Zadim

Senemheb's page

123 posts. Alias of -Karma-.


Full Name

Senemheb

Race

Male LN Human Occultist 2| HP: 15/15 | AC: 16 (11 Tch,15 Fl) | CMB: +5, CMD: 16 | F: +4, R: +1, W: +4 | Init: +3 | Perc: +6, SM: +1

Classes/Levels

| Speed 20ft | Mental Focus: Necromancy 1/6, Transmutation 3/6| Spells: 1st: 3/3 | Active conditions:

About Senemheb

Senemheb
Human (Garundi) occultist (necroccultist) 2 (Pathfinder RPG Occult Adventures 46, 100)
LN Medium humanoid (human)
Init +3; Senses Perception +6
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Defense
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AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 15 (2d8+2)
Fort +4, Ref +1, Will +4; +2 trait bonus on saving throws against curses and curse effects (including mummy rot and spells with the curse descriptor)., +2 trait bonus on saving throws against a mummy's aura of despair.
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee MW bardiche +6 (1d10+6/19-20) or
. . silver light mace +5 (1d6+4)
Space 5 ft.; Reach 5 ft. (10 ft. with bardiche)
Implement Schools
. . Necromancy (Skull, 3 points) Resonant—necromantic focus; Focus—mind fear, necromantic servant
. . Transmutation (Bardiche, 3 points) Resonant—physical enhancement (strength); Focus—legacy weapon
Occultist (Necroccultist) Spells Known (CL 2nd; concentration +6)
. . 1st (3/day)—chill touch (DC 15), inflict light wounds (DC 15), lead blades[APG], ray of enfeeblement (DC 15)
. . 0 (at will)—open/close (DC 14), touch of fatigue (DC 14)
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Statistics
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Str 18, Dex 12, Con 12, Int 18, Wis 12, Cha 8
Base Atk +1; CMB +5; CMD 16
Feats Heavy Armor Proficiency, Osiriontologist
Traits mummy-cursed, pragmatic activator, reactionary
Skills Acrobatics -3 (-7 to jump), Appraise +8, Bluff +0, Diplomacy +0, Disguise +0, Intimidate +0, Knowledge (arcana) +9, Knowledge (dungeoneering) +6, Knowledge (engineering) +9, Knowledge (history) +9, Knowledge (local) +6, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +8, Perception +6, Spellcraft +9, Use Magic Device +10
Languages Aklo, Ancient Osiriani, Common, Infernal, Kelish, Osiriani, Sphinx
SQ deadspeaker, implements 3, magic item skill, mental focus (6/day)
Combat Gear alchemist's fire, vermin repellent[UE]; Other Gear scale mail, heavy wooden shield, bardiche[APG], silver light mace, backpack, bedroll, belt pouch, chalk (10), flint and steel, hot weather outfit[APG], ink, inkpen, journal[UE], occultist's implement[OA], occultist's implement[OA], pot, torch (10), trail rations (5), waterskin, 67 gp
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Special Abilities
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Deadspeaker (1/day) (Su) Learn answers about a dead or undead creature, as blood biography.
Implements (Su) Gain a series of items which grant access to schools and powers.
Legacy Weapon +1 (Su) 1 focus: weapon touched gains enhancement bonus plus a special ability.
Magic Item Skill Add half level as bonus to Use Magical Device.
Mental Focus (6/day) (Su) You have a pool of points that activate your focus powers.
Mind Fear (DC 15) (Su) Target creature is frightened 1d4 rnds. if it has your HD or less, shaken if more (Will neg).
Necromancy (Skull) Implements that draw power from necromancy can control undead and harm the living.

Implements: Bone, coin, doll, drum, robe, skull.
Necromantic Focus (6 HD) (Su) Use implement as focus to command or create additional undead.
Necromantic Servant (1 servant, 20 minutes) (Sp) 1 focus: Raise human skeleton or zombie to serve you.
Osiriontologist +1 circ bon to some skills in Osirion, +5 to skills to learn about ancient Osirion.
Physical Enhancement +2 (Strength) (Su) Implement grants bearer enhancement to one physical attribute.
Transmutation (Bardiche) Transmutation implements can alter the properties of both objects and creatures.

Implements: Belt, boots, sandals, vest, weapon.

Backstory:
It all started when grandfather Rashid came back from Wati. He never spoke what happened or what he was doing in the city. But the once-lively young man came back pale and brooding. As time went by, even his body suffered - skin turned grey and muscles wasted away until he was but skin and bone. But Rashid survived, got married and had children. Unfortunately, the children shared his wasting disease, one that no doctor or priest was able to heal. And still, Rashid spoke nothing of Wati. He merely secluded himself with the books he had started to collect later in his life.

Decades later, Senemheb remembers little of his grandfather. A wizened, wasted man muttering to himself, now long buried. But he knows he was the source of his troubles. While his body suffers less compared to the previous generations, the malady is in his mind. He hears whispering no one else hears. Sees things that he shouldn’t see. The dead are calling him.
All this only got worse once he stole into grandfather’s study. The old man had been collecting books and researching into his curse, to find a way to get rid of it. And Senemheb continued the work, dig into those tomes, and became quite the scholar. But the dead kept calling him.

One voice in particular had become louder. From his lone grave, grandfather Rashid whispered the secrets of the underworld. Fearing for his sanity, Senemheb knew he had to put an end to this. He dug open the grave of his ancestor, took off the skull, and put it into his back. Now, with some tomes of ancient wisdom and the skull of grandfather Rashid, Senemheb sets out toward Wati and the source the family’s curse.