Ptemenib

Inmir's page

175 posts. Alias of muklowd.


Full Name

Inmir El-Alshaen

Race

Human (Garundi) Cleric XP = 2058/5000

Classes/Levels

Basic:
HP 17/17 AC 13 FF 13 Touch 10 CMD 10 | FOR+4 REF+1 WIL+6 | Init+0 Percep+8 |
Limit Use:
Channel 4/5 Rebuke 5/6 Hero Points: 1 Bolts: 9 Wand: 43

Gender

Male

Size

M

Age

19

Alignment

NG

Deity

Pharasma

Strength 9
Dexterity 10
Constitution 12
Intelligence 14
Wisdom 17
Charisma 15

About Inmir

Inmir is a young Garundi man. Standing just under 6 feet tall, his youthful frame makes him seem skinny and something about his build suggests he won't be filling out any time soon. He has the dark skin usually associated with the Garundi and his hair is already starting to show signs of the early greying so common to people of this region. He is dressed in the short dark flowing robes of a Priest of Pharasma. The robes only come about half way down his legs and he is wearing plain leather sandals on his feet. At his belt is a dagger and he is carrying a short spear and a wooden shield with the spiral symbol of Pharasma, Lady of Graves, painted on the front.

Basic Info:

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Human (Garundi) Cleric of Pharasma

STR 9 (-1)
DEX 10 (0)
CON 12 (+1)
INT 14 (+2)
WIS 17 (+3)
CHA 15 (+2)

Initiative +0
Perception +8

Combat Stats:
AC = 13 T = 10 FF = 13
Armor is Akhentepi's Armor and Small Wooden Shield

Hit Points = 17

Saves:
FORT = 4
REF = 1
Will = 6

BAB = 1
Weapons:
Light Crossbow
Dagger

Skills:

Skill Total
Acrobatics -1
Appraise 6
Bluff 2
Climb -2
Craft (Untrained) 2
Diplomacy 8
Disguise 2
Escape Artist -1
Fly -1
Heal 7
Intimidate 4
Knowledge (History) 6
Knowledge (Nobility) 6
Knowledge (Religion) 6
Perception 5
Perform (Untrained) 2
Ride -1
Sense Motive 7
Spellcraft 6
Stealth -1
Survival 3
Swim -2

Feats:

Persuasive
Selective Channeling

Spells:

Orisons
Guidance/Light/Detect Magic/Resistance

Level 1
Comprehend Languages (D)/ Bless / Endure Elements / Shield of Faith

Domains:

Healing
Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability 6 times per day

Knowledge
Lore Keeper (Sp): You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier.

Background:
Inmir is a young Garundi man, born and raised in Osirion

10 Minute Background
Five Things
1. Inmir is a Garundi native to Osirion who grew up in Wati
2. His family name stems from Alshaen, a slightly infamous family ancestor who was an adventurer and was cursed by a mummy.
3. The direction of his life changed when his beloved grandfather became ill. The rather lingering illness saw Inmir looking after him for long periods of time.
4. The support that he got from a local priest of Pharasma made him view religion in general and Pharasma specifically more favorably than he had before and when his grandfather eventually died, he chose to enter the church of Pharasma rather than return to his wild ways.
5. His time in the church has given him an appreciation of how small mortals really are and he has become much quieter and more reserved as a result.

Two Goals
1. He believes (rightly or wrongly) that the mummy that once cursed his family is still out there somewhere and would like one day to end it's vile un-life.
2. The illness and death of his grandfather has left him with something of a fear of disease. He wishes to become a powerful healer.

Two Secrets
1. Some years ago, before he entered the priesthood, Inmir and several of his friends dabbled with theft, stealing food and other goods from merchants in the city.
2. Unknown to him, Inmir's ancestor Alshaen eventually succumbed to his curse and eventually became a mummy himself. If this was to be discovered it would be very upsetting for Inmir's family.

Three People
1. Jiko is a childhood friend of Inmir. They are slightly less close now than they were as Jiko does not understand Inmir's choice to become a priest.
2. Cobble Longsong is a halfling bard from far away who Inmir met while assisting a senior Priest give last rites to a fallen companion. Despite the differences in their life experiences the two formed something of a friendship.
3. Drogi Goldhammer is one of the merchants that Inmir stole from. He almost caught Inmir once and Inmir and company's escape caused quite some damage to Drogi's stock.

Three Memories
1. He remembers the exhilaration of the first time he and his friends succeeded in the their first theft together. Although he now spurns the criminality of it, the sense of community from a shared success has stuck with him.
2. He remembers with dismay the illness of his grandfather. The long slow decay that took him away long before he actually died still haunts Inmir.
3. The final memory is that of his first time casting a spell from Pharasma. The overwhelming sensation of the divine power of his goddess flowing through him made him feel like he had been remade anew and it is always with him.