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About Ntisi KwazeelBackstory:
Ntisi Kwazeel was born in the city of Nantambu, deep within the Mwangi Expanse, to renowned Magaambya Arcanists, Bekyar and Simbala Kwazeel. Her parents, scholars dedicated to the pursuit of knowledge and magic, had high hopes for their only child. They believed the latent divine blood running through their veins could manifest in Ntisi, granting her extraordinary magical abilities. However, their attempts to force this manifestation went disastrously wrong. They subjected Ntisi to a magical ritual designed to awaken her divine power. Instead, the ritual threatened to tear her apart, body and soul. The ritual was only possible with an infant, yet her fragile form was unable to withstand the awakened golden divine blood. In the midst of this calamity, a powerful intervention occurred. Sarenrae, the goddess of healing and redemption, responded to an unspoken plea, saving Ntisi from the brink of destruction. Yet even Sarenrae’s divine intervention could not fully undo the damage. Ntisi was left forever changed, her arms skeletal and infused with a strange, molten gold-like substance. The golden veins coursing through her body also altered her appearance, giving her a broken, ethereal beauty that set her apart from others. Her dark skin was flecked with shimmering gold, her hair streaked with metallic strands, and her eyes glowed faintly with a golden hue. Though Ntisi's parents regretted the accident that nearly claimed her life, they never told her the full truth. They allowed her to believe the magical calamity was an accident of fate, never revealing their direct involvement. Over the years, the truth remained hidden, buried beneath their guilt and silence. For most of her life, Ntisi traveled with her parents as they pursued their research into the ancient Thassilonian civilization. Their journeys took them far from the Mwangi Expanse to the distant land of Varisia, where Ntisi spent most of her youth. Her nomadic, sheltered existence, combined with her physical deformities, left her isolated from others her age. Shy and withdrawn, Ntisi struggled to form lasting connections. When her parents’ advancing age made continued travel difficult, they settled in Sandpoint, a small but vibrant town in Varisia. Now 19, Ntisi finds herself experiencing an unfamiliar stability. For the first time in her life, she has a community around her and has begun to put down roots. In Sandpoint, she is gaining a reputation as a skilled healer. This newfound sense of community has helped Ntisi slowly begin to accept herself in ways she never had before. For years, she hid her deformities out of shame, wearing long sleeves and gloves to conceal her skeletal arms. But in Sandpoint, she has started to openly display her arms and otherworldly features while cultivating her own sense of style. The increasing glances from boys have even made her consider, for the first time, that she might be beautiful. Yet, with a dawning realization, she understands it’s not the boys but the girls whose attention she truly desires. As the curtain rises on her journey, Ntisi is only just beginning to embrace who she is. 20 Questions:
What is your character's name?
How old is your character?
What would someone see at first glance (height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
What additional attributes would be noticed upon meeting the character (i.e. speech, mannerisms)?
Where was your character born?
Where were you raised?
By whom?
Who are your parents?
Are they alive?
What do they do for a living?
Do you have any other family or friends?
What is your character's marital status?
Kids?
What is your character's alignment?
What is your character's moral code?
Does your character have goals?
Is your character religious?
What are your character's personal beliefs?
Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
Why does your character adventure?
How does your character view her role as an adventurer?
Does your character have any distinguishing marks (birthmarks, scars, deformities)?
How does your character get along with others?
Is there anything that your character hates?
Is there anything that your character fears?
