Zadim

Mohammed As`Zaman Bey's page

70 posts. Alias of Helaman.


Full Name

Mohammed As`Zaman Bey

Race

Male Human Knight Examplar Errant and Acolyte of Menoth, the Creator of Man

Gender

AC 15(17) |HP 5/[11]| Str+4 Int+1 Wis+5 Dex+1 Con+3 Cha+4|Init + 1|Percept+5|Insight+5|Invest+1| Hymns 3/[3] Spell Slots #1: 3/[3] Inspired [N] Chan Divine 0/[0] HD 1/[1]

Languages

Sulese Cygnaran(Primary), (Secondary) ???

Strength 18
Dexterity 13
Constitution 17
Intelligence 12
Wisdom 16
Charisma 14

About Mohammed As`Zaman Bey

"Man might seek to find respite in earthly pleasures and distractions,
But he will find these things are meaningless.
Man might seek to surround himself in comforts bought by wealth
But he will find these, too, are meaningless.
All life is suffering, for without suffering life is meaningless.
This is as Menoth wills. Through suffering is born strength.
Only through strength can one serve Menoth.
Only through service to Menoth,
Made possible by the strength granted by suffering,
Does Man find meaning."

- From Rites of Passage

No gods greater then Menoth
No labor you cannot do in his name
No pain you cannot bear in his name
No fear you cannot overcome with faith in him
Nothing you cannot give up for Menoth
No word other then the word of Menoth
No end just a place for people at the feet of Menoth

Another reading is also like unto it:

There is no god above Menoth.
There is no labor unendurable in the name of Menoth.
There is no pain unbearable in the cause of Menoth.
There is no fear unassailable with faith in Menoth.
There is no object that cannot be given up for Menoth.
There is no word other than the word of Menoth.
There is no end. There is a place for us all at the feet of Menoth.

- From The Canon of the True Law

Quick Dice:

[dice=Spell Attack]1d20 + 5[/dice]

[dice=Longsword]1d20 + 6[/dice]
[dice=Damage]1d8 + 4[/dice]

[dice=Crossbow]1d20 + 3[/dice]
[dice=Damage]1d8 + 1[/dice]

w/ Proficiency
[dice=STR]1d20 + 6[/dice]
[dice=DEX]1d20 + 3[/dice]
[dice=CON]1d20 + 5[/dice]
[dice=INT]1d20 + 3[/dice]
[dice=WIS]1d20 + 5[/dice]
[dice=CHA]1d20 + 3[/dice]

w/o Proficiency
[dice=STR]1d20 + 4[/dice]
[dice=DEX]1d20 +1[/dice]
[dice=CON]1d20 +3[/dice]
[dice=INT]1d20 + 1[/dice]
[dice=WIS]1d20 + 3[/dice]
[dice=CHA]1d20 + 2[/dice]

DEFENSE
HP 11 (1d8+3 per level)
AC 15 / 17 (Scalemail and Shield)
STR 18 +4, DEX 13 +1, CON 17 +3, INT 12 +1, WIS 16 +5, CHA 14 +4

OFFENSE
Speed 30 ft.
Longsword +6 (1d8+4)
Ranged Crossbow +3 (1d8 + 1)

PROFICIENCIES AND SKILLS
Armor Proficiencies: Light, Medium, Plate and Shield
Weapon Proficiencies: All simple weapons, martial melee weapons, Hand crossbows, heavy crossbows, relic blade
Skills: Athletics, Insight, Intimidation, Perception, Persuasion, Religion, Survival
Languages: Sulese (Primary), Cygnaran (Secondary)
Tool Proficiencies:

EQUIPMENT
Combat Gear:
Longsword
Dagger
Scalemail
Light Crossbow + 20 bolts
Shield
Holy Symbol

Other Gear:
Explorer Pack
Holy Symbol
A small reliquary
A set of fine clothes
A prayer book
Pouch

Gold 13 gp

Build Notes:
Initial Rolls 17,16,16,13,13,12
Background, Region and Race Bonuses to Str (17 to 18), Con (16 to 17) and Cha (13 to 14)
Background:Knight Examplar
Essence: Pious

SPECIAL ATTACKS/ABILITIES:

-KNIGHT EXEMPLAR

You have been trained to fight alongside a group of other knights and to protect those who stand beside you. When an enemy attack damages one or more of your allies while they are within 10 feet of you, you gain +2 STR and +2 AC for 1 round. Once you use this feature, you can’t use it again until you finish a short or long rest.

