About Ghorzaan the UnentombedGhorzaan the Unentombed was born in the harsh lands of Belkzen, where only the strong are remembered and the weak are buried beneath them. She came from a Hold-Scarred Orc clan in the Eye of Dread, a people hardened by raids, war, and the endless struggle to survive in a place that gave nothing freely. From childhood, Ghorzaan learned that mercy was often just another name for weakness, and that respect had to be seized with bloodied hands. Even before she became a warrior, Ghorzaan was marked by battle. She was not the biggest or the fastest among her kin, but she had an iron will and a terrifying presence on the field. In war, she seemed to move with unnatural certainty, as though something older and more brutal than fate itself guided her strikes. When others prayed for victory, Ghorzaan felt the answer in her bones. She did not merely fight for battle’s sake, she became a vessel for it. That calling eventually revealed itself as the wrathful blessing of a deity unknown to her yet, a divine and terrible spark that made her a living omen of war. Her path to undeath began during a brutal campaign into ancient ruins buried beneath the sands and stone of forgotten lands. There, in a place wrapped in death and old curses, Ghorzaan sought power enough to raise her warband above the petty chieftains and trembling cowards who had long underestimated her. But the relic she claimed was no simple treasure. It carried a funerary curse bound to kings, tombs, and vengeance. Rather than kill her, it remade her. Ghorzaan should have been sealed away with the dead. Instead, she rose. The transformation did not weaken her spirit. It perfected it. Reborn as a mummy, Ghorzaan returned to the world wrapped in sacred bandages and the cold authority of the grave. Her body no longer belonged to the living in the same way, but her will became sharper, her battle fury more focused, and her presence far more dreadful. She took the name the Unentombed as a challenge to every priest, warlord, and fool who thought death could contain her. They had failed to bury her spirit. They had only given it a better shape. Now Ghorzaan rules and raids with the same principle that shaped her life: fear first, mercy never. She does not waste strength on defeated enemies who might rise again, and she despises those who mistake restraint for weakness. Power is not meant to be destroyed when it can be taken, sharpened, and turned into a weapon. In her eyes, every battlefield is a ledger, and every broken foe is either a warning or a future asset. She spreads fear before mercy, and she answers disrespect with pain. She will not spare an enemy who could threaten her later, and she will not destroy power she could claim for herself. Those beliefs have made her feared, respected, and dangerous in equal measure. By the time the call came to join Seldeg Bhedlis, Ghorzaan had already carved a name for herself among the dead and the doomed. What awaited her there was not simply another war, but a chance to prove that the Unentombed does not exist to kneel before history: she exists to overwrite it. ---------- BOTTING INSTRUCTIONS:
Saving throws:
[dice=Fortitude save]1d20+11[/dice] +1c bonus vs disease and poison (w Disease and Poison Protection) [dice=Reflex save]1d20+10[/dice] [dice=Will save]1d20+14[/dice] w Mysterious Resolve (Success becomes Crit Success) [dice=Perception]1d20+10[/dice] w Darkvision DAILY PREPARATIONS
Cursebound Feats: Oracular Warning, Whispers of Weakness Spell Attack +15 (DC 25)
Invested Items (0/10): ---
----- INITIATIVE
ROUND 1
For those she fails to terrify, she gives them a terrifying gaze that shiver’s the target’s mind.
↺ Orc Ferocity, Trigger: would be reduced to 0 HP but not immediately killed; Effect: remain at 1 HP, Wounded increases by 1 ROUND 2
She empowers herself with magic to be able to proficiently use her greataxe.
She attacks enemy, prioritizing frightened ones.
ROUND 3
ROUND 4
SPELLS
Cantrips (HR4)
Known Spells (R1) [][][][]
Known Spells (R2) [][][][]
Known Spells (R3) [][][][]
Known Spells (R4) [][][][]
OUT OF COMBAT
--------- On Initiative
Encounter Options of Actions
◆◆ Mummy’s Despair, 30-ft aura of despair for 5 rounds; creature that enters or begins turn in aura must succeed DC 25 Will save or be Frightened 1 (or Frightened 2 on Crit Fail), then immune for 10 mins
↺ Orc Ferocity, Trigger: reduced to 0 HP but not immediately killed. Effect: avoid being KO and remain at 1 HP, and Wounded increases by 1 ~ Dying X w Defy Death & Toughness, [dice=DC 8 + Dying Value]1d20[/dice] to recover from Dying Attack Spells
Defend Spells
Support Spells
Out of Combat
---------- CHARACTER INFORMATION
Evil Edicts: Spread fear before mercy. Answer disrespect with pain.
---------- STATS & SKILLS (* indicates Proficiency Level)
Acrobatics* +10
---------- OFFENSE & DEFENSE
---------- SPELLS (* denotes Signature Spells)
---------- GEARS & ITEMS
---------- FEATS
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
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