Priest of Pharasma

Jazar Emmeti's page

4 posts. Alias of TheSuperDodo.


Full Name

Jazar Emmeti

Race

Human

Classes/Levels

inquisitor (expulsionist) of Pharasma 1 (HP: 9/9) (AC:15 FF:12 T:13) (Fort: +3 Ref: +2 Will: +5) (Init: +2) (Perc: +7)

Gender

Male

Size

Medium

Age

28

Alignment

Neutral

Deity

Pharasma

Languages

Common, Osiriani

Strength 10
Dexterity 14
Constitution 12
Intelligence 8
Wisdom 16
Charisma 16

About Jazar Emmeti

Stablock:

Jazar Emmeti
Male Human (Garundi) inquisitor (expulsionist) of Pharasma 1
TN Medium humanoid (human)
Init +2, Senses Perception +7
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DEFENSE
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AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 9 ((1d8)+1)
Fort +3, Ref +2, Will +5

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OFFENSE
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Speed 30 ft.
Melee dagger +0 (1d4/19-20)
Ranged dagger (thrown) +2 (1d4/19-20)
Channel positive energy (Harm or Turn undead & evil outsiders only) (DC 16, 1d6 damage, 6/day)
Inquisitor Spells Known (CL 1st; concentration +4)

  • 1st (2/day) - hide from undead, protection from evil (DC 14)
  • 0th (at will) - create water, detect magic, disrupt undead, guidance, read magic

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    STATISTICS
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    Str 10, Dex 14, Con 12, Int 8, Wis 16, Cha 16
    Base Atk +0; CMB +0; CMD 12
    Feats Alignment Channel, Eerie Sense, Improved Channel, Turn Undead
    Skills Diplomacy +7, Intimidate +8, Knowledge (Dungeoneering) +3, Knowledge (Dungeoneering), Knowledge (Religion) +4 (+5 to identify haunts & incorporeal creatures), Perception +7 (+8 to notice haunts & incorporeal creatures), Sense Motive +8 (+9 to determine whether a creature is possessed)
    Favored Class Inquisitor (+1 0th level spell)
    Traits Sacred Conduit, Undead Crusader
    Languages Common, Osiriani
    Combat Gear potion of endure elements, rations (trail/per day) (5), sunrod, candle (10), alchemist's fire (flask), holy water (flask)
    Other Gear dagger (2), studded leather, the bones land in a spiral (cheap), waterskin, pharasmin holy symbol (wooden), flint and steel, backpack, 4 sp
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    SPECIAL ABILITIES
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    Expel Spirit (Su) At 1st level, an expulsionist receives Alignment Channel and Turn Undead as bonus feats. She can channel energy a number of times per day equal to 3 + her Charisma modifier as per a cleric with an effective level equal to her inquisitor level, but only to harm or turn evil outsiders or undead (treating all evil outsiders as undead creatures for the purpose of determining whether they can be affected by Turn Undead). She can take other feats that add to this ability, such as Extra Channel or Improved Channel, but not other feats that fundamentally alter this ability, such as Elemental Channel, and she cannot select Alignment Channel multiple times. The DC to save against this ability is equal to 10 + 1/2 the expulsionist’s inquisitor level + her Charisma modifier.

    Expulsionist's Lore (Ex) At 1st level, an expulsionist gains a bonus equal to 1/2 her inquisitor level (minimum +1) on skill checks to notice haunts and incorporeal creatures; on Knowledge (religion) checks to identify the abilities and weaknesses of haunts and incorporeal creatures; and on Sense Motive checks to determine whether a creature is possessed, under the effects of an enchantment or curse, or otherwise magically controlled.

    Judgement (Su) Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made. At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again. When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type.

    Sacred Conduit (Faith) Your birth was particularly painful and difficult for your mother, who needed potent divine magic to ensure that you survived (your mother may or may not have survived). In any event, that magic infused you from an early age, and you now channel divine energy with greater ease than most. Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.

    Stern Gaze (Ex) Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a +1 morale bonus on all Intimidate and Sense Motive checks.

