Sipho Munali

Nevai Alaro's page

586 posts. Alias of Raisse.


Full Name

Nevai Alaro

Race

Human (Garundi)

Classes/Levels

Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

Gender

Male

Size

Medium

Age

31

Alignment

True Neutral

Deity

Horus

Location

Wati

Languages

Common, Osiriani

Occupation

Guide, Falconer

Strength 16
Dexterity 10
Constitution 13
Intelligence 10
Wisdom 18
Charisma 14

About Nevai Alaro

Daily Resources:
Channel Energy: 2/7
Wand of Cure Light Wounds: 0/50
Wand of Lesser Restoration: 7/50
Wand of Lesser Restoration: 10/50
Pearl of Power (1st): 0/1
Scarab Shield (save bonus): 1/1
Scarab Shield (swarm protection): 1/1

Spells (3rd): daylight, magic circle against evil, searing light(D)
Spells (2nd): burst of radiance (DC 16), ghostbane dirge (DC 16), remove paralysis, heat metal(D)
Spells (1st): bless, burning disarm (DC 15), lighten object,
remove fear, calm animals(D)

Backstory:
As Ra prepared for battle once more, the weary traders led their camels to the Twin Spire Oasis. Having just completed the most difficult stretch of their oasis-hopping journey, their thoughts were occupied with dinner, and the much needed rest that would be soon to follow. They were so distracted, they failed to notice the slavers' ambush until it was sprung.

Half of the caravan guards fell to black fletched arrows before anyone knew what had happened. The remaining guards charged forward to defend their charges, while the other travelers tried to retain control of the camels. A hulking, snarling gnoll with light brown and black fur decapitated one of the guards and chaos quickly consumed the camp.

Palia, a young woman who had joined the clan only two years prior, darted away from the melee, clutching a small bundle tightly to her chest, but was quickly pursued by Ogrim and Luper, a pair of vicious black furred gnolls. Knowing she had no chance to outrun her pursuers, Palia turned sharply behind a rocky crag near, scrambled a few feet up the backside, and tucked her baby into a small alcove out of sight from the ground.

As the gnoll brothers turned the corner, they were shocked to find not a fleeing or cowering girl, but a woman full of fury, leaping towards them with daggers drawn. The fight was short and bloody, and both gnolls received considerable wounds before they managed to beat Palia into submission. Luper claims that he never liked the eye he lost that night, and Ogrim has walked with a pronounced limp ever since.

After a night feasting on the supplies from the caravan, the gnolls gathered up their captured stock, and began a forced march back through the trackless desert. Thanks to his mother's courage, one small boy was left behind.

Whether it was divine will, a strange twist of fate, or perhaps some quirk of genie magic floating on the desert wind does not matter. What does matter is that the young child was found, and eventually cared for by a falcon, Windbeak, that had made her roost in one of the twisting stone spires. In time, the falcon's young hatched, and she treated Groundwalker, as he came to be known, much like any one of her other chicks. Raised with his feathered brothers and sisters, Groundwalker eventually learned how to communicate with his first adopted family.

When Groundwalker was close to four years old, Windbeak noticed a crowd of humans and camels approaching the oasis. Most importantly, Windbeak noticed that there were human children present, and decided that it was time to give Groundwalker a push out of the nest. When the people had made camp for the evening, the naked boy cautiously approached the guards, clutching the blanket he was wrapped in as a baby.

Shocked to find a young boy alone, the guards at first suspected he was a div in disguise, but fortunately the caravan was escorting a man named Amenopheus, who was able to assure them that the boy was just that, a boy. In fact, after noticing the pattern on Groundwalker's blanket, a few divinations were enough to determine that the young boy was actually the lost nephew of the caravan leader. And so Groundwalker had found his second adoptive family, the Alaro clan, and came to be known as Nevai Alaro.

Nevai spent his years growing up traveling the paths between the great cities of the desert with his aunt and his new family. He was taught how to find water by tracking animals across the desert. He was taught reverence for both the old gods of his people and the newer gods so prevalent in the cities. He was taught to survive in a region of the world where even if one manages to avoid being captured by slavers, eaten by giant scorpions and mauled by the restless dead, the relentless desert is always waiting to swallow you whole.

As he grew older, Nevai became an integral member of his clan, serving as a guide, priest and healer. Always holding a fondness for falcons, Nevai turned to the worship of Horus, who he has come to believe saw him when he was left behind, and blessed him with Windbeak as his guardian. When he was 24 he married a young woman named Hunare from the Nasana clan and a few years later she gave birth to their first son, Yaeta.

Nevai's life was hard but fulfilling, and he and Hunare were happy for many years. 3 months ago, Nevai awoke to a falcon cry in the middle of the night and felt a faint tug on his mind, urging him eastward. At first he ignored it, but over the next few weeks the pull became incessant and he knew that he had to seek out its cause. He made plans to meet his clan in Sothis in one year's time, and packed a camel for his journey to the east.

A month later, at the gates of Wati, Nevai found a falcon waiting for him and knew that Horus must have guided him to that point, but he could not fathom the purpose. The falcon was named Skyblazer, and claimed to be the grandson of Windbeak, Nevai's nephew of sorts. Skyblazer had felt the same strange compulsion to come to Wati and he knew a little more. Whatever it is they were here for, they would find it on the other side of the wall, inside the necropolis that was soon to be opened to adventurers, explorers and historians.

