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Afar Samnu 'The Unkindled'   


GreekFire

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"Let the healing light of the sun burn out the darkness within you. Let your inner light be a guide for others, and a searing flame against unrepentant evil."

Parable from the Light and Truth
Theme

 

Path-build Link: https://pathbuilder2e.com/launch.html?build=303641

Asafu Samnu 'The Unkindled'   
Human (Ifrit) • Pilgrim (Pilgrim's Token) • Champion 1 (Sarenrae)
Medium • NG • Humanoid


Abilities
Strength 16 (+3) • Dexterity 10 (+0) • Constitution 14 (+2) • Intelligence 10 (+0) • Wisdom 12 (+1) • Charisma 16 (+3)

Boosts
• Ancestry: +2 CHA, +2 STR
• Background: +2 CHA, +2 CON
• Class: +2 STR
• Free: +2 CON, +2 WIS, +2 CHA, +2 STR


Adventuring & Combat
HP 20/20
Perception +4 • Trained 3 • Wis 1 • Item 0 • Senses
Speed 25 feet

Class DC 16 • Trained 3 • Base 10 • Str 3 • Item 0


Armor and Shields —
AC 17 • Trained 3 • Base 10 • Dex 0 • Item 4
Trained: Armor, unarmored
Steel Shield • Bulk 1 • +2 AC, Hard 5, HP 20 (10)


Saving Throws —
• Fortitude +7 • Expert 5 • Con 2 • Item 0
• Reflex +4 • Trained 3 • Dex 1 • Item 0
• Will +6 • Expert 5 • Wis 1 • Item 0

Weapon Proficiencies
• Trained: Martial, simple, unarmed

Warhammer +6 • Trained 3 • Str 3 • Item 0 • Damage 1d8+3 B • Shove


Skills
Acrobatics +0 • Untrained 0 • Dex 0 • Item 0
Arcana +0 • Untrained 0 • Int 0 • Item 0
Athletics +6 • Trained 3 • Str 3 • Item 0 • Armor -0
Crafting +0 • Untrained 0 • Int 0 • Item 0
Deception +3 • Untrained 0 • Cha 3 • Item 0
Diplomacy +5 • Trained 3 • Cha 3 • Item 0
Intimidation +5 • Trained 0 • Cha 3 • Item 0
Lore: Sarenrae +0 • Trained 3 • Int 0 • Item 0
Medicine +4 • Trained 3 • Wis 1 • Item 0
Nature +1 • Untrained 0 • Wis 1 • Item 0
Occultism +0 • Untrained 0 • Int 0 • Item 0
Performance +0 • Untrained 0 • Cha 0 • Item 0
Religion +4 • Trained 3 • Wis 1 • Item 0
Society +0 • Untrained 0 • Int 0 • Item 0
Stealth -2 • Untrained 0 • Dex 0 • Item 0 • Armor -2
Survival +1 • Untrained 0 • Wis 1 • Item 0
Thievery +0 • Untrained 0 • Dex 0 • Item 0

Languages: Common, Draconic


Abilities
Versatile Heritage •
Ifrit Ancestry, Heritage • BrightsoulThe fire inside you asserts itself as beaming, radiant light. Your body is naturally luminescent, glowing with the effects of a primal light cantrip. A cantrip is heightened to a spell level equal to half your level rounded up. The light is involuntary and constant; if counteracted, it returns in 1d4 rounds. You suffer a –2 circumstance penalty on Stealth checks to Hide or Sneak and gain a +1 circumstance bonus on saves against light effects and effects that inflict the blinded or dazzled conditions.
Traits
Ifrit Lineage:

Glimpse of Redemption • Champion 1 • Trigger An enemy damages your ally, and both are within 15 feet of you.
Your foe hesitates under the weight of sin as visions of redemption play in their mind’s eye. The foe must choose one of the following options:
- The ally is unharmed by the triggering damage.
- The ally gains resistance to all damage against the triggering damage equal to 2 + your level. After the damaging effect is applied, the enemy becomes enfeebled 2 until the end of its next turn.

 


Feats
Pilgrim's Token • Feat Source Awarded Feat Level 1 • General-skill • 

You carry a small token of protection from a site holy to your faith, or you touched your religious symbol to a relic or altar at such a site. So long as this token is in your possession, when you tie an adversary's initiative roll, you go first.

Special If you select this feat at 1st level, you receive your pilgrim's token for free. Alternately, if you have a religious symbol, it is already attuned, as described above.

