Radi Hamdi

Theshen's page

329 posts. Alias of Decimus Observet.


Full Name

Theshen (Unas-Ankh)

Race

| HP: 10/11 Temp: 0 | AC: 15 (16 buckler) (11 Tch, 14/15 Fl) | CMB: +2, CMD: 13 | F: +2, R: +1, W: +5 | Init: +1 | Darkvision 60ft, Perc: +0/+2 in dim & dark, SM: +0

Classes/Levels

| Speed 20ft | Lay on Hands: 4/4 | Spells: 1st 0/4 | Active conditions: 2 strength damage

Gender

Male NG Human (Osiriani) Oracle of Life 1 (divine herbalist)

Size

Medium, 5' 8"

Age

20

Alignment

Neutral Good

Deity

Isis

Languages

Ancient Osiriani, Celestial, Osiriani, Taldan

Occupation

Healer

Strength 14
Dexterity 12
Constitution 14
Intelligence 13
Wisdom 10
Charisma 16

About Theshen

Theshen (Unas-Ankh)
Oracle of Life 1 (Divine Herbalist)
Neutral Good Medium Humanoid (human)

Favoured Class: Oracle

Init +1; Senses: Darkvision 60ft Perception: +0 / +2 in concealment in dim or dark
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Defense
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AC 15 (16 with buckler), touch 11, flat-footed 14/15 [10 +1 Dex +4 Armour +1 Shield]
hp 11 (1 HD; Oracle 1d8+2+1 favoured)
Fort +2, Ref +1, Will +5
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Offense
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Speed 30 ft. (20ft in armoured coat)

Melee
Quarterstaff +2 1d6+2/1d6+2 x2 — 4 lbs. B double, monk
Morningstar +2 1d8+2 x2 — B and P
Dagger +2 1d4+2 19-20/x2 P or S 10 ft.

Ranged
Sling +1 1d4+1 x2 50 ft. — B

Magic
Oracle Spells Known (CL 1; concentration +4)

Orisons
Create Water
Mending
Purify Food and Drink
Stabilise

1st Level Spells 4/4
Bless
Cure Light Wounds

Special Healing

Healer’s Way (Su): 4 (1 + 3 Cha) times a day

Lay on Hands (Su): As Paladin of same curse level (currently 1 so not applicable)

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Statistics
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Str 14, Dex 12, Con 14, Int 13, Wis 10, Cha 16
Base Atk +0; CMB +2; CMD 13

Feats
L1: Additional Traits, Shadowhunter: Iron Will

Additional Traits
You have more traits than normal.

Benefit: You gain two character traits of your choice. These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose — this feat cannot enable you to select a dwarf character trait if you are an elf, for example.

Iron Will
You are more resistant to mental effects.

Benefit: You get a +2 bonus on all Will saving throws.

Traits Blessed Touch, Blood of Pharaohs, Strength of the Sun, Sun-Blessed

Blessed Touch (faith trait)
You may have been raised in a devout family, studied the divine in a formal church environment, or even learned how to combine traditional healing techniques with those of divine casters. In so doing, you have focused yourself into being the perfect vessel for your deity. Divine power flows through you like a mountain stream, making your healing touch more potent than that of others.

Benefit(s): You heal 1 additional point of damage when using lay on hands, channeling energy, or casting a cure spell.

Blood of Pharaohs (campaign trait)
Long ago, one of your ancestors ruled over the lands of the Pharaohs. Although you are many generations removed and the line of descent is hard to prove, his or her blood still runs in your veins. Perhaps you may find some proof of your lineage in the tombs of the necropolis.

Benefit(s): You gain a +1 trait bonus on Will saves. You also gain a +1 trait bonus on Knowledge (nobility) checks and that skill is always a class skill for you. In addition, you may choose an ancient language as one of your bonus languages.

Strength of the Sun (religion trait)
You take solace in the purifying light of the sun.

Benefit(s): During the day, you gain a +1 trait bonus on all Charisma-based checks.

Sun-Blessed (magic trait)
Your birth came at a time when the sun was auspiciously aligned with your birth sign. As a result, you have a natural affinity for light and life.

