Graven Guadrian of Nethys

Master Nekht-Mutf's page

62 posts. Alias of Camris.


Full Name

Master Nekht-Mutf

Race

Human

Classes/Levels

Sorcerer L8 (Imp. Blood)(Orcl of Bones)(Inv. Pyr. Agt)|| HP 68/68 || AC 22 || Percep +12, Arcane Sense || F+13: R +12: W +14 || - Speed: 25 || Hero Points: 0/3 || Active Conditions: Detect Magic

Gender

M

Size

Med

Age

44

Special Abilities

As Human Sorcerer (Imperial Bloodline) (Oracle of Bones Archetype)

Alignment

LN

Location

Ptolus

Languages

Ancient Osiriani, Common, Draconic, Dwarven, Elven, Jotun, Orcish, Undercommon, Utopian

Occupation

Inverted Pyramid Agent

Strength 10
Dexterity 14
Constitution 12
Intelligence 16
Wisdom 14
Charisma 19

About Master Nekht-Mutf

Master Nekht-Mutf
Male human sorcerer 8 (Advanced Player's Guide)
LN, Medium, Human, Humanoid
Heritage versatile heritage
Background noble
Perception +12
Languages Ancient Osiriani, Common, Draconic, Dwarven, Elven, Jotun, Orcish, Undercommon, Utopian

Skills
Acrobatics +12,
Arcana +16,
Deception +14,
Diplomacy +16,
Genealogy Lore +13,
Intimidation +15,
Medicine +12,
Occultism +15,
Religion +12,
Society +13
Str 10 (+0), Dex 14 (+2), Con 12 (+1), Int 16 (+3), Wis 14 (+2), Cha 19 (+4)

Items
explorer’s clothing,
dagger,
hand crossbow,
light mace,
sling (20 sling bullets),
staff,
belt of good health,
belt pouch: chalks (10), flint and steel,
bracers of missile deflection,
demon mask,
Rack: forensic dye[APG]s (2), ghost ink[APG]s (2), infiltrator’s elixirs (2), lesser antidotes (3), lesser antidotes (2), lesser antiplagues (2), lesser cheetah’s elixirs (2), lesser darkvision elixirs (2), lesser healing potions (4), lesser juggernaut mutagens (2), lesser leaper’s elixirs (2), lesser quicksilver mutagens (2), lesser salamander elixirs (2), lesser sinew-shock serum[APG]s (2), minor elixirs of life (2), origin unguent[APG]s (2), silversheens (2),
healer's tools (extra bandages),
hat of the magi,
lesser smokesticks (10),
ring of wizardry i,
sleeves of storage[APG],
tindertwigs (21),
wand of hopeless night (2nd)[APG],
wand of mirror image,
wayfinder,
purse (48 gp, 9 sp, 4 cp)

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AC 22; Fort +13; Ref +12; Will +14 (If you succeed vs. a mental effect that attempts to directly control your actions, you critically succeed instead.)
HP 68

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Speed 25 feet
Melee [1] dagger +12 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4 P
Melee [1] light mace +12 (agile, finesse, shove), Damage 1d4 B
Melee [1] staff +10 (two-hand (1d8)), Damage 1d8 B
Ranged [1] dagger +12 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4 P
Ranged [1] hand crossbow +12 (range increment 60 feet, reload 1), Damage 1d6 P
Ranged [1] sling +12 (propulsive, range increment 50 feet, reload 1), Damage 1d6 B

Divine Oracle Spellcasting DC 24, attack +14;
Cantrips (4th)
>chill touch<,
--Range touch; Targets 1 living or undead creature, Saving Throw Fortitude ---Siphoning negative energy into yourself, your hand radiates a pale darkness. Your touch weakens the living and disorients undead, possibly even causing them to flee. The effect depends on whether the target is living or undead.
*Living Creature The spell deals negative damage equal to 1d4 plus your spellcasting modifier. The target attempts a basic Fortitude save, but is also enfeebled 1 for 1 round on a critical failure.
*Undead Creature The target is flat-footed for 1 round on a failed Fortitude save. On a critical failure, the target is also fleeing for 1 round unless it succeeds at a Will save.
>forbidding ward<
--Range 30 feet; Targets 1 ally and 1 enemy; Duration sustained up to 1 minute. ---You ward an ally against the attacks and hostile spells from the target enemy. The target ally gains a +1 status bonus to Armor Class and saving throws against the target enemy’s attacks, spells, and other effects.