- CLERIC DOMAIN/ Obedience

Channel Divinity (Channel Divinity: 0/Day):
At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Turn Undead: As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Lawgivers Rebuke: At 2nd level, as an action, you present your holy symbol and speak a prayer censuring those who deny the laws of your god, using your Channel Divinity. Each humanoid creature not of your faith or not friendly to you that can see or hear you within 30 feet must make a Wisdom saving throw. If the creature fails its saving throw, it is immediately knocked prone and cowed for 1 minute.If a cowed creature makes a weapon attack against you, a creature of your faith, or another creature friendly to you, it takes psychic damage equal to your proficiency bonus after the attack.

Hymns:
At 1st level, you learn to inspire your allies with unifying hymns. As an action, you can perform a hymn. Any hymn you perform affects friendly creatures within 30 feet of you who can hear you and understand you, but a creature can be affected by only one hymn at a time. A hymn lasts until you lose your concentration (as if you were casting a concentration spell), you are incapacitated, or you use an action to perform another hymn.You can use this feature a number of times equal to your Constitution modifier (minimum of once). You regain all uses of this feature when you finish a long rest.

Hymn of Battle. You sing a hymn of battle ordained by your god. Each affected creature gains a +2 bonus to the damage roll of the first weapon attack it makes each round.
Hymn of Passage. You sing a hymn of safe passage through the lands of the unjust. Whenever an affected creature takes bludgeoning, piercing, or slashing damage from a nonmagical weapon, that damage is reduced by 2.

- PIOUS ESSENCE
Rewarded Faith. You learn one cantrip from the following list: guidance, light, mending, produce flame, resistance, sacred flame, and spare the dying. If your class has a spellcasting ability for spells, that ability is your spellcasting ability for it; if not, whichever ability you increased with the Pious essence is your spellcasting ability for it.
- Produce Flame

SPELLCASTING; DC 13, Spell Attack Bonus +5:
SPELLS: Wisdom Bonus + Level

Spells Memorised
Lvl 0: Light, Sacred Flame, Spare the Dying
Lvl 1: Cure Wounds, Guiding Bolt, Bless, Healing Word
Lvl 2:

Domain Spells: 1st - flames of wrath, guided blade 2nd - ashes to ashes, Lawgiver’s wrath 3rd - cleansing fire, rebuke the lawbreaker 4th - Lamentation, righteous flames 5th - compelled obedience, howling flames

Slots Available
Cantrips - 3 + Produce Flame
Level 1 - 3/[3]
Level 2 - 0/[0]

Background and Personality:

Traits: I trust that my deity will guide my actions, I have faith that if I work hard, things will go well. (Lawful) and I’m haunted by memories of my bloody past. I can’t get the images of violence out of my mind.
Ideal: Destroy the undead and those who create them!!!
Bond: I owe my life to the priest who took me in when my parents died.
Flaw: Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.

Personality:

Appearance:

BACKSTORY:

Xxx

The Faith of Menoth:

Humans believe that Menoth the Lawgiver arose from the formless chaos that predated Creation. He shaped Caen and its sun as an extension of his imperative to bring lasting order. Having arisen self-made, Menoth adopted a form that pleased him, one that was later echoed among his greatest creation: mankind. Menoth imposed his rigid order upon the turning of the seasons and the cycles of life and death. In his wake, humanity arose and began to gather into tribes. Soon from the unformed chaos came the Devourer Wurm, also called the Beast of All Shapes, a bestial and forever changing monstrosity that would quickly become Menoth’s greatest foe. The Devourer Wurm spawned an endless variety of ravenous beasts and the horrors of the wilderness. All predators and dangerous beasts are thought to have arisen from and be connected to the Wurm, and since the dawn of time they have beset the offspring of Menoth and the works of civilization. The Wurm was filled with an endless hunger and sought only to eat and kill, to destroy and rend what had been created. Menoth knew the Wurm at once for his enemy and they would clash again and again in an unending hunt, a battle that has occupied both of these primal powers since the dawn of creation.

Dhunians believe that Dhunia was the primal god, to them Dhunia and Caen are synonymous, with the world described as the physical body of the goddess. In these legends, Dhunia wished a reprieve from the Wurm and so fostered a great hunter from the greatest of her children, which became Menoth, who was set upon the task of hunting the Devourer who had repeatedly ravaged her.

