Tetisurah

Menwi Ahmose's page

3 posts. Alias of rdknight.


Full Name

Menwi Ahmose

Race

Human

Classes/Levels

Cleric (Ecclesitheurge)

Gender

Female

Size

Medium

Age

20

Alignment

CG

Deity

Bastet

Languages

Osiriani, Taldane, Ancient Osiriani

Occupation

Femme Fatale

Homepage URL

Menwi Portrait

Strength 9
Dexterity 14
Constitution 12
Intelligence 12
Wisdom 17
Charisma 16

About Menwi Ahmose

Statistics:
Female Garundi Human Cleric (Ecclesitheurge) 1
CG Medium Humanoid

Init +2; Senses Perception +7
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DEFENSE
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AC 12, touch 12, flat-footed 10 (+2 dex)
hp 10
Fort +3, Ref +2, Will +5 (+1 vs Divine Magic)
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OFFENSE
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Speed 30 ft.

Melee -1

Ranged +2
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STATISTICS
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Str 9, Dex 14, Con 12, Int 12, Wis 17, Cha 16
Base Atk +0; CMB -1; CMD +11
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Traits

Devotee of the Old Gods
Osirion has a history stretching back over 8,000 years, and the deities worshiped today in modern Osirion are not the same ones revered in Ancient Osirion’s heyday—deities with names like Anubis, Osiris, Ra, and Set, among others. Your family never lost the faith of your ancestors, however, and your devotion to one of the deities of Ancient Osirion has helped keep the memory of Osirion’s past alive—a past that still lingers on in the untouched necropolis of Wati. You gain a +1 trait bonus on Knowledge (history) and Knowledge (religion) checks, and one of those skills is always a class skill for you. In addition, your faith in the old gods of Osirion grants you a +1 trait bonus on saving throws against divine magic.

Seeker:
You are always on the lookout for reward and danger.
Benefit: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Dangerously Curious
You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent’s laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result. You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.

Sacred Courtesan
You worked in one of Bastet’s temples as a sacred courtesan, and you know how to flatter, please, and (most of all) listen. You gain a +1 trait bonus on Sense Motive checks and Diplomacy checks to gather information, and one of these skills (your choice) is always a class skill for you.

Drawback

Feats

Scribe Scroll:
You can create magic scrolls.
Prerequisite: Caster level 1st.
Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.

Point Blank Shot:
You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Skills (6 points; 2 class, 1 INT, 1 Skilled, 2 Background)
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Acrobatics* +2 = DEX 2+0+0
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Appraise +1 = INT 1+0+0
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Bluff +3 = CHA 3+0+0
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Climb* -1 = STR -1+0+0
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Craft +1 = INT 1+0+0
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Diplomacy +8 = CHA 3+1+3+1 (Trait)
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Disable Device*† +2 = DEX 2+0+0
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Disguise +3 = CHA 3+0+0
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Escape Artist* +2 = DEX 2+0+0
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Fly* +2 = DEX 2+0+0
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Handle Animal† +3 = CHA 3+0+0
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Heal +7 = WIS 3+1+3
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Intimidate +3 = CHA 3+0+0
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K (Arcana)† +1 = INT 1+0+0
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K (Dungeoneering)† +1 = INT 1+0+0
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K (Engineering)† +1 = INT 1+0+0
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K (Geography)† +1 = INT 1+0+0
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K (History)† +6 = INT 1+1+3+1 (Trait) (Background)
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K (Local)† +1 = INT 1+0+0
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K (Nature)† +1 = INT 1+0+0
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K (Nobility)† +1 = INT 1+0+0
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K (Planes)† +1 = INT 1+0+0
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K (Religion)† +6 = INT 1+1+3+1 (Trait)
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Linguistics† +1 = INT 1+0+0
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Perception +7 = WIS 3+0+3+1 (Seeker)
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Perform +3 = CHA 3+0+0
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Profession (Courtesan)† +7 = WIS 3+1+3 (Background)
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Ride +2 = DEX 2+0+0
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Sense Motive +4 = WIS 3+0+0+1 (Trait)
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Sleight of Hand*† +2 = DEX 2+0+0
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Spellcraft† +5 = INT 1+1+3
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Stealth* +2 = DEX 2+0+0
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Survival +3 = WIS 3+0+0
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Swim* -1 = STR -1+0+0
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Use Magic Device† +4 = CHA 3+0+0+1 (Trait)
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ACP -0
*ACP applies to these skills
Non-Standard Skill Bonuses

+1 Perception (In Class) (Seeker)
+1 Diplomacy (Courtesan)
+1 Sense Motive (Courtesan)
+1 UMD (Dangerously Curious)
+1 Religion (Devotee)
+1 History (Devotee)

Languages Taldane, Osiriani, Ancient Osiriani

Special Abilities:

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SPECIAL ABILITIES
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Cleric (Ecclesitheurge):

Weapon and Armor Proficiency:
An ecclesitheurge is proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but he’s not proficient with any type of armor or shield. This replaces the cleric’s weapon and armor proficiencies.