Arcane Sorcerer Spellcasting DC 26, attack +16;
4th (4 slots)
dimension door,
gaseous form,
resilient sphere,
seal fate[APG]
3rd (5 slots) X
cozy cabin[APG],
crashing wave[APG],
haste,
levitate,
slow,
stinking cloud
2nd (5 slots) XX
dispel magic,
enlarge,
invisibility,
knock,
mirror image,
vomit swarm[APG]
1st (7 slots) XX
grim tendrils,
gust of wind,
mage armor,
magic missile,
sleep,
thoughtful gift[APG]
Cantrips (4th)
acid splash,
dancing lights,
daze,
detect magic,
ghost sound,
mage hand,
message,
shield,
telekinetic projectile

Focus Spells 1 Focus Point, DC 26;
-4th
Ancestral Memories The memories of long-dead spellcasters grant you knowledge in a specific skill. Choose any non-Lore skill, or a Lore skill related to the ancient empire from which your bloodline sprang. You temporarily become trained in that skill and might gain other memories associated with an ancestor who was trained in that skill. If you attempt a task or activity that lasts beyond this spell's duration, use the lower proficiency modifier.

Ancestry Feats
Adapted Cantrip,
Haughty Obstinacy -
Your powerful ego makes it harder for others to order you around. If you roll a success on a saving throw against a mental effect that attempts to directly control your actions, you critically succeed instead. If a creature rolls a failure on a check to Coerce you using Intimidation, it gets a critical failure instead (so it can't try to Coerce you again for 1 week).

Class Feats
Ancestral Blood Magic[APG],
Cantrip Expansion,
Widen Spell,
Inverted Pyramid Agent Dedication

General Feats
Shield Block

Skill Feats
Arcane Sense,
Courtly Graces,
Dubious Knowledge,
Multilingual,
Quick Identification,
Schooled In Secrets[APG]: You notice the signs and symbols that members of mystery cults and other secret societies use to declare their affiliation to fellow members. You can use Occultism in place of Diplomacy to Gather Information about such groups. If you belong to a secret cult, lodge, sect, or similar organization, you automatically recognize members of your group unless they are specifically attempting to conceal their presence from you.

Other Abilities
blood magic (imperial),
bloodline,
bones,
component substitution,
component substitution,
curse of living death,
expert spellcaster,
imperial,
signature spells,
signature spells,
sorcerer spellcasting

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APPEARANCE:
You see a man wearing an ornate mask of the royal Kem style. Linen wraps scented with aromatic resins around his hands, arms and neck--all of which resemble those used to bury the mummified remains of the ancient pharaohs of Kem. He uses these things to hide the peeling skin of his affliction, desperate to remove the shame of the curse he bears. Beneath the mask, his dark eyes remain hard and attentive, and a wig covers his head, having lost his hair several years ago.
He stands 6'2" and weighs an emaciated 130lbs. He's 44 years old.

PERSONALITY:
Despite the mask, he has a compelling personality. He bears the weight of his ravaging disease with quiet dignity, setting it aside to engage others with thoughtful discourse and even optimism.
He is compelled to seek ever deeper and more dangerous arcane secrets, as the very pharonic bloodline that gave him his powers also came with the curse that afflicts the families of those that destroyed ancient Kem with those very powers. He seeks some way to break his curse and so spare his family the same wasting curse that he bears.