This chase led Menoth and the Wurm away from the physical world to Urcaen, a spiritual mirror of Caen. Occupied by these battles, Menoth had no time to shelter or guide humanity, and the scattered tribes were left to their own devices in the wild places. Much of humanity forgot their Creator and many turned to worship the Wurm. All great predatory beasts and animals are seen as incarnations of the Wurm’s primal hunger, and the tribes serving the Wurm glorified these intermediaries. They worshiped the wolf, the bear, the eagle, the serpent, and carved totems in their gathering places and gave them offerings. Some went so far as to profane the Creator’s work by engaging in cannibalism.

On learning that much of humanity had forgotten their Creator, Menoth became wrathful and returned his attention to Caen to reprimand the neglectful mortals however but the harsh indignities of human life tempered his rage. In the face of this fearsome manifestation, many human tribes abandoned their false gods and hastily sought to regain Menoth’s, while others fled deeper into the wilderness and refusing to give up their beliefs. Those who begged his forgiveness he treated with mercy and benevolence, bestowing upon them gifts that formed the foundation for Menite civilization: the Flame, the Wall, the Sheaf, and the Law and he promised to shelter his followers after death in a domain called the City of Man where the Wurm could not reach them while nothing but endless torment would await those who turned from him.

Out of the gifts the Law is deemed the Creator’s greatest gift, representing the compact between Menoth and humanity, the agreements by which mankind settled into castes and tribes joined together to create the first cities. The largest tribe of Menites undertook a pilgrimage west, following their priests and battling the godless until they reached the shores of Meredius. Around 6500 BR, they founded the first great city of man, Icthier, a holy site where the words of the True Law were made manifest on stone, inscribed by the very hand of Menoth.

The worship of Menoth is ancient, predating the Church of Morrow by millennia. Menoth is a strict, vengeful deity, credited by most humans (even those who follow the Twins) with the creation of the world and mankind. It's unquestionable that Menoth exists, for his priests were once the powerful ruling class of the land. Alas for Menoth, the more uplifting and tolerant message of Morrow began to take hold with the people, and today the worship of Menoth is a minority faith everywhere except the Protectorate. Outside of the Protectorate, the largest minority serving Menoth is among the "Old Faith" of Khador, where many citizens cling tenaciously to the worship of their ancient creator.

Menoth is usually depicted as a masked giant, towering over his frightened worshippers. He demands adherence to a strict code of conduct – part of which is providing constant tribute to Menoth and his priests. The notion that a man may "ascend," so central to the worship of Morrow and Thamar, is blasphemy in the church of Menoth. To Menoth, man's place is to serve his creator, and his reward is to pass quietly into oblivion.

The Seal of Menoth, also known as the Menofix, is a holy symbol for the followers of Menoth. It is one of the most ancient and abstracted symbols meant to represent humanity. This stylized human figure depicts how all of humanity emerged from the burning footprints of the Creator of Man, and over time, it has become more closely associated with Menoth than with the humans it symbolizes.Depictions of the Menofix range from modest pendants worn by the faithful to enormous stone constructions adorned with precious metals. Zealots of the faith traditionally carry monolithic stone Menofixes into battle to inspire the masses, and the symbol is the national icon of the Protectorate of Menoth.

Day-to-Day Activities:
Holy Days/Important Ceremonies:

About Knight Errant:
.

Culture
Exemplars Errant range outside the borders of the Protectorate carrying out missions of great importance for the priesthood and the Creator. The Exemplar order relies on the errants to carry out the Synod’s will across Immoren, hunting down traitors and other heretics fleeing the Protectorate. Knights errant also serve the crusading armies of the Protectorate as advance scouts, seeking out and destroying the enemies of the faithful that lie in wait to obstruct their holy mission.

Exemplars Errants do not use sacred relic blades due to the risk of losing then during missions deep within enemy lines. Instead, they bring lighter and more versatile weapons on their holy missions. The errants are trained every bit as rigorously in the martial arts as any exemplar and each is armed with a heavy crossbow known as a lawbringer fortified with blessings and prayers to pierce arcane wards and magical sigils. Unlike a standard repeating crossbow, the Lawbringer utilizes an integral rotating drum instead of a replaceable magazine to reload the weapon rapidly, allowing it to holds more bolts at the cost of reloading time. Each errant likewise bears a shield inscribed with sacred passages taken from the Canon of the True Law to protect him in the execution of his sacred duty.