    Undead Crusader (Campaign) You have dedicated your life to eradicating the scourge of the undead from Golarion. You have spent countless hours studying the different types of undead and have trained endlessly to learn the best ways to defeat them. If any undead creatures come out of the tombs of Wati's necropolis, you'll be ready for them! You gain a +1 trait bonus on damage rolls against undead creatures. In addition, you gain a +1 trait bonus on Knowledge (religion) checks, and that skill is always a class skill for you.

  • Appearance:

    Jazar is a thin, short Garundi man with short black hair and deep brown eyes. His skin is a pale shade of copper, and the left side of his face bears a large dark spiral birthmark, left by the potent divine magic experienced due to the circumstances of his birth. Jazar dutifully shaves once a day, so a thin layer of stubble adorns his chin.

    Jazar's clothes are a simple affair, mostly white and grey robes decorated with teal spiraling patterns. Underneath the robes is the Pharasmin's newly acquired suit of Studded Leather armour, but when not in times of danger he instead dons a light, thin white shirt and cloth trousers, for when heat indoors becomes unbearable and he must remove his robes. From the belt holding the robes together hangs a dagger, its hilt shaped like a splintered bone, and a chain around Jazar's neck holds the wooden image of a blue spiral, a Pharasmin holy symbol.

    Personality:

    From his youth, Jazar was taught in the ways of Pharasma, and his personality was molded accordingly - balanced, watchful and judgmental. He strives to ignore prejudice and first impressions, building his understanding of a character through conversation of analysis, but there are two clear exceptions to this rule: Pharasmins and those related to undead. The church of Pharasma teaches to abhor undead, and combined with his near-death experience while being born, Jazar hates all undead and those abusing them, allying to them or tainted with their blood. On the other side of the scale are Pharasmins, to which Jazar has an attraction for obvious reasons. While he was always taught to judge a person by his deeds, not by his descent or appearance, he also views the church of Pharasma as the foremost authority and an entity to be revered, and thus its adherents as people of innate supremacy.
    Jazar is generally a cool person, trying not to get too attached to people before building a detailed impression of them. Those who do earn his respect are regarded with warmth and generosity, and are expected to act similarly in return.

    Fear: while one might expect Jazar's greatest fear to be of undeath, he has taught himself to hate the living dead rather than fear them. Instead, his phobia comes from an entirely different place: he has a fear of babies and childbirth. The stories of his birth, and the mentally and physically scarred state his mother is in because of it, led him to abstain from sexuality, and makes him unnerved in the presence of pregnant women, newborns, and devotees of Lamashtu, Mother of Monsters.

    Background:

    Five Background Points

  • In his most basic form, Jazar as a ghost hunter. He strives to cleanse the world of these unliving enemies of his faith, and views the opening of the tombs as an opportunity to do so. He is especially trained in expelling haunts and spirits from their hosts.
  • While in labour, the spirit of a priest of Lamashtu used Jazar's mother's weakened state and attempted to possess her and corrupt her newborn. The midwife, a priest of Pharasma, used potent divine magic to banish the spirit, permanently scarring Jazar and his mother. Jazar was raised in expression of his mother's gratitude as a Pharasmin, and the circumstances of his birth led him to fear birth and hate undead.
  • During his tutelage at the Pharasmin temple, Jazar became acquainted with a famous yet mysterious occultist, who visited the temple once in a while and befriended Jazar, slowly influencing his studies towards spirits and haunts. Finally, the occultist asked him to join him on a journey and help him banish a powerful spirit, but before Jazar could decide the occultist disappeared. Jazar still hopes to discover who the occultist is.
  • As a member of an originally agnostic family, Jazar wants to prove himself in the eyes of the Church of Pharasma. As a scarred and distant person, Jazar wants to prove himself in the eyes of society. As his mother's only son and greatest pain, Jazar wants to prove himself in the eyes of his family.
  • Jazar did not originally intend to set out on his crypt raiding adventure, as his mother protested to having her sacred son lost to the clutches of undead. However, word of the Voices of the Spire came to Jazar's ears, and he decided to go out and seek their approval and aid.