BACKGROUND:
Master Nekht-Mutf is a noble scion of the Kem quarter and once held a prominent position as a budding young historian and sage in the great library of Ptolus.
Unfortunately, when he reached adulthood, a terrible curse took effect, passed down for generations in his family's bloodline ever since his ancestor, the last Pharoah of Kem, used his immense power in a war that resulted in the destruction of the nation of Kem, and sending the refugees ultimately to Ptolus.
The Curse inflicts a terrible wasting disease that prematurely ages all who acquire it, cutting their lifespan well short of what a normal human would expect.
For Master Nekht, it meant that he outlived every one of his relatives and children, a fact that doubly-cursed him to a haunted existence as their spirits now torment him in their zeal for vengeance against the foul Curse that cut them down in the prime of their life.
It cost him years of his life trying to research all the possible records of the ancient war and the source of the Curse that afflicts his bloodline. Unfortunately, most of them seem to have been purged from existence.
Utterly determined, he now believes he must find such information by going directly to the source--venturing into the ancient tombs and ruins that were built when the land of Kem was still alive. He hopes that he may someday discover some lost relic, hieroglyph, or spirit that might give him the insight he needs to end his curse and rescue what remains of his family.

======================================================================

Inverted Pyramid Agent
You are a member of the Inverted Pyramid, a semi-secret guild of arcane spellcasters in the city of Ptolus. Only those of proven power and skill, sponsored by another member, are invited to join the group.
Inverted Pyramid Agents are always arcane spellcasters and are normally wizards and sorcerers and occasionally witches. There is no stated bar to other spellcasters joining, but none has ever been invited.
Inverted Pyramid Spells
Through hard study or self-discipline, Inverted Pyramid Agents can increase the number of spells they can cast each day. These extra spell slots are called Inverted Pyramid spells. You can’t heighten an Inverted Pyramid spell beyond your maximum spell level of Inverted Pyramid spell, even if you have higher-level spell slots, and you can’t select an Inverted Pyramid spell as a signature spell.

Each time you gain a level and learn new spells, and each time you gain an Inverted Pyramid feat, you can swap out one of your old Inverted Pyramid spells for a different arcane spell of the same level; this is in addition to any swapping from your class, such as via a sorcerer’s spell repertoire class feature. You can also swap out Inverted Pyramid spells by retraining during downtime. If you have a spellbook, when you swap out an Inverted Pyramid spell, you lose the spell from your spellbook entirely.
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Inverted Pyramid Agent Dedication Feat 6
Uncommon Archetype Dedication
Prerequisites Trained in Arcana. Member of the Inverted Pyramid.
You devote much of your time to the study of arcane magic. You gain two common or uncommon arcane cantrips and two common or uncommon 1st-level arcane spells added to your spellbook or repertoire. You also gain one 1st-level Inverted Pyramid spell slot. You can use your Inverted Pyramid spell slot to spontaneously cast any 1st level arcane spell in your spellbook if you are a wizard or known to you if you are not a wizard.

Special You cannot select another dedication feat until you have gained two other feats from the Inverted Pyramid Agent archetype.
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Inverted Pyramid Initiate Feat 8
Archetype
Archetype Inverted Pyramid Agent
Prerequisites Expert in Arcana. Inverted Pyramid Agent Dedication
Your knowledge of Inverted Pyramid magic increases. You gain two common or uncommon 2nd-level arcane spells and two common or uncommon 3rd-level arcane spells added to your spellbook or repertoire. You also gain a 2nd-level Inverted Pyramid spell slot and a 3rd-level Inverted Pyramid spell slot. These and all future Inverted Pyramid spell slots work like the 1st-level Inverted Pyramid spell slot you gained from Inverted Pyramid Agent Dedication.
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Power is Knowledge Feat 8
Archetype Metamagic
Archetype Inverted Pyramid Agent
Prerequisites Expert in Arcana. Inverted Pyramid Agent Dedication
If your next action is to Cast a Spell from your spell slots, you can attempt a skill check to Recall Knowledge with a +1 status bonus to the check after casting the spell, or a +2 status bonus if the spell is 7th level or higher.