Benefit(s) Whenever you’re affected by a healing effect that would heal more hit points than your maximum hit point total, you gain the excess healing as temporary hit points. You can gain up to a number of temporary hit points per day equal to your character level in this way. These temporary hit points last for 1 minute.

Languages
Ancient Osiriani, Celestial, Osiriani, Taldan

Skills
The oracle’s class skills are Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). In addition, oracles receive additional class skills depending upon their oracle mystery.

Skill Ranks per Level: 5 (4 + 1 Int)

+2 background skills

Armour Check Penalty: -2

During the day, you gain a +1 trait bonus on all Charisma-based checks.

Acrobatics +1 |+1 Dex
Appraise +1 |+1 Int
Bluff +3 |+3 Cha
Climb +2 |+2 Str
+Craft +1 |+1 Int
+Diplomacy +3 |+3 Cha
Disable Device* -- |+1 Dex untrained
Disguise +3 |+3 Cha
Escape Artist +1 |+1 Dex
Fly +1 |+1 Dex
Handle Animal* -- |+3 Cha untrained
+Heal +4 |+0 Wis +1 rank +3 class skill
Intimidate +3 / +5 |+3 Cha (+2 racial in concealment in darkness or dim light)
Knowledge Arcana* -- |+1 Int
Knowledge Dungeoneering* -- |+1 Int untrained
Knowledge Engineering* -- |+1 Int untrained
Knowledge Geography* -- |+1 Int untrained
+Knowledge History* -- |+1 Int untrained
Knowledge Local* -- |+1 Int untrained
+Knowledge Nobility* +6 |+1 Int +1 rank +3 class skill +1 trait
Knowledge Nature* +2 |+1 Int +1 rank
+Knowledge Planes* +5 |+1 Int +1 rank +3 class skill
+Knowledge Religion* +5 |+1 Int +1 rank +3 class skill
Linguistics* +2 |+1 Int +1 rank
Perception +0 / +2 |+0 Wis (+2 racial in concealment in darkness or dim light)
Perform +3 |+3 Cha
+Profession (herbalist) +8 |+3 Cha +1 rank +3 class skill +1 competence
Ride +1 |+1 Dex
+Sense Motive +0 |+0 Wis
Sleight of Hand* -- |+1 Dex untrained
+Spellcraft* -- |+1 Int untrained
Stealth +1 / +3 |+1 Dex (+2 racial in concealment in darkness or dim light)
Survival +0 |+0 Wis
Swim +2 |+2 Str
Use Magic Device* -- |+3 Cha untrained

Special Qualities
Shadowhunter (2 RP): Characters with this trait deal 50% weapon damage to incorporeal creatures when using non-magical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day). Humans can take this trait in place of their bonus feat, also gaining Iron Will as a bonus feat.

Dimdweller (2 RP): Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Humans can take this trait in place of the skilled trait, also gaining darkvision to a range of 60 feet.

Gear
Quarterstaff 0g
Morningstar 8g
Dagger 2gp
Sling ___
20 sling bullets 0.2g

Armoured Coat 50g
Buckler 5g

Masterwork Backpack 50g
Bedroll 0.1g
Blanket 0.5g
Belt Pouch 1g
Canteen 2g
Grooming kit 1g
Holy Text 1g
Hot Weather outfit [free at start]
Iron Holy Symbol 5g
Iron Pot 0.8g
Silk Rope, 50ft 10g
Signal Whistle 0.8sp
Soap 0.01g
2 Torches 0.02g
Signet Ring 5g
Trail rations (3) 1.5g

Starting Gold: 150g
Total Starting Equipment Cost: 149.93g

Current Wealth: 0.07g

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Special Abilities
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Weapon and Armor Proficiency
Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies.

Divine herbalists practice an obscure alchemical art which involves medicinal and restorative techniques that transcend ordinary alchemy, allowing them to blur the line between alchemical medicine and divine miracles.

Like other masters of the art, divine herbalists can use the Profession (herbalist) skill in place of Craft (alchemy) to create alchemical remedies with recipes that include certain plant-derived reagents.