Role Play Sample:
The midday sun bathed Sandpoint in a warm, golden light as Ntisi Kwazeel made her way through the town’s bustling streets. Her arcanist staff clicked softly against the cobblestone path, the sound barely noticeable over the hum of villagers bartering at market stalls or chatting over lunch at the Rusty Dragon. The scent of fresh bread drifted toward her from a nearby bakery, blending with the ever-present smell of sea salt from the distant shore. Ntisi took in a deep breath, allowing the familiar scents to ground her. She had lived in Sandpoint for nearly two years, long enough that the daily hustle and bustle no longer overwhelmed her senses. Long enough to no longer feel like a stranger. People recognized her now. A nod of acknowledgement from a shopkeeper here, a small smile from a passing merchant there. These were little things, but they meant the world to Ntisi. They were signs that she was accepted. She adjusted the sleeves of her tunic absentmindedly, the weight of eyes on her as she passed by making her fingers twitch nervously. Her golden, skeletal arms were uncovered today, glinting faintly in the sunlight, as she had started to let them be. Not everyone could ignore her deformities, but they stared less these days. Some even offered her compliments or curious questions instead of the hushed whispers she used to fear. “Ntisi!” A familiar voice called out from behind. She turned just in time to see Ameiko Kaijitsu, the owner of the Rusty Dragon, waving to her with a broad smile. Ameiko, always full of warmth and life, had become one of Ntisi’s first real friends in Sandpoint. She admired how effortlessly Ameiko charmed those around her, how her presence always made a room feel lighter, warmer. It was something Ntisi could only dream of doing herself. “Good afternoon, Ameiko,” Ntisi greeted, her voice soft but genuine. “How are things at the inn?” “Busy as always!” Ameiko grinned, coming closer. Her eyes flickered down to Ntisi’s exposed arms, but there was no discomfort or pity in her gaze, only familiarity and acceptance. “You’ve been in your garden again, haven’t you? I swear I can smell the herbs on you from across the street!” Ntisi smiled, a soft, private thing. The covered basket she was carrying was indeed full of freshly harvested herbs from her little garden behind the house she shared with her parents. “I was tending to them this morning. I’m bringing some over to Father Zantus at the cathedral. He’s been in need of some medicinal herbs for a few of the travelers that came in yesterday.” Ameiko nodded approvingly. “Well, don’t let me keep you from your good work. But listen, there’s going to be some music and dancing at the tavern tonight. I know you’re busy, but… maybe you can stop by later? You could use a bit of fun. Get your head out of those books and herbs for a while.” Ntisi hesitated. Dancing. That was a world she had only watched from the sidelines. Her arms, skeletal and clumsy as they were, made it difficult to think of herself in such a carefree way. But a part of her, a growing part, was curious. And lately, Ntisi had been feeling… different. The stares she received weren’t always ones of disgust or curiosity anymore. There was something more behind some of those looks, something she couldn’t quite put her finger on. She felt her heart quicken just thinking about it. “I’ll… think about it,” Ntisi said, her words laced with uncertainty, but Ameiko’s grin only widened. Which only made Ntisi’s heart quicken all the more. “Good enough for me! I’ll see you later, then.” With a friendly wave, Ameiko darted off toward the market, leaving Ntisi standing there in the sunlight. She clutched her basket a little tighter and resumed her walk toward the cathedral, her mind now swimming with conflicting thoughts. Would she go to the Rusty Dragon tonight? Would she dare to let herself be seen like that—dancing, laughing, without a care in the world? Could she let herself enjoy something so simple and frivolous, despite everything? With a small, determined nod to herself, Ntisi continued towards the cathedral. Tonight, perhaps, she would let herself dance. Maybe. Statblock:
Init +3; SensesPerception +1 (Darkvision 60ft) ================================================= DEFENSE ================================================= AC 13, Touch 13, flat-footed 10 HP 9 Fort +1, Ref +3, Will +3
Melee Quarterstaff -5 (1d6-1) Range -1 =================================================
TRAITS:
Dangerously Curious (Magic)
Arcane Scholar [Faith)
Know the Land (Religion) Your familiarity with the plants and animals of a variety of environments gives you a +1 trait bonus on Knowledge (nature) and Survival checks, and one of these skills is a class skill for you. Misbegotten (drawback)
FEATS: Feat (Spell Focus: Conjuration) Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. SKILLS: (9 points: 4 Class, 2 Int, 2 Background, 1 FCB) Acrobatics* +1 = DEX+0+0-2
Special Abilities:
AASIMAR, Azata-Blooded (Musetouched) +2 Dex, +2 Cha: The musetouched epitomize freedom and joy, and travel the world to liberate less fortunate individuals.