Ecclesitheurge’s Vow:
At 1st level, an ecclesitheurge makes a vow to his deity to be protected solely by his faith, not by armor or shields. An ecclesitheurge who wears armor or uses a shield is unable to use his blessing of the faithful ability, use cleric domain powers, or cast cleric spells.

Channel Energy (Su):
Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.

Blessing of the Faithful (Su):
As a standard action, the ecclesitheurge can bless one ally within close range (25 ft. + 5 ft./2 levels). A blessed ally gains a +2 sacred or profane bonus (depending on whether the ecclesitheurge channels positive or negative energy) on attack rolls, skill checks, ability checks, or saving throws or to AC until the ecclesitheurge’s next turn. The ecclesitheurge can expend 1 use of channel energy when activating this ability to increase the duration to a number of rounds equal to the number of dice of his channel energy.

Domain Mastery:
At 1st level, when an ecclesitheurge chooses his cleric domains, he designates one as his primary domain and the other as his secondary domain. An ecclesitheurge can use his non-domain spell slots to prepare spells from his primary domain’s spell list.
Each day when he prepares spells, an ecclesitheurge can select a different domain granted by his deity to gain access to that domain’s spell list instead of his secondary domain spell list. He does not lose access to his actual secondary domain’s granted powers or gain access to the other domain’s granted powers. For example, an ecclesitheurge of Sarenrae with Glory and his primary domain and Good as his secondary domain can choose to gain access to the Healing domain; until the next time he prepares spells, he uses the Healing domain spell list as his secondary domain spell list instead of the Good domain spell list, but still keeps the granted powers of the Good domain and does not gain the granted powers of the Healing domain.
This ability alters the normal domain ability.

Bonded Holy Symbol (Su):
At 3rd level, an ecclesitheurge forms a powerful bond with a holy symbol of his deity, which functions identically to a wizard’s bonded object except it can be used to cast cleric and domain spells (instead of wizard spells) and the ecclesitheurge can grant his bonded holy symbol only magic abilities appropriate for a holy symbol or a neck slot item.
As with a wizard’s bonded item, an ecclesitheurge can add additional magic abilities to his bonded holy symbol as if he had the required item creation feat (typically Craft Wondrous Item), provided he meets the feat’s level prerequisites. For example, an ecclesitheurge with a bonded holy symbol who wants to add a wondrous amulet ability, like amulet of natural armor, to his bonded holy symbol must be at least 3rd level to do so. The magic properties of a bonded holy symbol, including any magic abilities the ecclesitheurge added to the object, function for only the ecclesitheurge. If a bonded holy symbol’s owner dies or the item is replaced, the object loses all enhancements the ecclesitheurge added using this ability.
This ability replaces the increase to channel energy gained at 3rd level.

Primary Domain (Trickery):

Granted Powers:
You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.

Copycat (Sp):
You can create an illusory double of yourself as a move action. This double functions as a single mirror image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the mirror image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Spells: 1st-Disguise Self

Secondary Domain (Fur Subdomain):

Granted Powers:
You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.

Predator’s Grace (Su):
You can, as a swift action, grant yourself a +10-foot bonus to your base speed for 1 round. This bonus increases by 5 feet for every 5 cleric levels you possess. In addition, you gain low-light vision for 1 round. If you already possess low-light vision, the range of your sight becomes three times that of a human in dim light for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Animal Companion (Ex):
At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions).

