Nethys

Omenhotep, the Woken King's page

268 posts. Alias of John Hathaway.


Classes/Levels

retired

About Omenhotep, the Woken King

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Omenhotep Kuranes, the Woken King
O-men-ho-tep cure-ah-KNEES
aasimar (native outsider) Sorcerer [Wild-blooded (void touched)] 3
Ht: 6'6" // Wt: 165 lbs // Age: 198
Favored Class: Sorcerer (+1 hp/lvl)
Alignment: Neutral
Languages: Celestial, Common, Ancient Osirion
Senses: darkvision 60

==============STATS=============
Str: 8 (-1) // Dex: 12 (+1) // Con: 10 (+0)
Int: 13 (+1) // Wis: 15 (+2) // Cha: 20 (+5)
================================

Base Stats (to be rolled):

Rolled Array
Str: 8
Dex: 12
Con: 10
Int: 12
Wis: 12
Cha: 17
+2 Wis, +2 Cha (racial, lvl 1) / -1 Str, -1 Dex, -1 Con, +1 Int, +1 Wis, +1 Cha (aging effects, penalties ignored by daily sla)

Combat Info
HP: 16 (7+7+2)
BAB: +1
CMB: +0
CMD: 10
Initiative: +1
Speed: 30

AC: 12 (11 T / 11 FF) (+1 armor, +1 dex)
Fort: +3 (1 base + 0 con + 2 feat)
Ref: +2 (1 base + 1 dex)
Will: +5 (3 base + 2 wis)

Equipment
Coins:14.29
Silken Ceremonial armor ... 4.0 lbs
Gilded Rod (mwk darkwood club) ... 1.5 lbs
light xbow, mwk darkwood ... 2.0 lbs
bolts (20) ... 2.0 lbs
royal outfit ... 15.0 lbs
mask ... n/a
backpack, mwk ... 4.0 lbs
ioun torch ... n/a
wand of shield (15 charges)

Carry Capacity (Eff. Str of 9)
Lt: 30 // Med 60 // Hvy 90
Current Weight: 29.5

starting gear:

Silken Ceremonial armor ... 30gp
Gilded Rod (mwk darkwood club) ... 310gp
light xbow, mwk darkwood ... 345gp
bolts (20) ... 2gp
royal outfit ... 200gp
mask ... 50gp
backpack, mwk ... 50gp
ioun torch ... 75gp
wand of shield (15 charges) ... 225gp

Starting Gold: 1,301.29gp
Spent: 1,287gp
Remaining: 14.29gp

Class Abilities
Bloodline Arcana: Whenever you cast an evocation spell, you may select one affected target that fails its save to suffer the choking airlessness of the void, silencing it (as silence, but affecting only the target) for 1 round. This is a supernatural ability.

Bonus Spells: unseen servant (3rd), glitterdust (5th), blink (7th), call lightning storm (9th; dealing fire damage, damage increased outdoors at night), overland flight (11th), repulsion (13th), reverse gravity (15th), greater prying eyes (17th), meteor swarm (19th)

Bloodline Powers:
Black Motes (Sp): At 1st level, you can summon a rain of tiny black motes as a standard action to fall in a 5-foot column, 30 feet high, with a range of 30 feet. The motes inflict 1d4 points of cold damage + 1 per 2 sorcerer levels. A Reflex save negates this damage. The save DC is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. You may use this ability a number of times per day equal to 3 + your Charisma modifier.

Voidwalker (Ex): At 3rd level, you gain low-light vision and resist cold and fire 5. At 9th level, you no longer need to breathe, as if wearing a necklace of adaptation.

Voidfield (Sp): At 9th level, you can create an area influenced by the black void. This ability acts as an ice storm, except the area is also subject to deeper darkness for 1 round per four sorcerer levels. You may use this ability once per day at 9th level, and one additional time per day for every three additional levels.

Breaching the Gulf (Sp): At 15th level, your caster level is increased by 3 when casting spells of the teleportation subschool. In addition, once per day you can teleport a single creature within 30 feet into the void of space if it fails a Will save. The save DC is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The target can attempt a new saving throw as a full-round action each round to return. While trapped in the airless void, the target takes 6d6 points of cold damage per round and must hold its breath or begin to suffocate.

Starborn (Ex): At 20th level, you gain immunity to cold and blindness, and you can see perfectly in natural or magical darkness. In addition, you gain fast healing 1 when you are outdoors at night.

Traits, Feats, and Skills
Racial Traits: native outsider, darkvision, immortal spark, celestial resistance
Traits: Omen (faith), Unscathed (magic)
Feats: Eschew Materials (Sorc 1), Great Fortitude (Lvl 1), Deepsight (Lvl 3)

Detailed Racial Traits:

Native Outsider: Aasimars are outsiders with the native subtype.
Darkvision: Aasimars can see in the dark up to 60 feet.
Immortal Spark: Aasimars with this racial trait defy the powers of death. They gain a +2 bonus on Knowledge (history) checks and saving throws against death effects and can use lesser age resistance once per day as a spell-like ability. This racial trait replaces the skilled and spell-like ability racial traits.
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.

Detailed Traits:

Omen: You are the harbinger of some future event. Whether this event bodes good or ill, you exude an ominous presence. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. Once per day, you may attempt to demoralize an opponent as a swift action.

Unscathed: You are amazingly resistant to energy attacks because of either your upbringing or magical experimentation. Each type of energy resistance you have (if any) increases by 2 points.