Master Herbalist (Su)
A divine herbalist has mastered countless alchemical techniques that supplement her divine powers and greatly aid her when she heals the sick and wounded. She gains a competence bonus on Profession (herbalist) checks equal to 1/2 her oracle level (minimum 1), and uses her Charisma modifier in place of her Wisdom modifier when attempting Profession (herbalist) checks. Additionally, a divine herbalist can identify potions as if via detect magic using Profession (herbalist) instead of Spellcraft, and she can attempt such a check after holding a potion for 1 round.

This ability replaces the additional class skills the oracle gains from her mystery.

Healer’s Way (Su)
A divine herbalist combines alchemy, acupuncture, and divine magic to heal wounds by touch. She can use this ability a number of times per day equal to 1 + her Charisma modifier. With one use of this ability, she uses positive energy to heal the target of 1d6 hit points for every 2 oracle levels she has. Using this ability is a standard action unless the oracle targets herself, in which case it is a swift action. Using this ability requires only one free hand. This ability counts as a paladin’s lay on hands ability for the purposes of feats, spells, and effects that work with that class feature when it is used for healing purposes. Unlike lay on hands, this ability cannot be used to harm undead.

This ability replaces the revelation gained at 1st level.

Mystery - Life

Oracle’s Curse
Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle’s curse cannot be removed or dispelled without the aid of a deity. An oracle’s curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. Each oracle must choose one of the following curses.

Merciful [3PP]
You are bound to offer tender aid to those who are most wounded.

If a non-enemy character who is adjacent asks you to heal them, or asks you for help and you can tell they have taken damage or drain or suffer from a disease or poison, you must help them on your next tum. If they have a condition or suffer from a poison or disease that you can neutralize or cure with any ability you possess or any spell you can cast, you must do so as your next action. Otherwise, if they have taken any damage, you must cast a spell or use an ability that heals hit points. Also, you cannot perform a coup de grace. You gain the ability to lay on hands, as the paladin ability, using your curse level as your paladin level.

At 5th level, you gain a mercy, as the paladin ability.

At 10th level, you gain a second mercy, and can exchange your first mercy for a different one.

At 15th level, you gain a third mercy, and can exchange one of your existing mercies for a different one.

Appearance:

Theshen is a dark-skinned man of average height and wiry build. He has the characteristic pronounced cheekbones and shoulders of the Garundi. He wears a colourful armoured coat underneath pale blue robes which cover most of his body. His head wrappings cover hair that is a mixture of dark black, bright white, and the odd cerulean feather. His fore-arms also have a pair of such feathers each. His irises are akin to obsidian and a close look will reveal that they look more like that stone than flesh.

Personality:

Theshen is a kind soul, readily accepting the obvious role that the gods have laid out for him: to help those in need, especially the sick and injured. He does not hold grudges easily, or lust for wealth or position. If he has a failing, it is that he leaves himself open to being taken advantage of, that others may use his good intentions for ill effect.

Background:

While Unas-Ankh is his formal name, the young man is more widely known as "Theshen", including the valued "Shen" symbol of protection. He is the third son of Unas and Ankhnes-Pepi, both nobles who claim descent from pharaohs. And he had the good fortune to inherit some obvious signs of the divine blood that flowed in their veins. His connection to Isis was obvious from his appearance but being born at daybreak on the summer solstice was but the first sign he had an especial link to one of the solar deities.

His apprenticeship under the healers was a swift one, as he showed a true gift for poultices and channeling divine healing. He took sacred vows to help those in need, above and beyond what would have been expected of him. Some suspect the solar deity Khepri had a hand in his fate also, as Theshen shows no distaste for the poor or lowly.

As time grew, he found he had an affinity for both the height of the sun - and its inverse in darkness. But this too served the cause of right, as he could withstand the touch of undeath more readily and see better in the darkness. Divine gifts indeed!

#BOT ME:

Theshen is geared towards healing. He will cheerfully expend spell slots to cast cure spells, or uses of Lay on Hands, to heal his compatriots or anyone else who isn't blatantly an enemy who is in need. If pushed into combat, he has a number of options. His weapons cover different damage types and he can attack from range also.

Melee
Quarterstaff +2 1d6+2/1d6+2 x2 — 4 lbs. B double, monk
Morningstar +2 1d8+2 x2 — B and P
Dagger +2 1d4+2 19-20/x2 P or S 10 ft.

Ranged
Sling +1 1d4+1 x2 50 ft. — B