Spells: 1st-Magic Fang

Spells:

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Spells
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0th (3 at will)

1st (2/day)

[spoiler=Gear/Possessions]
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GEAR/POSSESSIONS

Light Crossbow
Crossbow Bolts (20)
Oil Flask x3
Holy Symbol x2
Hot Weather Outfit
Courtier's Outfit
Earrings (20 GP Value)
Caul (30 GP Value)
Courtisan's Outfit
Backpack
Waterskin
Grooming Kit
Perfume (Common) x5
Salt Tablets (10)
Bedroll
Belt Pouch
Notebook
Pen & Ink
Flint & Steel
Mess Kit
Soap
Chalk (5)
Charcoal (5)
Map Case & Sheets of Paper (5)
Rope, Hemp 50'
Torches x5
10" Reed Tube
Brushes x2
Dagger
Rations (5 Days)
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Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Money 33 GP 2 SP 1 CP

Background:

The city of Totra, on Osirion’s north coast, felt the Qadiran boot heavily. Ever since the Qadiran Satrapy, Totra has been a center of resentment and resistance to Qadiran rule and cultural influence. Since the restoration of Osirion’s independence a century ago under Khemet I, Totra has been busy engineering a resurgence of traditional Osiriani culture and artistry.

Menwi is playing a small role in this resurgence. Menwi was born and raised in Totra, and her family had always covertly held to the Old Gods of Osirion. Menwi’s father was a sandal-maker, her mother wove mats when she was not keeping house. The family would have enjoyed at least some minimal comfort except for Menwi’s father’s habit of gambling. As it was they struggled constantly. As she grew up, Menwi watched strain and worry coarsen and age her parents. Menwi, pretty like her mother once was, determined early that she would first, never work like a dog to eat; and second, she would never depend on a man for anything.

Menwi doesn’t hate men, she loves them. She is a beautiful young woman, and is pleased to have their adoration. She just doesn’t trust them with her future. Menwi had always had a natural charm and impetuousness about her that attracted attention, and she worked to develop her skills in flirtation, persuasion, and seduction as well.

Later, the small temple of Bastet in Totra provided her with a way to escape her poor prospects. As an adept, she served as a sacred courtesan while learning to read. Menwi applied herself, and showed her devotion to Bastet and the temple. She was initiated into the clergy more quickly, and at a younger age then usual. As a priest, Menwi has focused her energy on restoring the worship of Bastet to the fullness it had under the old Pharaohs. 3,000 years of foreign rule had left the faith hollow and ignorant. So much had been destroyed or lost, liturgy, ritual, doctrine, music and song, and divine mysteries.

Once she could read, Menwi found she had some talent for historical research, and she has worked to collect and interpret texts on the old traditions of the faith. She has also concentrated on magic, taking vows to fully explore Bastet’s divine portfolio and the magical possibilities therein. She has traveled to Wati hoping to find more to bolster the temple’s knowledge of Bastet’s old worship.

Appearance and Personality:

Height: 5'1" | Weight: 125 | Hair: Black | Eyes: Dark Brown

Appearance

Menwi is a small but voluptuous young woman with light bronze skin and deep brown eyes. While many priests in Osirion shave their heads, those of Bastet do not in order to retain its sensuality. Mewi’s hair is black, and she keeps it off her shoulders in a bob cut so her long, graceful neck is more easily seen.

She wears finely made, revealing clothing in light fabrics such as linen and silk. Menwi carefully manicures her appearance with clothing, jewelry, and cosmetics such as kohl and henna to accentuate her beauty. She always wears a golden cat’s head pendant and a light belt of metal links with a larger version of a golden cat’s head dangling from it.

Personality

Menwi has never lacked for confidence. She knows what she wants, and unapologetically goes after it with determination. Although Menwi did not approve of many of her father’s habits because of the problems they brought her family, Menwi is far more like her father than her mother. She has always had an outsized personality and a lack of regard for inconvenient rules. When she was younger, Menwi’s parents thought her a handful. She was outgoing and approachable, with none of the demure domestic qualities her mother preferred. On the other hand, Menwi’s charm made it difficult for her parents to be hard on her, even when she disobeyed their wishes and lied to them about it.

When Menwi told her family of her decision to join the priesthood of Bastet, they were not entirely pleased that she would serve The Sly Enchantress, the family had always held most closely to Bes and Khepri, but a priest-daughter was something to be proud of, and they did not try to block her. As she was instructed as an adept, Menwi polished her approachability into allure, and her loose relationship with the truth into manipulative guile. The Temple of Bastet in Totra is small and the priests there mostly like-minded so there is relatively little internal squabbling or rivalry, but Menwi still knows political gamesmanship pretty well.

Menwi is not bad at heart and she does not want to harm anyone. She has simply determined, from a starting point of limited means and options, not to live a life of labor and drudgery like her parents. The Temple of Bastet gives her a platform from which to live well by her wits and will. She is not a murderer or thief, doesn’t take what is not given freely, and manipulates (mostly) in the service of her goddess.