Ganyavesha

Ninevekhti "Neve" Khamutep's page

110 posts. Alias of Darkness Rising.


Gender

Female Human Bard 1 | HP 9/9 | AC 18 [T 12 FF 16] | F: +0 R: +4 W: +3 | Initiative +2 | Perception +4 | Bardic Performance 11 rounds/day | Active conditions: none

About Ninevekhti "Neve" Khamutep

Human Female Bard 1

N Medium humanoid (Garundi human)

Init +2; Senses Perception +4

Favored Class: Bard (+1 hit point)

Languages: Common, Ancient Osirian

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DEFENSE
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AC 18, touch 16, flat-footed 12 (+2 dex, +4 armor, +2 shield)

HP 9 (1d8; +1 Favoured Class)

Fort +0, Ref +4, Will +3

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OFFENSE
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Speed 30 ft.

Melee Khopesh +2 (d8+2, 19-20)

Ranged Sling +2 (d4+2)

Space 5 ft., Reach 5 ft.

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SPECIAL ABILITIES
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Bardic Knowledge (Ex): A bard adds half her class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around her, including herself if desired. She can use this ability for a number of rounds per day equal to 4 + her Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that she has mastered, as indicated by her level. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time. At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action. Each bardic performance has audible components, visual components, or both. If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and such performances are language dependent. A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If she fails this check, the attempt still counts against her daily limit. Deaf creatures are immune to bardic performances with audible components. If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If she fails this check, the attempt still counts against her daily limit. Blind creatures are immune to bardic performances with visual components.

Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong she makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard herself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Distraction (Su): At 1st level, a bard can use her performance to counter magic effects that depend on sight. Each round of the distraction, she makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard herself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Fascinate (Su): At 1st level, a bard can use her performance to cause one or more creatures to become fascinated with her. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to her. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, she can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Courage (Su): A 1st-level bard can use her performance to inspire courage in her allies (including herself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting her performance.

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STATISTICS
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Str 14, Dex 14, Con 10, Int 10, Wis 10, Cha 18

Base Atk +0; CMB +2; CMD 14

Traits & Drawbacks:

Overwhelming Beauty - Your wiles are particularly potent against people who share a race with you, as your beauty is often held up as a symbol of perfection. The DC of your mind-affecting effects increases by 1 against creatures that have at least one of the same subtypes as you.

Blood of Pharoahs - Long ago, one of your ancestors ruled over the lands of Osirion. Although you are many generations removed and the line of descent is hard to prove, his or her blood still runs in your veins. Perhaps you may find some proof of your lineage in the tombs of Wati’s necropolis. You gain a +1 trait bonus on Will saves. You also gain a +1 trait bonus on Knowledge (nobility) checks and that skill is always a class skill for you. In addition, you may choose Ancient Osiriani as one of your bonus languages.

Secret Shame - You have a terrible fear of the public at large, a group, or an important person learning a shameful truth about you. You take a -1 penalty on saving throws against fear effects, and the DC of any Intimidate check to demoralize you is reduced by 1.

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SPELLCASTING
(CL 1st, Concentration +5)
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SPELLS KNOWN

CANTRIPS

Daze – DC 14 (15 vs humans)
Ghost Sound
Light
Prestidigitation

LEVEL 1 (2/day)

Cure Light Wounds
Hypnotism - DC 15 (16 vs humans)

Feats:

Lvl 1 Feat: Noble Scion - You gain a +2 bonus on all Knowledge (nobility) checks, and that chosen Knowledge skill is always considered a class skill for you. (Scion of the Arts): You gain a +1 bonus on all Perform checks, and Perform is always a class skill for you. If you have the bardic performance ability, you can use that ability for an additional 3 rounds per day.

Bonus Human Feat: Arcane Strike - As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.

Skills (7 points/level: 6 class, 1 racial)

Bluff 8 (1 skill point, Class skill, 4 Cha)

Diplomacy 8 (1 skill point, Class skill, 4 Cha)

Knowledge: local 5 (1 skill point, Class skill, 0 Int, 1 Class)

Knowledge: nobility 8 (1 skill point, Class skill, 0 Int, 1 Class, 2 Feat, 1 Trait)

Perception 4 (1 skill point, Class skill, 0 Wis)

Perform: oratory 9 (1 skill point, Class skill, 4 Cha, 1 Feat)

Perform: singing 9 (1 skill point, Class skill, 4 Cha, 1 Feat)

Background Skills

Linguistics 4 (1 rank, Class skill, 0 Int)

Craft: sculpture 4 (1 rank, Class skill, 0 Int)

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GEAR
(105 starting gold, 0.7 remaining)
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Armour

Lamellar - 60 gp (+4 AC, -2 ACP)
Heavy Wooden Shield - 7 gp (+2 AC, -2 ACP)

Weapons

Khopesh (20 gp)
Dagger (2 gp)
Sling + 20 bullets (0.2 gp)

Equipment

Hot Weather Outfit (free)
Reversible cloak - 5 gp
Wooden holy symbol - 1 gp

Backpack - 2 gp
*Bedroll - 0.1 gp
*Blanket - 0.5 gp
*2 waterskins - 2 gp
*Rope, 50 ft, hemp - 1 gp
*5 days' trail rations - 2.5 gp
*10 sheets parchment - 1 gp
*Charcoal - 0.1gp

Concept:

Ninevekhti has always appreciated beauty; but it's easy to do that when you are born into one of Osirion's oldest noble families. The Khamutep bloodline goes back to the earliest Pharaohs, although the money - alas - did not travel nearly so well.

