Eldarius

Sobekhotep of Tephu's page

148 posts. Organized Play character for Luke_Parry.


Full Name

Sobekhotep of Tephu

Race

Samsaran

Classes/Levels

Wizard(Spirit Binder / Thassilonian Specialist) 2 (HP 2/8) (AC 10/10/10) (CMD 11) (Fort -2, Ref +2, Will +5) (Init +0) (Perception +10)

Gender

Male

Size

Medium

Age

68

Alignment

Lawful Neutral

Deity

Anubis

Languages

Common, Samsaran, Osiriani, Ancient Osiriani, Celestial, Infernal

Strength 10
Dexterity 10
Constitution 6
Intelligence 18
Wisdom 14
Charisma 13

About Sobekhotep of Tephu

-6 Con

Loot Sheet

Hero Points: 2

Appearance:
Sobekhotep appears to be a middle-aged man with pale, slightly-translucent blue skin and thinning, aquamarine hair. He dresses neatly in well-tailored explorer's clothes, over which he wears a broad necklace of nearly a dozen ornate silver holy symbols - mostly faiths that are no longer common. However, the sigils of Pharasma and Nethys both catch the eye... He was one odd affectation - his arms are bound in long strips of winding cloth, from his fingers to his elbows; these strips are covered in spiky, geometric runes.

His constant companion is a muscular fox that, despite its size, gives off an impression of barely-controlled rage...

Background:
Sobekhotep has seen the rise and fall of many civilisations, the promulgation and loss of many religious faiths, and the raising of countless edifices, which have subsequently been weathered away by the passage of time.

Throughout it all, he has come to see the truth: That nothing is truly eternal except the cycle.

However, that does not mean that individual lives and achievements hold no value. Far from it - they are bright, shining beacons in a trackless sea of darkness.

This holds true for Sobekhotep himself.

Although he has existed within the bounds of modern-day Osirion for as long as he can remember, those memories have faded and fragmented with the passage of time, as his soul has gone through countless turns upon the wheel of reincarnation. Although his form and personality change with every rebirth, his beginning is always the same - waking upon a cool slab, buried within a pyramid, his body wrapped tenderly in simple cloth bandages.

He knows that he has some connection to the Old Gods of Osirion, but the precise nature of that bond eludes him; nevertheless, he is aware of it, and at one time or another, has venerated each and every one of them.

In his current lifetime, he has developed a strong bond with Anubis, the god of the dead; this link has, sadly, proven to be both a blessing and a curse.

For you see, whilst in some lifetimes, he walked his path alone, this was not always the case; occasionally, he found love, and even produced families, but these inevitably fell by the wayside, as they grew old and died whilst he persisted.

This time, when his wife, a holy warrior of Anubis, was cut down in battle against tomb robbers, he did not want to let go. He pleaded with his Lord for a way to keep her in this world, to spare her from judgement, and her soul subsequently being lost upon the wheel.

His Lord heard him, and granted his wish; however, it was not in the fashion that Sobekhotep had hoped.

His wife's soul was bound to a small desert jackal, which in turn was bound to Sobekhotep as a familiar. However, death had not left Neith's soul undamaged; her mind was fragmented, and although she recognised Sobekhotep, loving him, and desiring to protect him, her voice was forever taken from her.

For his part, Sobekhotep vowed to do whatever it took to support his wife, despite her new form, and to aid the ideals that she had held in life.

To that end, he has journeyed to Wati; although somewhat uncomfortable around Pharasmins, he shares some common goals with them - seeing most undead as abominations (honored ancestors, after all, should not prey upon their descendants), and desiring that the dead should be respected, and that their places of eternal rest should not be desecrated needlessly, or thoughtlessly.

Initiative: +0 [+0 Dex]
Senses: Low Light Vision, Perception +10
Speed: 30'

AC: 10 (10)
Touch: 10 (10)
Flat-footed: 10 (10)

Hit Points: 14/14 (10 class + 2 Con + 2 FC)

Fort: +2 Ref: +2 Will: +5

+1 on saves Vs. Divine magic

Combat:

BAB: +1 CMB: +1 CMD: 11

Melee:
MW Cold Iron Longspear +2; 1d8; 20/x2 (Type: Piercing)

Ranged:
Sling +1; 1d4; 20/x2 (Type: Bludgeoning)

Skills:

