Thutmose A. Sekehimb's page

3 posts. Organized Play character for Tactical Monkey.

Full Name

Thutmose Amenkno Sekehimb


Osirion Elf


Oracle 5 (Solar Mystery)








Lawful Good




Osirion Desert


Common, Elven, Osirion, Ancient Osirion, Aklo, Azlanti, Giant, Sphinx, Thassalonian, Ulfen


None (Water Tender, Healer, Food Tender, Guide)

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

About Thutmose A. Sekehimb

Gear: Chainmail, Golden bejeweled Kopesh, wand of cure light wounds (40 charges), wand of bed of iron (50 charges), wand of keep watch (50 charges), clockwork key, masterwork backpack.

Feats: Extra Revelation, Iron Will, Run, Exotic Weapon Proficiency (Kopesh)

Traits: Old Warrior, Ancient Historian (Linguistics)

Favored Class Bonus: Oracle Revelation (Add 1/2th level to a revelation of your choice to increase its effective level. Chosen Revelation: Serpent in the Sun. Picked: 5 Times)

Cantrips: Create Water, Detect Poison, Mending, Purify Food & Drink, Read Magic, Stabilize

Eating Habits: He will not eat or drink anything that casts a shadow.

Alternate Racial: Fleet-Footed (The Elf loses Keen Senses and Weapon Familiarity racial traits, in exchange the Elf gets +2 racial on Initiative rolls and the Run feat)

Alternate Racial: Desert Runner (Some elves thrive in the deepest deserts, forever roaming across burned and parched lands. Elves with this racial trait receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments. This racial trait replaces elven magic.)

Mystery: Solar

Revelation (Serpent in the Sun): As long as Thutmose spends four hours a day in bright sun light, he does not need to eat food or drink water. He is also immune to nonmagical diseases.

Revelation (Many Roads): In addition to learning three languages (Giant, Aklo, Azlanti), he adds +2 to his rolls on Fly and Survival skill checks.

Revelation (Astral Caravan): As a full-round action, the Oracle can step into the planar border where the Astral Plane abuts the Material Plane, pulling up to one additional person per class level with him. He can’t travel fully into the Astral Plane or any of the other planes it borders, but while using this ability he can cover incredible distances, traversing 50 miles per hour, as per the shadow walk spell. He can travel for up to 5 hours per day and the duration need not be continuous, but it must be spent in 1-hour increments.