Six generations ago, the Khamutep family took an audacious move, thanks to an enterprising patriarch who could see the diminishing returns in selling off the ancestral lands and antiquities. Would it not be better, reasoned Ptarepdor, to sell off other people's lands and antiquities? And thus the family graduated from nobility to criminality.

It has worked extremely well: in the absence of actual proof, which somehow never materialises, few indeed are willing to point fingers at a family of such distinguished pedigree (with close ties to the Ruby Prince himself). And if bad luck seems to stalk their business partners, well, who can say indeed where the truth lies? After all, the distinguished and (by now) wealthy Khamuteps are generous to their friends, and everyone needs a friend sooner or later, right? Best to be their friends.

Such was Ninevekhti's world: rich, happy, pampered, wanting for nothing - and it all came crashing down on her 18th birthday. Every adult Khamutep for the last six generations has been given "The Talk" - in which they are told in no uncertain terms how their comfort has been earned and what their obligations now are. The delivery and content of The Talk has been polished and perfected over the years; it almost never fails to produce compliant, obedient, apprentice crime-lords.

In Ninevekhti's case, the failure was spectacular. Unlike most noble dilettantes, who are merely dabbling in the arts until they come of age, Ninevekhti has genuine artistic talent; unfortunately, she has the temperament to match (the sort that will endlessly practice the same bar of music over and over and over again until it is just so) - the discovery that everything in her beautiful world was not, and never had been, as it seemed, shattered her mind as surely as a dwarf hammer might shatter a mirror.

She managed to cling to a facade of sanity long enough to survive The Talk and convince her parents that all was well - but the knowledge and experiences that accompanied her apprenticeship were traumatic. It is perhaps no surprise that she turned to narcotics (part of the family business for the last three generations) as a survival aid: to help her sleep, to help with her moods, to help manage the other narcotics she was taking... It all got a bit out of hand.

Her salvation came when her father's chief lieutenant discovered her habit and blackmailed her. Eventually, after a number of unpleasant experiences, he pushed his demands too far: Ninevekhti was to provide him with the ledgers which he would then use to usurp the entire family. Faced with this prospect, Ninevekhti took a sleeping draught that she hoped would prove fatal, but it did not. Instead, during her drug-induced ecstacies, she saw the face of Beauty and Love: the goddess Shelyn.
On waking, she found a holy symbol of Shelyn on her bedside table; when she put it on, she knew two things. First, she was done with drugs, forever. Second, she was done with her lifestyle, forever. Leaving her parents a note confessing everything, Ninevekhti bribed a serving girl to swap clothes with her and walked away without a second thought.

In the years since, Neve (as she now calls herself) has been many things: artist, sculptor, singer, adventurer. She strives to bring beauty and peace where she goes, but she knows too that such values occasionally need to be defended from those who see only profit. The knowledge that the tombs of Wati are being opened offers hope (of seeing how the ancients valued beauty and love) and trepidation (that matchless art will be melted down to its components for ease of sale).

Goals:

Neve earnestly hopes one day to redeem her family, but knows that this is as much a pipe dream as any of her old addictions. Her more realistic hope is to somehow atone for their actions; but six generations of greed and misery is a lot of weight for her shoulders to bear.

In the shorter term, she hopes to bring peace and beauty and art; to be slow to anger, and wise in counsel. Oh, and unicorns for everyone while she's at it. Frankly, most days she'd just settle for not being the spoiled, selfish brat that she one was. Most days, this, at least, is a manageable ambition.

In the more immediate term, she would like to explore the tombs of Wati, to see art that hasn’t been seen since the city was closed and also to ensure that any relics are protected rather than being broken apart for their valuable components.

Secrets:

Neve tells very, very, few her full name - and tells nobody the full truth. To those who recognise the name Khamutep, she presents herself as a poor, distant cousin; and her garments and lifestyle would seem to back this up. The idea that a true daughter of that house would be found dressed as she is, living as she does would be unthinkable to most, and Neve encourages that way of thinking.

What she does not know is that her family know exactly where she is - she may change her name and her habits, but enough coin will find you anywhere.

