonus on Perception checks.
Illustrious Urbanite: Spell Focus (Illusion), spells can ignore damage to buildings.
Elven Magic: +2 racial bonus on caster level checks made to overcome spell resistance. +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Weapon Familiarity: Proficiency in longbow, longsword, rapier, shortbow, and all "elven" weapons are martial.
Arcane Focus: +2 racial bonus to concentration checks to cast defensively. Replaces Weapon Familiarity.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Darkvision: 60 feet. Dazzled in bright light or within a daylight spell. Replaces low-light vision.

CLASS FEATURES:
Club, dagger, heavy crossbow, light crossbow, and quarterstaff, no armor or shield.
Spells
Cantrips
Arcane Reservoir (Su): 5 (3 +wizard lvl; restores 3 +1/2 lvl every day). Used for exploits or +1 to CL or save DC when casting a spell. Replaces arcane bond.
Exploiter Exploit: 1 (+1/4 levels). Replaces arcane school.
-lvl 1 Exploit: Quick Study (full round action to replace a prepared spell)
-lvl 5:
-lvl 10:

Consume Spells (Su): move action to consume a spell slot to gain Arcane Reservoir points equal to spell slot level
Effortless Magic (Ex): Can prepare all of his spells in only 15 minutes, and his minimum preparation time is only 1 minute. Alters spellcasting.
Patron Spells: Shadow Patron. In addition, the pact wizard can expend any prepared spell that isn’t a spell prepared using the additional spell slot the wizard receives from his arcane school in order to spontaneously cast one of his patron’s spells of the same level or lower. 1-silent image, 2-darkness, 3-deeper darkness, 4-shadow conjuration, 5-shadow evocation, 6-shadow walk, 7-shadow conjuration (greater), 8-shadow evocation (greater), 9-shades. Replaces scribe scroll.
Great Power, Greater Expense (Ex): At 5th level, choose an Oracle curse, using 1/2 CL as Oracle level

SKILLS:
Adventuring Skills 16 (2 +5 Int +1 FC/lvl)
Disable Device +11 2 +2 Dex +3 CS +1 trait +2+1 items
Kn: Arcana +10 2 +5 Int +3 CS
Kn: Dungeoneering +10 2 +5 Int +3 CS
Kn: Local +10 2 +5 Int +3 CS
Kn: Religion +10 2 +5 Int +3 CS
Kn: Planes +10 2 +5 Int +3 CS
Spellcraft +10 2 +5 Int +3 CS (+2 to identify magic items)
Use Magic Device +11 2 +5 Int +3 CS +1 trait
------
Background Skills 4 (+2/lvl)
Appraise +9 1 +5 Int +3 CS
Kn: Engineering +6 0 +5 Int +1 trait
Kn: Geography +9 1 +5 Int +3 CS
Kn: History +10 1 +5 Int +3 CS +1 trait
Linguistics +9 1 +5 Int +3 CS

Languages
Common (free)
Elven (free)
Celestial
Ignan
Kelish
Osiriani (Modern)
Orisiani (Ancient)
Terran

TRAITS AND FEATS:

Trait (campaign): Trap Finder
Trait: Dangerously Curious
Trait: Pragmatic Activator
Trait: Osirionologist
Drawback: Family Ties (parents and sister in El-Shelad)
Elf: Spell Focus (Illusion)
1: Scribe Scroll

SPELLS:

SPELLS KNOWN
0: All
1: Burning Sands, Blood Money, Color Spray*, Comprehend Languages, Endure Elements, Enlarge Person, Expeditious Excavation, Floating Disk, Grease, Heightened Awareness, Liberating Command, Mage Armor, Magic Weapon, Monkeyfish, Mudball, Protection from Evil, Shadow Trap*, Silent Image* (p), Vanish*, Windy Escape
2: Darkness (p)
3: Deeper Darkness (p)
4: Shadow Conjuration* (p)
5: Summon Evocation* (p)
6: Shadow Walk* (p)
7: Shadow Conjuration (Greater)* (p)
8: Shadow Evocation- Greater* (p)
9: Shades* (p)

SPELLS MEMORIZED
0 (4, DC 15): Acid Splash, Detect Magic, Ghost Sound*, Prestidigitation
1 (4+p, DC 16): Color Spray*, Mudball, Shadow Trap*, Silent Image (p), Vanish*
-can spontaneous cast Patron (p) spells

Arcane Reservoir (Su): 5/day
-Quick Study (full round action to replace a prepared spell)

SCROLLS
Detect Magic
Disrupt Undead x2
Expeditious Excavation
Grease
Heightened Awareness
Mage Armor
Monkeyfish
Protection from Evil

*Illusion spells cast at +1 DC for saving throws

Spells Cast Today:
0:
1 (5/day): Shadow Trap

GEAR:

WEAPONS
Dagger +0 1d4 19-20/x2 P or S 10 ft.

ARMOR
Haramaki 3gp 1lbs

GEAR
Spellbook
Wizard's kit (a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin) - 21gp

Backpack
-bedroll
-ink
-inkpen
-iron pot
-mess kit
-soap
-torches x10
-trail rations x4
-vermin repellent x2
-waterskin

Scroll case
-Detect Magic x2 6.25
-Disrupt Undead x2 12.5
-Expeditious Excavation
-Grease 12.5
-Heightened Awareness
-Mage Armor 12.5
-Monkeyfish
-Protection from Evil 12.5

Belt pouch
-acid flask
-antiplague
-antivenom
-holy water x2
-flint and steel
-MW thieves' tools
-trail rations x1

Magic items
-Ioun stone, Cracked Red Sphere (+1 to Disable Device)
-Sleeves of Many Garments

Potions
-Potion of lesser restoration

Spell component pouch

Total weight: 23 lbs.
-without pack: 0 lbs.

Light load 26 lbs.
Med. load 53 lbs.
Hvy. load 80 lbs.
Lift (over head) 80 lbs.
Lift (off ground) 160 lbs.
Push or drag 400 lbs.

MONEY
501 gp
7 sp
5 cp

Notes from Gameplay:
Places to avoid, per Marwanun:
Acrid Street (ghouls)
Umbracene Well
Tahetep's Dance Hall
Archives of the Ibis
Dust Parlor