Lawful
neutral follower of the Teachings of the Prophet Bleghet
Medium-size
27-year-old male outsider (native), 5'10” and 180 pounds, lives in
Zep Tepi
Strength
10
Dexterity
16
Constitution
14
Intelligence
20
Wisdom
12
Charisma
20
AC
23 = 10 + 3 (armor) + 0 (shield) + 3 (Dex) + 0 (size) + 3 (natural
armor; half-celestial and Vow of Peace) + 2 (deflection) + 2 (heavy
pommel) +
Touch
17 Flat-footed
18
hp
28 (3d8+6)
Damage
Reduction
5/magic
Initiative
+3 = 3 (Dex) +
- Acid and cold resistance 10
- Electricity resistance 12
Fortitude
+3 = 1 (base) + 2 (Con) +
Reflex
+4 = 1 (base) + 3 (Dex) +
Will
+4 = 3 (base) + 1 (Wis) +
- Immune to disease
- +4 racial bonus v. poison
Base
Attack Bonus
+2 Spell
Resistance
13
CMB
+2 = 2 (base) + 0 (Str) + 0 (size) + CMD
15 = 10 + 2 (base) + 0 (Str) + 3 (Dex) + 0 (size) +
Speed
30 ft., fly 60 ft. (good)
Languages
kel-'Renīyah
Gsepdeot
Haeno
Old
Phaetic
Celestial
Middle
High Galatian
Special Abilities
- Darkvision 60 feet
- 3/day – commanding presence (move-equivalent action 1/encounter, allies within 30 ft. gain +1 competence bonus to attacks, damage, and Will saves for 5 rounds), protection from evil (CL 3)
- 1/day – aid (CL 3), bless (CL 3), detect evil (CL 3), smite evil as Pal4 (swift action, until target dies or half-celestial rests)
- +4 save DC for spells/special abilities used against humanoids or monstrous humanoids if it deals neither lethal nor ability damage, bestow negative levels, or cause death or is dependent upon causing damage
- Constantly surrounded by a calming aura (20-ft. Radius) – creature must make Will save (DC 20) or be affected by calm emotions (mind-affecting, supernatural)
- If struck by a manufactured weapon, weapon must make Fortitude save (DC 13) or shatter
- Must not cause harm to any living creature (constructs and undead are not included in this prohibition). You may not deal real damage or ability damage to such creatures through spells or weapons, though you may deal nonlethal damage. You may not target them with death effects, disintegrate, or other spells that have the immediate potential to cause death or great harm. You also may not use nondamaging spells to incapacitate or weaken living foes so that your allies can kill them—if you incapacitate a foe, you must take him prisoner.
- Any ally of yours who slays a helpless or defenseless foe within 120 feet of you feels great remorse. Your ally takes a –1 morale penalty on his attack rolls for 1 hour per your character level. For each helpless foe slain, the attack penalty increases by 1, to a maximum equal to your character level. The duration of the increased penalty starts from the latest slaying. You may ask your allies to give you an oath that a helpless foe will not be slain. If the oath is sworn, an ally who later breaks the oath takes the penalty for doing so as if you were present. If you leave a helpless foe to be killed by your allies, you have broken your vow. You may ask a defeated creature to give you an oath of surrender or noninterference in exchange for its life. If the creature breaks this oath to you, you can allow your allies to deal with the creature as they see fit without breaking their oaths or your vow of nonviolence.
- If you intentionally break your vow, you immediately and irrevocably lose the benefit of this feat. You may not take another feat to replace it. If you break your vow as a result of magical compulsion or otherwise unwittingly, you lose the benefit of this feat until you perform a suitable penance and receive an atonement spell. (Characters who have taken a Vow of Peace are known to drink water through a strainer in order to avoid accidentally swallowing, and thereby causing harm to, a small insect.)
