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![]() Bob Evil here, throwing my hat in with Takhet Anenshep, a halfling serpentine-blooded sorcerer looking to make his fortune. Statistics:
Takhet Anenshep
Male Halfling Sorcerer 1 NG Small Humanoid (Halfling) Init +3; Senses Perception +2 ------------------------------ DEFENSE ------------------------------ AC 14, touch 14, flat-footed 11 (+0 armor, +3 dex, +0 shield, +1 size) hp 11 (1d6+5) Fort +3, Ref +4, Will +3; (+1 trait bonus vs. divine magic, +2 vs fear) ------------------------------ OFFENSE ------------------------------ Speed 20 ft. Melee dagger +0 (1d3-1/19-20) or
Ranged sling +4 (1d3-1) Special Attacks serpent's fangs
*ACP applies to these skills
Languages Common, Halfling, Osiriani Special Abilities:
------------------------------ SPECIAL ABILITIES ------------------------------ Affable [trait] You gain a +2 trait bonus on Diplomacy checks to gather information, and can do so in half the normal time. In addition, Diplomacy and Knowledge (local) are always class skills for you. Devotee of the Old Gods (Knowledge [religion]) (trait) 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 grants you a +1 trait bonus on saving throws against divine magic. Eschew Materials [feat] Cast spells without materials, if component cost is 1 gp or less. Fearless [racial] +2 racial bonus vs Fear saves. Halfling Luck [racial] +1 bonus to all saving throws. Halfling Weapon Familiarity [racial] Proficient with slings, and treat all weapons with "halfing" in the name as martial weapons. Keen Senses [racial] +2 racial bonus to Perception skill checks. Serpent's Fang + Poison (1 CON, 7 rounds/day, DC 12) (Ex) [class] Bite attack deals 1d4 damage + Poison (Bite-injury; DC 12; frequency 1/round for 6 rounds; effect 1 Con damage; cure 1 save) Serpentine [class] Your mind-affecting and language-dependent spells can affect animals, magical beasts and monstrous humanoids as if they were humanoids who understand your language. Sure-Footed [racial] +2 racial bonus to Acrobatics and Climb skill checks. Toughness [feat] You have enhanced physical stamina. Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level). Spells:
------------------------------ Spells ------------------------------ (CL 1st, Concentration +5) 0th (at will) acid splash
1st (4/day) charm person (DC 15)
Bloodline Serpentine Gear/Possessions:
------------------------------ GEAR/POSSESSIONS ------------------------------ Carrying Capacity Light 0-19.5 lb. Medium 19.5-39.75 lb. Heavy 39.75-60 lb. Current Load Carried 31 lb. Money 53 GP 8 SP 0 CP (1.24 lb.)
*Purchased as Sorcerer's Kit (8gp) (32 lb.)
Background:
The halfling Takhet Anenshep was born to a family of field laborers just outside the boundaries of urban Sothis, themselves the descendents of slaves who earned their freedom through decades of faithful service. Combined with his family's long-standing veneration of the ancient god of peasants and laborers, Khepri, it is little wonder the virtue of an honest day's work was drilled into Takhet from a young age, despite the boy's natural inclination to shirk his responsibilities in favor of relaxing.
The one thing going for him was that Takhet possessed a preternatural gift of gab; he could talk his way into or out of nearly any situation, and his persuasiveness was such that people who started out angry with him often ended up seeing things his way by the end of a conversation, even if they weren't sure why. This ability was eventually revealed to be mystical in nature when a bullete erupted from the fields one afternoon and went on a rampage; scared out of his mind, Takhet started nervously but politely asking the land-shark to go away, and to the amazement of the stunned onlookers, the beast immediately did so! After a few years of trial and error, the halfling learned to harness the magical potential in his blood and decided to make the most of it. He talked his way onto a caravan headed for Sothis proper and has been seeking to make a name for himself ever since. Upon hearing of the latest lottery for rights to plunder the great Necropolis, Takhet traveled to Wati, looking to join a team of adventurers in yet another bid for fortune. Appearance and Personality: Takhet stands at a mere 2' 11" and a 33lb., but years of labor in the hot sun have given him a physique of lean muscle and dusky tanned skin. The hair on his head and the tops of his feet is colored dark brown, and his eyes are brownish-gold. He tends to keep his chest and legs bare save for a white linen kilt and a and a scarab amulet representing the god Khepri (wooden, but painted a striking shade of metallic green).
Tahket is friendly to a fault and goes out of his way to make friends with everyone, but he is not above bending the truth when it suits his purposes. In his experience, good relations make for good avenues of opportunity when need arises, and although he would never knowingly place a friend in harms way, bumming a favor or a free meal or a place to sleep are just some of the things that friends do for one another. His devotion to Khepri is sincere, however, and despite his laid-back attitude he will always do any work that he's agreed to do to the best of his ability and with minimal complaint. |