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About Uzma Mahdi Al KalidCharacter built for Legacy of Fire
BACKSTORY:
Uzma was born in southern Katapesh, in the rocky deserts that border Nex, among the Badawi, the natives of the deserts. He was a prince among his people. And then his people were massacred. He witnessed his parents being killed, and he was left to die in the desert. He was four years old.
He wandered in the desert for days, misled by mirages and guided by his childish faith. And then – Gozreh be praised – the wind spoke to him, and showed him the way. The boy travelled downwind, and miraculously found his way to Katapesh. Haleen found him, and adopted him. She took care of him, and he was happy with her. But the desert always called to him. As the years passed, she grew increasingly distant. Truth be told, he was by then an adolescent, and fickle like the wind. Much to her despair, he would disappear for days out in the wilderness, and come back on a whim. One day, he went into the desert, and when he came back she was gone. Her note said little, and Uzma feared the worst… He went home to Southern Katapesh. He wandered under the hot sun for months, seeking guidance, hoping for a vision, searching for an answer to where Haleen had gone, and why. And then, the vision came… GEAR:
dagger, leather armor, hot weather outfit, druid's kit, 2 extra waterskin, holy symbol, 1 gp, 8 sp
PHYLACTERY OF FAITHFULNESS TEMPEST RATIONS: 8 Base attack: +1
Initiative 1d20+2 (-2 Tempest)
AC: 12 (FF:10)
SKILLS
RACIAL TRAITS:
Heart of the Sun: Humans born in tropical climates treat hot climates as one category less severe. They also gain a +2 racial bonus on Fortitude saving throws against the effects of a hot climate, as well as against the poison and distraction ability of swarms and vermin. This racial trait replaces skilled.
Focused Study (Survival): All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait. CHARACTER TRAITS:
Finding Haleen: Campaign trait.
Desert Child (Katapesh): You were born and raised in southern Katapesh, in the rocky deserts that border Nex. You are accustomed to high temperatures and gain a +4 trait bonus on any saving throws made to resist the effects of being in hot conditions, and a +1 trait bonus on all saving throws against fire effects. Gifted Adept (Summon Nature's Ally): Your interest in magic was inspired by witnessing a spell being cast in a particularly dramatic method, perhaps even one that affected you physically or spiritually. This early exposure to magic has made it easier for you to work similar magic on your own. Pick one spell when you choose this trait—from this point on, whenever you cast that spell, its effects manifest at +1 caster level. Wanderer's Shroud: Your wanderings often go unnoticed. Efforts to use the Diplomacy skill to gather information about you take a —1 penalty, and you gain a +1 trait bonus on all saving throws against scrying and mind-reading effects that allow saving throws. FEATS
DRUIDIC POWERS:
Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Using Skills). The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check. Desert Native (Ex): At 2nd level, a desert druid gains a bonus on Initiative checks and Knowledge (geography), Perception, Stealth, and Survival checks equal to 1/2 her druid level in desert terrain, and she cannot be tracked in such environments. This ability replaces woodland stride. Sandwalker (Ex): At 3rd level, a desert druid suffers no penalty to speed or on Acrobatics or Stealth checks when moving through sandy or desert terrain. This ability replaces trackless step.
DESERT DOMAIN:
Heat Shimmer (Su): As a free action, you can surround yourself with heat distortion that acts as the blur spell. Creatures that strike you in melee while you're using this ability are dazzled for 1 round (Fortitude negates). You may use this ability for a number of rounds per day equal to 3 + your Wisdom modifier. These rounds need not be consecutive.
Servant of the Sands (Sp): At 8th level, once per day, you may call upon the aid of a janni as if using lesser planar ally. At 12th level, you may call upon the aid of any type of common (non-noble) genie as if using planar ally. At 16th level, you may call upon the aid of a noble genie as if using greater planar ally. If you use this power while in desert terrain, you need not make an offering to call the creature(s), and the cost of any service is halved. Domain Spells: 1st—cloak of shade, 2nd—shifting sand, 3rd—cup of dust, 4th—hallucinatory terrain, 5th—transmute rock to mud (creates loose sand instead of mud), 6th—sirocco, 7th—sunbeam, 8th—sunburst, 9th—horrid wilting. SPELLCASTING:
Orisons (4): Resistance, Flare, Guidance, Detect magic
Level 1 (3+1): Cloak of Shade, Produce Flame, Frostbite, Obscuring mist Vardishal, Templar of the North Wind:
Cast Augury once per 24 hours Favored weapon: Tempest (CG) +1 quarterstaff / cast Light at will / Cast Inspire Courage for 1 round per day / +1 to all Knowledge and Perform checks / -2 to Initiative / -2 against any saving throws vs geniekin First vision Your eyes open to the sound of the winds whistling about you, and lock immediately on the celestial form of your patron and queen, your sweet mistress. "It is good to have my poet by my side again. You have been asleep for far too long, gentle one," she whispers. Your body feels curious, a strange form filled with a tingling power that you didn't know could exist. You consider that this woman addressing you could be Gozreh, but no hint of bestial or natural grace do you see about her. Instead, she seems to be a face and upper torso of surpassing beauty obtruding from a pale purple cloud of swirling depths. You feel peace and joy in her presence, yet you know not why. "See yourself restored in life, dear one," your lover says, as you turn your visage to your arms, and your legs, muscular and darkly tan, swathed in softest linens. Your eyes trail out to your hands, one of which grips an achingly-familiar yet completely alien quarterstaff. Your hand tightens on the well-worn grip, knuckles cracking as you feel the obsidian-coloured wood tense. Suddenly, your mind flies over the monastery, the shrine to Vardishal. You fly over the ruined nave and the open central courtyard. Your mind descends into the tangled brush, the thorns and brambles no match for your headlong flight. You pass into the dirt under the nest, past three leathery speckled eggs lying in the shadows. Down you go, deeper until you see a shrouded form buried in the dirt underneath. Long and slender, the shrouded form beckons you. The vision fades. Second vision "Arise, Vardishal, Templar of the North Wind, my sweet warrior-poet, general of my armies. You will live forever, as per the song of Edrehu, to fight valiantly the followers and spawn of Rovagug. So it shall be, as proclaimed by I, Nefeshti, princess of djinni and guardian of the freedom of all geniekin!"
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