    Goals

  • Jazar wants to cleanse as much of Golarion as he can from the plague of undeath. One day, he wants to return to his mother as a champion of Pharasma and perhaps even cure her of her scars.
  • Now that he has set out towards Wati, Jazar wants to meet the Voices of the Spire, learn more about them and perhaps even join their ranks.

    Secrets

  • Jazar secretly wants to sire a son. For him, a major step towards repairing his broken soul is to have a healthy son and overcome his great fear. He doesn't know how to approach this desire, however, as it goes against everything he is.
  • Yoser Emmeti, Jazar's father, who Jazar thinks was killed three months before he was born, is in fact alive: he is the occultist who befriended Jazar. Yoser was devastated at being unable to help his wife with her corrupted birth and left to teach himself the occult arts, so that he could locate and destroy the spirit that tried to possess his wife. When he finally did, and asked Jazar to come help him defeat it, Jazar's mother found out and banished him from the town.

    People

  • Rinnaya Emmeti, Jazar's mother. While giving birth to Jazar, Rinnaya became possessed by the spirit of a priest of Lamashtu, and the magic used to free her left her scarred for life: she is partially paralyzed, can only speak in very simply sentences , and bears large spiraling marks all over her body. The event led her to devote herself - and her son - to Pharasma. Her hard life shaped her into a rough and realistic woman, and she doesn't expect any miracles to occur either to her or her son. She is, however, confident in Jazar's ability to return home safe... or so she hopes.
  • Hassah Sagar, the midwife who tended to Jazar's birth and saved his life then. Hassah was young at the time, and she had to push herself to her limits in expelling the vile possessing spirit, but her bravery led her to be promoted in the temple. She befriended Rinnaya and helped raise Jazar, whom she sees as a son. The two have a close relationship, but grew afar the more Jazar associated himself with the Pharasmin church's militant wing, to which Hassah opposes.
  • Yoser Emmeti, known to Jazar as Caleb, is Jazar's father and a medium and occultist. Failing to help Rinnaya during labor, he went on a self imposed exile to train in the occult arts, returning periodically to see his son grow and help shape his abilities and preferences. After Rinnaya banished Yoser, Jazar developed mixed feelings towards him, viewing him as both a friend and an obstacle in his path. Yoser doesn't plan on revealing to Jazar that he is his father, fearing that he will despise him for leaving Rinnaya.
  • Ziraj al-Aswaad was the leader of a Lamashtan cult, who operated in Osirion before being wiped out by devotees of the Dawnflower. His malevolent spirit managed to remain bound to this world, seeking to reincarnate as a monster fit for Lamashtu. He tried to possess a weakened Rinnaya but was expelled by a Pharasmin, leaving him to wander the world in search for rest. A fragment of him still seeks revenge against Jazar, who fled his clutches by sheer luck.

    Memories

  • The first time the nature of his facial mark, and his mother's paralysis, was explained to Jazar, will forever be carved in his memory. Hassah was very serious, speaking about an evil ghost who tried to enter and corrupt his mother's mind, and about powerful magic Pharasma gave her to free Rinnaya... this was all very confusing, and very scary. He was lucky to only hear about this, and not remember; Jazar doesn't think he could bear it if this was to happen to him as an adult.
  • Jazar has been sitting in the heat for two hours now. He couldn't wait anymore. Liar. Impossible; he wasn't a liar. He didn't lie once until now. Caleb gave him an important task: join him and banish a malevolent heretic spirit. Where was he now? Did he give up on Jazar? He didn't know, but this didn't matter. Caleb wasn't going to come, and if he comes... he will find Jazar, somehow. He has proven to be an intelligent man, and he has powerful magic. Now it is time to go back and practice channeling divine energy... to harm, never to heal.
  • Jazar remembers the note attached to the wall in the temple clearly: "ATTENTION! The Necropolis of Wati is now open to adventurers. The church of Pharasma seeks able priests to aid the Voices of the Spire in eradicating undead and protecting the sanctity of the place." This was his ace card. Joining an established group of adventurers to cleanse the Necropolis of Wati; this wasn't nearly as dangerous as going alone. It was a just and divine cause, so his mother was about to agree. And so she did.