NPCs:

Ptarepdor Khamutep (6th of that name: every head of the family has adopted it) & Mephkaleeba Khamutep: Neve's parents. Although angry and humiliated, her parents still love their daughter - they have decided to give her time to "come to her senses" and have gone so far as to withdraw their operations from wherever she happens to be staying, to ensure she remains "hidden." If Neve were to ever work against them, or try to expose them, they would rethink this; but so far, Neve has shown no signs of doing so.

"Oily" Fezzim - real name Olivettar: former chief lieutenant (read: enforcer) for the Khamutep family. He gained his nickname from his greasy manners and his habit of grooming his hair and beard with sandalwood oil. He very much appreciated the prestige and perks his position brought him; he very much appreciated the perks of blackmailing the fairest flower of house Khamutep (Neve still flinches occasionally at the memory); he very much did NOT appreciate Neve's confessions, nor the assassins sent after him as a result of said confessions. He survived, unfortunately; as long as he lives, Neve will never truly feel safe.

Father Reptahar: priest of Shelyn and Neve's guide/mentor. Possesses the finest countertenor voice in Garund, and is a genius at calligraphy. Unequivocally good, he is everything you would hope and imagine a priest of Shelyn to be. He has repeatedly turned down Neve's applications to join the priesthood, and she has no idea why.

Arrish Grulph: a sun-withered and near toothless gnomish vagabond, and (Neve suspects) a pickpocket, although she has never stolen anything from Neve. They first met when Arrish was being given a beating for something or other; Neve drove off the attacker (she's stronger than she looks) and an unlikely friendship was formed. Each is privately convinced that the other will be found dead in an alley one day soon (Neve thinks that Arrish will eventually steal from the wrong person; Arrish thinks that Neve is "too purty for her own good and so addled wit' talkin' of trooth an' booty that she ain't got the hossense she was born with"), but they keep crossing one another's paths, despite their wanderings. It has happened too often now to be coincidence, but Neve isn't sure what to make of it. She treated Arrish's arrival on the caravan to Wati with nothing more than a raised eyebrow, and a mental note to keep one hand on her coin purse.

Fears:

All artists fear failure, none more so than musicians, whose bodies betray them long before mortality claims them; Neve is fully aware that one day (please Shelyn let it not be today) her voice will crack when it hits the high notes.

More than that, though, she fears the loss of sanity: that sense she has already experienced of the world that she thought she understood suddenly not existing any more. Neve has enough self awareness to know that she is high-strung, but noticing which of her many little rituals and superstitions is slowly taking over her life is a constant struggle.
Since her initial "conversion" she has never again felt Shelyn's presence, and she wonders occasionally in the dark of night whether it was all just a fever-dream.

Appearance & Personality:

There is little of the noblewoman left in Neve's appearance, beyond the ramrod-straight posture and the well-spoken voice. She dresses in soft, homespun clothing and her hair is worn loose, never in the elaborate, beaded braids of the nobility. The kohl and dye markings on her face change frequently: you can't change your looks, Neve reasons, but if you change the bit that people remember then that's the next best thing.
A khopesh sword hangs at her waist and she carries it now with the air of one who knows how to use it, however reluctantly. Her wiry frame is surprisingly strong: spending months dedicating yourself to learning how to sculpt marble and stone, and hauling sacks of wet clay will do that to you.

Neve is deeply ambivalent about her own looks: she traded on them shamelessly as a Khamutep, but she knows now what real beauty is; as well as the difference between that and love. She smiled indulgently when a recent would-be suitor praised her looks - and took to wearing a hooded cowl for the rest of the week (she claimed sunstroke).

Neve's great joy is in music, and she will often catch herself in the middle of humming a tune, having not realised she was doing so; this bothers her, as does her occasional realisation that she's been trying to sketch impossible things, like the shape of the wind. She covers for these by reaching for and clutching onto the holy symbol of Shelyn at her throat; it seems that she is doing so more often these days, and that bothers her too. If your mind has shattered once, you're always cautious of it happening again.

Key Memories:

1. The Talk. The slow, dawning realisation that no, this wasn't a joke; the sick horror of being given, on her birthday, the reality of who and what her family were; the abrupt revelation that showed everyone who supposedly loved and cared for her - her parents, the servants, even the fawning Oily - in a monstrous new light; the feeling of her mind slowly splintering and fragmenting into madness...

2. The End. The decision that death was preferable to the humiliation of blackmail; the calm that accompanied the fatal draught; the joy and peace that she felt in her vision of Shelyn; the resolve that she felt on waking and putting on the goddess' holy symbol; the unshakeable certainty that walking away was the right thing to do.

3. The Call. The effort and agony of learning new forms of art; the sheer physical exhaustion of being a sculptor; the pleasure of creating art and learning new forms of expression; the confusion on being turned down for admission to the priesthood of Shelyn; Father Reptahar's one-word answer to her plaintive question about what she should do now: "Live."