ORACLE(Pei Zin practitioner) Mystery: LIFE
At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table 2–6. They cannot be exchanged for different spells at higher levels. Bonus Spells: detect undead (2nd), lesser restoration (4th), neutralize poison (6th), restoration (8th), breath of life (10th), heal (12th), greater restoration (14th), mass heal (16th), true resurrection (18th). Oracle's Curse (Ex): Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle's curse cannot be removed or dispelled without the aid of a deity. An oracle's curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. Each oracle must choose a single curse. Blackened: Your hands and forearms are shriveled and blackened (Fluffed as golden, skeletal arms), as if you had plunged your arms into a blazing fire, and your thin, papery skin is sensitive to the touch. You take a –4 penalty on weapon attack rolls, but you add burning hands to your list of spells known. At 5th level, add scorching ray and flaming sphere to your list of spells known. At 10th level, add wall of fire to your list of spells known and your penalty on weapon attack rolls is reduced to –2. At 15th level, add delayed blast fireball to your list of spells known. Master Herbalist (Su): A Pei Zin practitioner has mastered countless alchemical techniques that supplement her divine powers and greatly aid her when she heals the sick and wounded. She gains a competence bonus on Profession (herbalist) checks equal to 1/2 her oracle level (minimum 1), and uses her Charisma modifier in place of her Wisdom modifier when attempting Profession (herbalist) checks. Additionally, a Pei Zin practitioner can identify potions as if via detect magic using Profession (herbalist) instead of Spellcraft, and she can attempt such a check after holding a potion for 1 round. This ability replaces the additional class skills the oracle gains from her mystery. Revelation: At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery. If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action. Healer’s Way (Su): A Pei Zin practitioner combines alchemy, acupuncture, and divine magic to heal wounds by touch. She can use this ability a number of times per day equal to 1 + her Charisma modifier. With one use of this ability, she uses positive energy to heal the target of 1d6 hit points for every 2 oracle levels she has. Using this ability is a standard action unless the oracle targets herself, in which case it is a swift action. Using this ability requires only one free hand. This ability counts as a paladin’s lay on hands ability for the purposes of feats, spells, and effects that work with that class feature when it is used for healing purposes. Unlike lay on hands, this ability cannot be used to harm undead. This ability replaces the revelation gained at 1st level. Spells:
Spells: An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle's spell is 10 + the spell's level + the oracle's Charisma modifier. Like other spellcasters, an oracle can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given on Table 2–5. In addition, she receives bonus spells per day if she has a high Charisma score (see Table 1–3 of the Pathfinder RPG Core Rulebook). Unlike other divine spellcasters, an oracle's selection of spells is extremely limited. An oracle begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new oracle level, she gains one or more new spells, as indicated on Table 2–6. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score; the numbers on Table 2–6 are fixed. In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with “cure” in the name, inflict spells include all spells with “inflict” in the name). These spells are added as soon as the oracle is capable of casting them. This choice is made when the oracle gains her first level and cannot be changed. Upon reaching 4th level, and at every even-numbered oracle level after that (6th, 8th, and so on), an oracle can choose to learn a new spell in place of one she already knows. In effect, the oracle loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. An oracle may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any cure or inflict spells, nor can she swap any spells gained from her mystery. Unlike a cleric, an oracle need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components. Orisons: Oracles learn a number of orisons, or 0-level spells, as noted on Table 2–6 under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again. 0: At Will, DC 14 Create Water: Creates 2 gallons/level of pure water. Has a glistening, golden appearance.
1st: 4/4 per day, DC 15 Burning Hands: 1d4/level fire damage (max 5d4).
Inventory:
Explorer's outfit, Decorative: Functional yet fashionable. Ntisi accents her clothes with decorative set of collars, cuffs, and trim of both Mwangi and Varisian styles. Typically in dark purples matched with light blues and gold accents. Boots have Cushion inserts for comfort. Jewelry: Various pieces of Mwangi and Varisian accessories Backpack, Masterwork This backpack has numerous pockets for storing items that might be needed while adventuring. It has padded bands that strap across the chest and the waist to distribute its weight more evenly. Well worn from use, one of Ntisi's most treasured possessions. 10x Incense This aromatic resin is imbued with fragrant oils and formed into sticks, cones, or balls. Ntisi loves incense, burning it frequently and always carrying a whiff of its aroma. Quarterstaff: Ntisi has decorated this staff with various adornments and carvings in the style of Magaambya Arcanists, but it is otherwise a normal wooden staff. Has enough heft to be used as a weapon, those Ntisi lacks the skill or strength to do so. Mostly used to assist with walking. Bandolier
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