Skill Points per level: 2 (Class) + 4 (Intelligence)
Acrobatics +2 (+0 Dex + 2 ranks)
Appraise +9 (+4 Int + 2 ranks + 3 class skill)
Bluff +1
Climb +0
Craft(Any) +4
Diplomacy +1
Disguise +1
Escape Artist +0
Fly +0
Handle Animal +1
Heal +2
Intimidate +1
Knowledge(History) +10 (+4 Int + 2 ranks + 3 class skill + 1 Trait)
Knowledge(Religion) +10 (+4 Int + 2 ranks + 3 class skill + 1 Trait)
Perception +10 (+2 Wis + 2 ranks + 3 class skill + 1 trait + 2 Alertness)
Ride +0
Sense Motive +4 (+2 Wis + 2 Alertness)
Spellcraft +9 (+4 Int + 2 ranks + 3 class skill)
Stealth +0
Survival +2
Swim +0

Feats:

1st: Mauler's Endurance
3rd: Evolved Familiar
5th: Improved Familiar (Fiendish)
7th: Evolved Familiar
9th: Evolved Familiar
11th: Extend Spell
13th: Evolved Familiar
15th: Evolved Familiar
17th: Evolved Familiar
19th: Evolved Familiar

Traits:
Devotee of the Old Gods:
Osirion has a history stretching back over 8,000 years, and the deities worshiped today in modern Osirion are not the same ones revered in Ancient Osirion’s heyday—deities with names like Anubis, Osiris, Ra, and Set, among others. Your family never lost the faith of your ancestors, however, and your devotion to one of the deities of Ancient Osirion has helped keep the memory of Osirion’s past alive—a past that still lingers on in the untouched necropolis of Wati.

Benefit: You gain a +1 trait bonus on Knowledge (history) and Knowledge (religion) checks, and one of those skills is always a class skill for you. In addition, your faith in the old gods of Osirion grants you a +1 trait bonus on saving throws against divine magic. For more information on the deities of Ancient Osirion, see Pathfinder Adventure Path #80: Empty Graves.

Seeker:
You are always on the lookout for reward and danger.

Benefit: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Racial Features:
Low-Light Vision:
Samsarans can see twice as far as humans in conditions of dim light.
Lifebound:
Samsarans gain a +2 racial bonus on all saving throws to resist death effects, saving throws against negative energy effects, Fortitude saves to remove negative levels, and Constitution checks to stabilize if reduced to negative hit points.
Samsaran Magic:
Samsarans with a Charisma score of 11 or higher gain the following spell-like abilities: 1/day— comprehend languages, deathwatch, and stabilize. The caster level for these effects equals the samsaran’s character level.
Mystic Past Life (Su):
You can add spells from another spellcasting class to the spell list of your current spellcasting class. You add a number of spells equal to 1 + your spellcasting class’s key ability score bonus (Wisdom for clerics, and so on)**. The spells must be the same type (arcane or divine) as the spellcasting class you’re adding them to. For example, you could add divine power to your druid class spell list, but not to your wizard class spell list because divine power is a divine spell. These spells do not have to be spells you can cast as a 1st-level character. The number of spells granted by this ability is set at 1st level. Changes to your ability score do not change the number of spells gained. This racial trait replaces shards of the past.

**(5): Guidance (Cantrip), Barkskin (2nd), Greater Magic Fang (3rd), Creeping Doom (5), Eaglesoul (6)

Class Features:
Thassilonian Specialist
Benefits: A Thassilonian specialist wizard receives two additional spell slots of each spell level he can cast. These bonus spell slots must both be used to prepare the same spell from the wizard’s school of specialization, allowing the wizard to cast that spell twice (as he has prepared the spell twice). The wizard cannot use these slots to prepare two different spells, even if they are of the school he is specialized in.

Restrictions: A Thassilonian specialist does not get to customize his choice for opposition schools—that choice is selected for him when he chooses his specialization. These restrictions are more significant than those most wizards follow, and are known as prohibited schools. A Thassilonian wizard can never prepare a spell that is in one of his prohibited schools—he treats these spells as if they were not on the wizard spell list. If using a spell trigger or spell completion item to cast a spell from one of his prohibited schools, he must use the Use Magic Device skill to do so.

Greed (Transmutation): Magically transforming things into objects of greater value or utility, and enhancing the physical self.
Prohibited Schools: Enchantment, Illusion.

Soulbound Familiar (Ex):
A spirit binder must select a familiar for his arcane bond. Unlike in a normal familiar-summoning ritual, a spirit binder created his special familiar through a dangerous ritual catalyzed by the death of a loved one. Before the loved one’s spirit passed on to the Boneyard, the spirit binder was able to bind the spirit to an animal or vermin, which then became his familiar.

