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About Omor Al'JamousPlan:
Mummy's Mask 25 point build 175 gold plus 1 weapon, 1 suit of armor Statistics:
Male Human Warpriest
Melee
Ranged
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Traits
Feats
Skills (6 points; 2nd level times ( 2 class, 1 human/level))
ACP -2
Weapon and Armor Proficiencies
Languages Common Special abilities:
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Aura: As a neutral warpriest, Omor has no aura. Blessings (minor): Each warpriest can select two blessings from among those granted by his deity - Healing: Powerful Healer (minor): At 1st level, you can add power to a cure spell as you cast it. As a swift action, you can treat any cure spell as if it were empowered (as the Empower Spell feat), causing it to heal 50% more damage (or deal 50% more damage if used against undead). This ability doesn’t stack with itself or the Empower Spell feat. - Repose: Gentle Rest (minor): At 1st level, you can fill a living creature with lethargy by hitting it with a melee touch attack, causing it to become staggered for 1 round. If the target is already staggered, it falls asleep for 1 round instead. An undead creature that’s touched is staggered for a number of rounds equal to your Wisdom modifier (minimum 1). Orisons: Warpriests can prepare a number of orisons. These spells are cast as any other spell, but aren’t expended when cast and can be used again. Sacred weapon: weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity (dagger), the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Fervor (1d6): At 2nd level, a warpriest can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. This ability can be used a number of times per day equal to 1/2 his warpriest level + his Wisdom modifier. By expending one use of this ability, a good warpriest (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 warpriest levels he possesses above 2nd (to a maximum of 7d6 at 20th level) Gear & possessions:
Lamellar (Leather) armor
Carrying Capacity
Appearance and personality:
Height: 5' 11"
Omor is slightly taller and noticeably more muscled than the average person in Wati. He keeps his hair fairly short and shaves his face regularly. In the hot weather of Wati, Omor prefers to keep his head and body covered in a loose cloak. When indoors, Omor has no issue with baring his arms or trying to intimidate people with his muscles or feats of strength. Deeply committed to Pharasma, Omor wants each person to meet the embrace of the Mother of Graves in their due time. Accidents, misadventure, or outright murder bring Omor no joy as it shortens what could otherwise have been a full life. Healing, as a way to extend a useful life is a useful endeavor. Likewise, undeath is an aberration to Omor as it keeps Pharasma from reaping her rewards. When faced with a choice, Omor will seek out corporeal or raised undead before other opponents. As the favored weapon of Pharasma, Omor has a long interest in daggers, knives, and shorter blades. He tends to carry multiple daggers concealed about his body for easy access. He takes maintenance seriously and will spend hours polishing or sharpening the blades for maximum effectiveness. Background:
Omor had never been summoned to the head cleric's office before. He sat nervously in the antechamber, watching the scribe work at his desk. After what seemed like an eternity, the scribe announced "His High Holiness the Master of Initiates will see you now," as he opened the door to the inner chamber. As Omor approached the door, he looked into the room. It was well lighted and filled with objects of bronze and glass. In the center of the room was an elderly man, sitting behind a large and ornately carved ebony desk. He smiled as Omor entered and gestured to a chair in front of the desk. He extended an arm and said with a warm smile, "Initiate Omor, please have a seat." Omor sat in the chair and was careful to sit up straight and looked ahead. He waited nervously for the older man to break the silence. I've never been in here before. I wonder what this could be about, he thought. After a few more moments, the man spoke, "Initiate Omor, I don't think I have ever had to bring you here before. Normally, only bring initiates here if they get caught violating some rules." After a short pause, he continued. "This is a different kind of discussion." Looking through a stack of scrolls, the Master of Initiates spoke continued, "This is a record of everything that you have done for the last few years of study. You attend services regularly, perform your studies acceptably, and have no documented disciplinary issues. By most measures, you would be considered to be a model initiate. In addition, you work hard in the practice yard and are known to win money by betting your peers on the outcomes of feats of strength." With the last statement, Omor paled considerably. Noticing the change in Omor's face, the Master of Initiates chuckled slightly, "Yes, we know about those wagers. The Mother of Graves reveals all to those who know how to ask." He then continued, shuffling through more scrolls in the stack, "For all your positive achievements, you also have some shortcomings. Your reading of bones and entrails is quite poor and the last goat you delivered had two heads. These things are highly unusual and something that we would expect a priest of Pharasma to have complete mastery of." Omor stammered as he looked at the floor. "I-I-I will double my efforts, Master." "That is not necessary at all, Initiate Omor," the Master of Initiates continued, "I have an another way that your particular talents may be useful." Omor looked quizzically at his superior as the Master of Initiates continued, "Pharaoh Kemet III has recently opened the necropolis for explorers. If the last is any indicator, horrors of the animated dead will abound and be active in the defiled catacombs. We, the church of Pharasma, need a representative there to make sure the undead do not multiply or escape to terrorize the rest of the city." At the mention of the undead, both Omor and the Master of Initiates flinch noticeably. "How does that strike you, Initiate Omor?" "Whatever the church needs, I'm happy to do, " replied Omor. "Wonderful, " replied the master, "Now for the bad news. We at the church cannot overtly be involved in the cleaning of the crypts as it may lead people to believe that our consecration was ineffective. To that end, it must appear that you have no ties to us any longer. " "I'm not sure I understand, Master," replied Omor. "Well, it will work like this, " continued the Master. "We will make it look like you have been kicked out of the priesthood for some violation. It does not need to be anything outwardly serious, just enough to explain things to the other initiates. We will supply you with more than enough equipment to get started and then you can go do our work. When you are done, you return to me and I will reinstate you to the program. " "I could see that working, " admitted Omor. "And then to make things official, " smiled the Master, "a contract, of which I have the only copy. Just make your mark on the bottom and it will be official. You only need return to me when this is all done to be reinstated." Omor makes his mark on the bottom of the paper. A few hours later, he leaves the school with little more than the clothes on his back and the supplies he got from his former organization. GM use: you could work the contract into a storyline or have the Master of Initiates die/forget/lie about the existence of the contract. Alternately, this could go nowhere. Tracking/Consumables:
Fervor uses day 4/4 Blessings left: 4 Holy Water: 1 Torches: 10 Rations: 4 Arrows, Common: 20 Arrows, Cold Iron: 5 Prepared spells:
Dice Rolls:
[ dice=Perception] 1d20+9 [dice] [ dice=Knowledge(Religion)] 1d20+6 [dice] [ dice=Attack with dagger, sacred weapon] 1d20+5 [dice]
[ dice=Cure Light Wounds] 1d8+2[dice]
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