Errants embody the spirit of ultimate sacrifice and will sacrifice his own life to allow a threatened brother to shrug off wounds and fight on in Menoth’s name, particularly if the other’s role is more crucial to their cause.

Notes for Level 4:

+
KNIGHT EXEMPLAR

You are one of the elite armored warriors of the Menite faith. You live by a strict code of absolute obedience to the Menite Temple’s priests, especially those in the scrutator caste, and follow every order without question or hesitation. You fight with a faith that borders on the inhuman. Able to withstand punishment that would cripple those of lesser faith, you are made nearly unstoppable by the divine gifts bestowed on you by the Creator.

Ability Score Increase. Your Strength or Charisma score increases by 1.
Armor Proficiencies: Plate
Weapon Proficiencies: Hand crossbows, light crossbows, heavy crossbows, relic blade
Skill Proficiencies: Athletics, Religion
Equipment: A small reliquary, a set of fine clothes, a prayer book, and a pouch containing 15 gp

FEATURE: RIGHTEOUS ANGER
You have been trained to fight alongside a group of other knights and to protect those who stand beside you. When an enemy attack damages one or more of your allies while they are within 10 feet of you, you gain +2 STR and +2 AC for 1 round. Once you use this feature, you can’t use it again until you finish a short or long rest.

Protectorate of Menoth

Ability Score Increase. Your Strength and Constitution scores each increase by 1.
Pilgrim’s Path. You have proficiency in the History, Religion, and Survival skills.
Citizen Soldiers. You have proficiency with simple melee weapons, martial melee weapons, light armor, medium armor, and shields.

Str 17 to 18 - Menoth
Dex 13
Con 16
Int 12
Wis 16 to 18 Faith Essence
Cha 13 to 14 - Knight exemplar (Errant)

DIVINE DOMAIN: OBEDIENCE

BONUS PROFICIENCIES: When you choose this domain at 1st level, you gain proficiency in the Intimidation skill.
HYMNS: At 1st level, you learn to inspire your allies with unifying hymns. As an action, you can perform a hymn. Any hymn you perform affects friendly creatures within 30 feet of you who can hear you and understand you, but a creature can be affected by only one hymn at a time. A hymn lasts until you lose your concentration (as if you were casting a concentration spell), you are incapacitated, or you use an action to perform another hymn.You can use this feature a number of times equal to your Constitution modifier (minimum of once). You regain all uses of this feature when you finish a long rest.

Hymn of Battle. You sing a hymn of battle ordained by your god. Each affected creature gains a +2 bonus to the damage roll of the first weapon attack it makes each round.
Hymn of Passage. You sing a hymn of safe passage through the lands of the unjust. Whenever an affected creature takes bludgeoning, piercing, or slashing damage from a nonmagical weapon, that damage is reduced by 2.

Cleric Skills: Persausion and Insight

***As religion has been given twice, I believe I get to swap one of them. Swap to perception

start with the following equipment, in addition to the equipment granted by your background:

(a) a mace or (b) a warhammer (if proficient)
(a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) a priest's pack or (b) an explorer's pack
A shield and a holy symbol

Equipment: A small reliquary, a set of fine clothes, a prayer book, and a pouch containing 15 gp

Notes:
Knights Exemplars are elite armored warriors of the Menite faith that live by a strict code of absolute obedience to the priests of the Menite Temple, particularly the scrutator caste. Exemplars are fanatics who fight with a faith that borders on the inhuman. Able to withstand punishment that would cripple lesser men, these formidable knights are made nearly unstoppable by the divine gifts they receive from the Creator. If the hierarch represents the head, scrutators the mouth, the masses of the laboring faithful his bones and the battle-ready zealots his blood, the the Knights Exemplar represent the weapons at the hands of Menoth.

Heavily armored in blessed plate engraved with rites and wards of protection and armed with relic blades passed down through generations Exemplars enforce the Temple law throughout the Protectorate and march at the vanguard of the Sul-Menite Crusades. The mere unsheathing of their relic blades in war is considered a sacrament. They will not be deterred from their cause; even seeing their brethren fall in battle and pass into Menoth’s hands makes them stronger, fueling their faith and righteous anger.