Worried about what they may face in the ancient vaults and tombs, Nevai eventually decided to sell his camel and buy some sturdier equipment more suitable to braving dangerous tombs than his simple desert robes.

Now Nevai awaits the opening of the necropolis, passing the time searching for new friends with which to share both the treasure and danger of the tombs to come.

Appearance:
Nevai is a well-muscled, dark-skinned Garundi man who stands just under six feet tall. He carries a sturdy wooden shield and wears unmarred scale mail over his lightly colored desert robes, with a hood bunched around his neck. While he appears to be capable of defending himself, he tends to frequently adjust his armor absentmindedly, as if unaccustomed to wearing such heavy equipment. He is rarely seen without his companion, Skyblazer, a large falcon that frequently perches on Nevai's shield.

Character Sheet:
Nevai Alaro
Male human (Garundi) cleric of Horus 5
N Medium humanoid (human)
Init +0 (+2 during surprise rounds); Senses Perception +8
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Defense
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AC 18, touch 10, flat-footed 18 (+6 armor, +2 shield)
hp 38 (5d8+10)
Fort +6, Ref +2, Will +9; +1 trait bonus vs. divine magic.
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee dagger +6 (1d4+3/19-20) or
. . heavy mace +6 (1d8+3) or
. . khopesh +7 (1d8+3/19-20) or
. . mwk khopesh +8 (1d8+3/19-20) or
. . natron fang +8 (1d8+4/19-20)
Ranged light crossbow +3 (1d8/19-20)
Special Attacks channel positive energy 7/day (DC 17, 3d6 [+5 vs. undead]), sun's blessing
Cleric Spells Prepared (CL 5th; concentration +9)
. . 3rd—daylight, magic circle against evil, searing light[D]
. . 2nd—burst of radiance (DC 16), heat metal[D] (DC 16), light prison (DC 16), remove paralysis
. . 1st—bless, burning disarm (DC 15), calm animals[D] (DC 15), lighten object (DC 15), remove fear
. . 0 (at will)—create water, guidance, light, read magic
. . D Domain spell; Domains Animal (Feather[APG] subdomain), Sun
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Statistics
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Str 16, Dex 10, Con 13, Int 10, Wis 18, Cha 14
Base Atk +3; CMB +6; CMD 16
Feats Boon Companion, Extra Channel, Improved Channel, Weapon Focus (khopesh)
Traits beastkin, devotee of the old gods, sacred conduit
Skills Acrobatics -3 (-7 to jump), Diplomacy +8, Fly +1, Handle Animal +3, Heal +8, Knowledge (arcana) +4, Knowledge (history) +5, Knowledge (planes) +4, Knowledge (religion) +5, Linguistics +4, Perception +8, Sense Motive +8, Survival +6; Racial Modifiers +2 Perception
Languages Ancient Osiriani, Common, Osiriani
SQ animal companion (hawk named Skyblazer), counter swarm, eyes of the hawk
Combat Gear pearl of power (1st level), scroll of align weapon, scroll of magic weapon, scroll of protection from evil, scroll of remove blindness/deafness, scroll of remove curse, scroll of remove fear, scroll of remove paralysis, scroll of remove sickness, scroll of sanctify corpse, scroll of sanctify corpse, scroll of summon lesser psychopomp, scroll of summon vanth, wand of cure light wounds, wand of lesser restoration (10 charges), wand of lesser restoration (7 charges), acid (2), alchemist's fire; Other Gear +1 scale mail, scarab shield, natron fang[APG], crossbow bolts (20), dagger (2), heavy mace, khopesh[APG], light crossbow, mwk khopesh[APG], cloak of resistance +1, backpack, belt pouch, bird feed (per day) (4), candle (10), falconry gauntlet[UE], flint and steel, hemp rope (50 ft.), holy text (Horus)[UE], mess kit[UE], pot, scroll case, scroll case, silver holy symbol of Horus, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Horus, wrist sheath, spring loaded, wrist sheath, spring loaded, 214 pp, 14 gp, 8 sp, 12 cp
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Special Abilities
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Animal Companion (Ex) Gain an animal companion.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Boon Companion (Skyblazer) +4 levels to calc familiar/animal comp abilities (max of your HD).
Cleric Channel Positive Energy 3d6 (7/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Feather) Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).
Cleric Domain (Sun) Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.
Counter swarm (1/day, DC 11) Mindless swarm must succeed on a Will save or avoid the you for 3 rds.
Eyes of the Hawk (+2 Perception/+2 Init.) (Su) +2 Initiative during a surprise round.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Sun's Blessing (Su) +5 to channel damage vs. undead and they don't get channel resistance.

Macros:
[dice=Channel Energy (DC 17, no channel resist)]3d6+5[/dice]
[dice=Channel Energy]3d6[/dice]
[dice=Natron Fang]1d20+8+1[/dice], [dice=Damage]1d8+4+1[/dice]
[dice=Heavy Mace]1d20+6+1[/dice], [dice=Damage]1d8+3+1[/dice]