A soulbound familiar’s personality is that of the lost loved one, rather than a servant of the spirit binder. It can have any alignment, even one that is diametrically opposed to the spirit binder’s. A soulbound familiar has the base attack bonus and base saving throws of the loved one’s favored class (using the spirit binder’s level as its level). If the loved one died before the beginning of the campaign, the spirit binder selects the familiar’s favored class at 1st level and it cannot be changed. This ability alters arcane bond.

Arcane School:
A spirit binder can’t choose necromancy as an opposition school. This ability alters arcane school.

Lost Talents (Ex):
A spirit binder’s soulbound familiar possesses some of the ability of the lost loved one, and it is capable of learning more. At 1st level, 5th level, and every 5 levels thereafter, the spirit binder’s familiar gains a new feat for which it meets the prerequisites. This ability replaces Scribe Scroll and the wizard’s bonus feats.

Spells Prepared:
Cantrips: Detect Magic, Guidance, Mending, Read Magic
1st level (2+1+2): Infernal Healing (3/3 used), Blood Money (0/2 used)

Spellbook #1 37/100:
Cantrips: Acid Splash, Arcane Mark, Bleed, Breeze, Chameleon Scales, Dancing Lights, Detect Magic, Detect Poison, Detect Undead, Drench, Flare, Grasp, Light, Mage Hand, Mending, Message, Open/Close, Penumbra, Prestidigitation, Ray of Frost, Read Magic, Resistance, Root, Scoop, Scrivener's Chant, Sotto Voce, Spark, Touch of Fatigue - 28 pages
1st: Blood Money**, Comprehend Languages, Endure Elements, Infernal Healing, Magic Missile, Identify, Mage Armor, Repair Undead, Shield Companion - 9 pages
2nd: Alter Self**, Barkskin**, Command Undead, Create Pit, Glitterdust, Investigative Mind, Rope Trick**, Resist Energy, See Invisibility, Suppress Charms and Compulsions
3rd: Fireball, Greater Magic Fang**, Halt Undead, Haste**, Water Breathing**
4th: Acid Pit, Dimension Door, Enchantment Foil, Monstrous Physique II**, Stoneskin**
5th: Break Enchantment, Eaglesoul, Hungry Pit, Life Bubble, Overland Flight**, Roaming Pit, Teleport
6th: Chains of Light, Contingency, Creeping Doom, Transformation, True Seeing
7th: Control Construct**, Ice Body**, Legendary Proportions**, Limited Wish, Plane Shift
8th: Clone, Create Demiplane, Horrid Wilting, Maze, Seamantle
9th: Gate, Greater Create Demiplane, Time Stop**, Wish

Equipment, Light Load: 38/38lbs:

Combat
MW Cold Iron Longspear (9lbs)
Sling (-)

--=Worn=--
Ioun Torch (75gp) (-)
Explorer's Outfit (-)
Silver Holy Symbol Necklace (250gp) (10lbs)
- Osiris, Wadjet (LG)
- Anubis, Horus, Ma'at, Ra, Thoth (LN)
- Ptah, Nethys, Pharasma (N)
Gold and silver holy symbol of Niut-Shaes, with tiny garnets for the eyes of the serpents (75gp)

--=MW Backpack (50gp)=-- (4lbs)
Goblet of Quenching (180gp) (1lb)
50' Silk Rope (10gp) (5lbs)
Spellbook (-) (3lbs)
Chalk (x3) (0.03gp) (-)
Flint and Steel (1gp) (-)
Grappling Hook (1gp) (4lbs)
Spell Component Pouch (5gp) (2lbs)

Coins: 117.97gp

Familiar, Neith:
Fox 2
LE Tiny animal
Init +2; Senses low-light vision, scent; Perception +9
Defense
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 11/7+4
Fort +4, Ref +4, Will +4
Offense
Speed 40 ft.
Melee bite +3 (1d3–1)
Space 2-1/2 ft., Reach 0 ft.
Statistics
Str 9, Dex 15, Con 13, Int 6, Wis 12, Cha 6
Base Atk +2; CMB +2; CMD 11
Feats Skill Focus (Perception)
Skills Acrobatics +7 (+15 when jumping), Appraise +0, Knowledge(History) +0, Knowledge(Religion) +0, Perception +9, Spellcraft +0, Stealth +10, Survival +1 (+5 scent tracking)
Special Abilities
Alertness, Improved Evasion, Share Spells, Empathic Link
Bond Forged In Blood(Su)
Feats
Improved Unarmed Strike (1st), Dragon Style (5th), Eldritch Claws(10th), Combat Stamina (15th), Toughness (20th)

Stone of Alliance (5,000)
Gloves of the Keen Evaluator (1200)
Silverblood Werewolf