When the Exemplars first raised arms as a large force within the City of Walls during the Cygnaran Civil War there were only a few hundred of these holy warriors serving the clergy but now thousands have taken up blessed swords and armor as Exemplars in the service of the creator.

Caen, the World. Urcaen, the spirit world and the current place of Menoth.

Resources

https://ironkingdoms.fandom.com/wiki/Menoth

https://www.scribd.com/doc/232735645/Forces-of-Warmachine-Protectorate-of-M enoth

Menoth the Lawgiver arose from the formless chaos that predated Creation. He shaped Caen and its sun as an extension of his imperative to bring lasting order. Having arisen self-made, Menoth adopted a form that pleased him, one that was later echoed among his greatest creation: mankind. Menoth imposed his rigid order upon the turning of the seasons and the cycles of life and death. In his wake, humanity arose and began to gather into tribes. Soon from the unformed chaos came the Devourer Wurm, also called the Beast of All Shapes, a bestial and forever changing monstrosity that would quickly become Menoth’s greatest foe. The Devourer Wurm spawned an endless variety of ravenous beasts and the horrors of the wilderness. All predators and dangerous beasts are thought to have arisen from and be connected to the Wurm, and since the dawn of time they have beset the offspring of Menoth and the works of civilization. The Wurm was filled with an endless hunger and sought only to eat and kill, to destroy and rend what had been created. Menoth knew the Wurm at once for his enemy and they would clash again and again in an unending hunt, a battle that has occupied both of these primal powers since the dawn of creation.

This chase led Menoth and the Wurm away from the physical world to Urcaen, a spiritual mirror of Caen. Occupied by these battles, Menoth had no time to shelter or guide humanity, and the scattered tribes were left to their own devices in the wild places. Much of humanity forgot their Creator and many turned to worship the Wurm. All great predatory beasts and animals are seen as incarnations of the Wurm’s primal hunger, and the tribes serving the Wurm glorified these intermediaries. They worshiped the wolf, the bear, the eagle, the serpent, and carved totems in their gathering places and gave them offerings. Some went so far as to profane the Creator’s work by engaging in cannibalism.

On learning that much of humanity had forgotten their Creator, Menoth became wrathful and returned his attention to Caen to reprimand the neglectful mortals however but the harsh indignities of human life tempered his rage. In the face of this fearsome manifestation, many human tribes abandoned their false gods and hastily sought to regain Menoth’s, while others fled deeper into the wilderness and refusing to give up their beliefs. Those who begged his forgiveness he treated with mercy and benevolence, bestowing upon them gifts that formed the foundation for Menite civilization: the Flame, the Wall, the Sheaf, and the Law and he promised to shelter his followers after death in a domain called the City of Man where the Wurm could not reach them while nothing but endless torment would await those who turned from him.

Out of the gifts the Law is deemed the Creator’s greatest gift, representing the compact between Menoth and humanity, the agreements by which mankind settled into castes and tribes joined together to create the first cities. The largest tribe of Menites undertook a pilgrimage west, following their priests and battling the godless until they reached the shores of Meredius. There they founded the first great city of man, Icthier, a holy site where the words of the True Law were made manifest on stone, inscribed by the very hand of Menoth.

---

On your walls, O Jerusalem,
I have set ywatchmen;
all the day and all the night
they shall never be silent.
You who put the LORD in remembrance,
take no rest,
7 and give him no rest
until he establishes Jerusalem
and makes it za praise in the earth.
8 The LORD has sworn aby his right hand
and by his mighty arm:
“I will not again give byour grain
to be food for your enemies,
cand foreigners shall not drink your wine
for which you have labored;
9 but dthose who garner it shall eat it
and praise the LORD,
and dthose who gather it shall drink it
in the courts of my sanctuary.”5
10 Go through, go through the gates;
eprepare the way for the people;
fbuild up, build up the highway;
clear it of stones;
glift up a signal over the peoples.
11 Behold, the LORD has proclaimed
to the end of the earth:
hSay to the daughter of Zion,
i“Behold, your salvation comes;
behold, his reward is with him,
and his recompense before him.”
12 jAnd they shall be called The Holy People,
The Redeemed of the LORD;
kand you shall be called Sought Out,
A City Not Forsaken.