Bluff
+6 = 1 (ranks) + 5 (Cha) +
Craft
(painting)
+11 = 3 (ranks) + 5 (Int) + 3 (class skill) +
Diplomacy
+15 = 1 (ranks) + 5 (Cha) + 3 (class skill) + 2 (perfection; Sacred
Vow) + 4 (exalted) +
Intimidate
+9 = 1 (ranks) + 5 (Cha) + 3 (class skill) +
Knowledge
(geography)
+11 = 3 (ranks) + 5 (Int) + 3 (class skill) +
Knowledge
(history)
+11 = 3 (ranks) + 5 (Int) + 3 (class skill) +
Knowledge
(local – Two Kingdoms)
+11 = 3 (ranks) + 5 (Int) + 3 (class skill) +
Knowledge
(nobility)
+11 = 3 (ranks) + 5 (Int) + 3 (class skill) +
Knowledge
(religion)
+11 = 3 (ranks) + 5 (Int) + 3 (class skill) +
Perception
Perform
Profession
Ride
+9 = 3 (ranks) + 3 (Dex) + 3 (class skill) +
Sense
Motive
+7 = 3 (ranks) + 1 (Wis) + 3 (class skill) +
Swim
+6 = 3 (ranks) + 0 (Str) + 3 (class skill) +
- +2 competence bonus to all Diplomacy checks made in Two Kingdoms high society settings or when dealing with Two Kingdoms political figures or administrators
- +2 competence bonus to all Charisma checks and Charisma-related skill checks when target is attracted to noble
Feats
Martial
Weapon Proficiency (composite shortbow, flail, scimitar)
Sacred
Vow (from
Book of Exalted Deeds)
Simple
Weapon Proficiency
Vow
of Nonviolence (from
Book of Exalted Deeds)
Vow
of Peace (from
Book of Exalted Deeds)
Masterwork
eel hide studded leather armor
- 1825 gp, +3 armor bonus, +6 maximum Dex bonus, armor check penalty -0, gives electricity resistance 2
Masterwork
gold scimitar with a basket hilt and a heavy pommel
- 3150 gp, 1d4-2 damage, 18-20/x2 crit, 6 lb., slashing, +1 enhancement bonus to attack roll, +1d4 damage with pommel strike, +2 AC while held ready and not making full attacks or charges, fragile, attempts to attack sword hand automatically fail
Masterwork
darkwood composite longbow with 20 darkwood flight arrows
- 368 gp, 1d6 damage, x3 crit, 130 ft. range, 3 lb., piercing, +1 enhancement bonus to attack roll
Masterwork
flail
- 308 gp, 1d8 damage, x2 critical, 5 lb., bludgeoning, disarm, trip, +1 enhancement bonus to attack roll
Royal outfit
- 200+ gp, 15 lb.
Other
equipment as makes sense (considering that there is little to no
limit on expense)
Passions
Rage:
Ugliness. He is so used to being surrounded by the sublimest beauty
that for someone or something to not be beautiful angers him; he
takes it as a deliberate and offensive choice.
Fear:
He knows, though he tries not to let himself know, that he is not
going to be a good pharaoh.
Noble:
His duty to ma'at and the Kingdoms, and the fate that goes along
with it. He will do nearly anything to ensure that he becomes the
pharaoh.
Role-Playing
Notes
Nitarep qed Alskelbiann Namulas bi Miharbi
has no idea who his mother was, but plenty of idea who his father
was: the god Tum. Upon the wilayat's discovery that Tum had
manifested upon ????'s mother, they swooped in. After a tense and
excited nine months filled with politicking such as is rarely seen
even once in a dwarf's lifetime, the waiting administrators,
courtiers, and governors seized the infant, umbilical cord still
dripping, and secreted him away to far Zep Tepi, the city winged by
the Tomb-Riddled Cliffs, the city between the Two Kingdoms.
Since
then, every breath of Nitarep qed Alskelbiann Namulas bi Miharbi's life – waking or not – has been
shaped by forces far beyond his understanding and knowledge. He has
never encountered want or lack, and this is the single defining
characteristic of his personality. He, of course, has other
characteristics: a flighty vanity, a deep and abiding cowardice, the
utter lack of a desire to lift a finger in any useful way, a demand
that he be entertained at all times by those around him, and a
religious vow to never commit violence against another being. He's
not really certain why he took those vows, but the priests and
officials who have surrounded him for the last 27 years seemed to
think it was a good idea. It's not really tradition, near as he can
tell, for the pharaoh-to-be to take them, but those priests and
officials no doubt knew what was best.
Of
course, all that paints him in a fairly negative light; he has
positive qualities as well. Well, at least one: a carefully-nurtured
and nigh-impregnable dedication to duty and respect for religious
tradition and ritual. He has been blessed by immense faith in the
Teachings of the Prophet Bleghet (may they be written upon every
grain of sand) and is remarkably accepting of his fated sudden death
in pain and agony and fear. It's simply what must be done, for the
good of the Two Kingdoms and the world. Ma'at demands it.
Similarly, the vows of peace he took are not mere words to him; they
are one of the few things he takes seriously and he will not break
them.
For
reasons of your own, you seem to have maneuvered Almah into letting
you bring him along with you into the gnoll-infested village of
kel-Maraneh
No comments:
Post a Comment