Detailed Feats:

Eschew Materials: (Prereqs: none)
Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.

Great Fortitude: (Prereqs: none)
Benefit: You get a +2 bonus on all Fortitude saving throws.

Deepsight: (Prereqs: Darkvision 60ft)
Benefit: Your darkvision increases to 120ft.

Detailed Skills:

Skill Points/level: 3 = 2(class) + 1(int)
class skill // Armor Check Penalty = 0 // Total Ranks: 6

Acrobatics: +1 = +0(ranks) +1(dex)
Appraise: +1 = +0(ranks) +1(int)
Bluff: +9 = +1(ranks) +3(trained) +5(cha)
Climb: -1 = +0(ranks) -1(str)
Craft (alchemy): +5 = +1(ranks) +3(trained) +1(int)
Diplomacy: +5 = +0(ranks) +5(cha)
Disable Device: +1 = +0(ranks) +1(dex)
Disguise: +5 = +0(ranks) +5(cha)
Escape Artist: +1 = +0(ranks) +1(dex)
Fly: +1 = +0(ranks) +1(dex)
Handle Animal: +2 = +0(ranks) +2(wis)
Heal: +2 = +0(ranks) +2(wis)
Intimidate: +10 = +1(ranks) +3(trained) +5(cha) +1(trait)
Knowledge (arcana): +6 = +2(ranks) +3(trained) +1(int)
Knowledge (dungeoneering): +1 = +0(ranks) +1(int)
Knowledge (engineering): +1 = +0(ranks) +1(int)
Knowledge (geography): +1 = +0(ranks) +1(int)
Knowledge (history): +3 = +0(ranks) +1(int) +2(racial)
Knowledge (local): +1 = +0(ranks) +1(int)
Knowledge (nature): +6 = +2(ranks) +3(trained) +1(int)
Knowledge (nobility): +1 = +0(ranks) +1(int)
Knowledge (planes): +1 = +0(ranks) +1(int)
Knowledge (religion): +1 = +0(ranks) +1(int)
Linguistics: +1 = +0(ranks) +1(int)
Perception: +2 = +0(ranks) +2(wis)
Perform (): +5 = +0(ranks) +5(cha)
Profession: +2 = +0(ranks) +2(wis)
Ride: +1 = +0(ranks) +1(dex)
Sense Motive: +2 = +0(ranks) +2(wis)
Sleight of Hand: +1 = +0(ranks) +1(dex)
Spellcraft: +7 = +3(ranks) +3(trained) +1(int)
Stealth: +1 = +0(ranks) +1(dex)
Survival: +2 = +0(ranks) +2(wis)
Swim: -1 = +0(ranks) -1(str)
Use Magic Device: +10 = +2(ranks) +3(trained) +5(cha)

Background:
Claiming to be from an age long past, Omenhotep seems to have just recently woken from a centuries long slumber within one of Wati's oppulent burial chambers. Claiming to be a pharoah of past glories returned to usher the land to greater heights, the otherworldly man does seem to have an uncanny mastery of the ancient Osirian language and seems genuinely surprised to see the state of the world today.

His language couched in vague allusions and alien names, Omenhotep also claims to be servant to a distant god-king, destined to return to the world. He has taken it upon himself after his reawakening to prepare the way for He Who Is Not To Be Named, and to challenge any others whom he views as usurpers.

Is this so called 'Woken King' truly a pharoah from the distant past returned to lead his people? Or is he little more than a troubled man, ruled by the twisted power within his blood? Sometimes, an answer is not so clear.

Personality/Mannerisms:
Omenhotep, or 'Omen' as he is likely to be called, is a taciturn, lofty man with ambitious vision and something of an absurd disconnect with reality. Believing the other PCs to be his slaves and servants appointed to him prior to his entombment, Omen's reactions and explanations of their deeds will only reinforce his own skewed perception.

Despite this, Omen is a *powerful* personality; a man used to speaking and being listened to and brooking no disrespect. Though others might be more able at winning a sympathetic ear, Omen has an uncanny gift for talking people down and into cooperating with his immediate vision, even if this engenders negativity after the fact.

Progression:
Sorcerer for days!
Notable Spells: frigid touch, blindness/deafness, spectral hand, aggressive thundercloud, fly, chain of perdition, vampiric touch
Notable Feats: spell focus (evocation/necromancy)

Macros:

[spoiler=Status]
HP: 16/16
AC: 12 (11 T / 11 FF)
CMD: 10
F/R/W: +3/+2/+5 (+2 vs death effects)
Resist 7: acid, cold, fire, electricity
Omens used (swift demoralize): 0/1
Black Motes used: 0/8
Shield charges remaining: 13

Spell Slots Used
Level 1: 0/7

Ongoing Effects

[/spoiler]

[dice=Concentration]1d20+3+5[/dice]
[dice=CL vs SR]1d20+3[/dice]
[dice=Black Motes]1d4+2[/dice] [ooc]Ref save DC 17 negates[/ooc]
[dice=Ray of Frost]1d20+2[/dice][dice=for]1d3[/dice]
[dice=Disrupt Undead]1d20+2[/dice][dice=for]1d6[/dice]
[dice=Magic Missile]2d4+2[/dice]
[dice=Light Crossbow, mwk]1d20+2[/dice][dice=for]1d8[/dice]
[dice=Identify]1d20+20[/dice]