If you select this feat at a later level, or if you lose your pilgrim's token, you must purchase or Craft a replacement and attune it at a holy site. Such a token usually costs at least 2 sp, and the attunement takes 10 minutes of prayer and requires a successful DC 20 Religion check. Your GM might adjust the price and DC depending on the token's material and quality and the religious significance of the site; the more significant the location, the easier the attunement.
APG


Shield Block • General 1 • Trigger While you have your shield raised, you would take damage from a physical attack.
You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
CRB

 

Weight of Guilt  Champion Feat Source • Class Feat Level 1
Guilt clouds the minds of those who ignore your Glimpse of Redemption. Instead of making the triggering creature enfeebled 2, you can make it stupefied 2 for the same duration.
CRB

 


Spells & Powers
Spell Attack +6 • Trained 3 • Cha 3
Spell DC 16 • Trained 3 • Base 10 • Cha 3
Focus Points 1/1

Focus 1 —
• Lay on Hands ♦ Somatic • Range touch • Targets 1 willing living/1 undead • Heal 6 points, +2 status bonus to AC for 1 round; undead take 1d6 damage and Fort save or receive -2 status penalty to AC for 1 round; Heightened (+1): +6 healing/+1d6 damage


Inventory
Money: 2 gp, 3 sp
Bulk 4/13 • Enc 5 (5 + Str 3) • Max 13 (10 + Str 3)


Kit, Champion • Bulk 1 • Backpack,
Chalk (10), Crowbar, (10), flint and steel, rope (50 ft.), rations (2), soap, torches (5), waterskin
Grappling Hook • Bulk L 

Religious Symbol (Silver) • BULK: L

Religious Text  • BULK: L

Arms and Armor
Chainmail • Bulk 2 • +4 AC, Dex Cap +1, CP -2, Speed -5 • Flexible, Noisy
Steel Shield • Bulk 1 • +2 AC, Hard 5, HP 20 (10)

Scimitar • Bulk 1 • 1d6 S, Forceful, Sweep Group Sword

Dagger • Bulk 1 • 1d6 P,Agile,Finesse, Thrown 10 ft.Versatile S

Javelin (x4) • Bulk 1 • 1d6+3 P, Thrown


Appearance

Asafu Samnu's appearance is instantly the most eye-catching thing any notices about him. His human lineage is hardly discernable beneath his alien appearance- possessing flesh as black as charcoal knitted with veins of faintly glowing embers. Asafu eyes gleam with a baleful amber light reminiscent of liquid amber mixed with molten fire. A faint haze of hot air seems to coat his frame one can see depending on what angle they observe Asafu. All this gives him a frightening visage to behold to any who doesn't know him. Compounding this, he stands at an equally imposing height of 6'3. Asafu's frame is also rather top-heavy matched with noticeably large hands.

 

Asafu tends to wear a turban and veil when in public(the chainmail coif is usually kept down), along with a pure white tabard over the chain shirt. The symbol of sarenrae is emblazoned both on the front and back the edges trimmed gold. This leaves him otherwise covered from head to toe in armour and cloth dressed so regardless of the weather. Leaving often only his eyes visible, with dim light and faint traces of smoke bellowing forth from the gaps in his armour. 

 

 


Personality
 

Despite appearances, Asafu is actually a rather gregarious and extroverted person. He tends to be open, honest and straightforward, even with strangers. He prefers to see the best in people and often has difficulty understanding even the smallest cruelties of others. Antagonizing and brutality against others is something of an anathema to him. Even before he took up the worship of Sarenrae, he disliked the very idea of harming another. The hardships of his early life likely granted him this rare ability to sympathize so easily with others. Asafu tends to be cheerful and optimistic and rarely shows his temper, and though he dislikes turning to violence as the first solution to a problem, he refuses to stand by when cruelty to another can be stopped. Preferably through diplomacy if he can manage it, though he does not shy from a fight if it cannot be avoided. 
 


History
 

'My first memories we of ash, pain, and choking smoke. Whether there was a proper beginning, I cannot recall- my past is as concealed from me as the dust of the dunes.'

 

Asafu's past remains a mystery to him; as far as he has discerned, a wandering nomadic desert tribe found him wandering the desert alone. The tribe discovered him engulfed in a violent flame that guttered out as suddenly as the changing winds. Many saw it as a strange and ill-omen and wanted nothing to do with him, but a circle of the tribe elders took pity on the young child who had seemingly been badly burned. They took him in, ostensibly adopting him into the tribe despite the water lords' wishes. The years passed, and the boy never genuinely integrated with the rest of the tribe. Instead, the other children mocked and picked on him, never inviting him into their play or games. The water lord, Khaepses Ukhuff, only saw the child as an unwanted burden and eventually sought to get rid of the boy, convinced the child was cursed. But, as fate would have it, after a raid on another tribe, Khaepses Ukhuff had unintentionally gained the ire of a brass dragon- for he had ended the life of the opposing chief in a duel.  

 

Reghynth, a rather old and feared brass dragon not known for violence, had been a long-time friend of the man Khaepses had killed. Reghynth would arrive days later demanding retribution. Khaepses seized this opportunity with a clever plot, passing off Asafu as one of his children, convincing the old dragon to take Asafu as a hostage and ward to buy Reghynth's mercy. Reghynth's children had long since flown the nest, and the old drake had spent many centuries alone. The prospect of someone to keep her company and satisfy the brass dragon's desire for conversation. 

 

So perhaps surprisingly, Reghynth took the water lord's offer, taking the child into her care. She would eventually learn Asafu was not one of Khaepse's kin, but perhaps she had known from the start. In any case, Asafu's life would finally turn for the better under the care of the draconic matron. First, Reghynth taught the young boy to tame the strange flame magic that had plagued him most of his life. Teaching him to value life and care for those in need, including many other topics Reghynth had learned in her long life, from desert survival to social etiquette. 

 

Asafu grew into a promising young man, but Reghynth knew the flame-touched boy needed others of his kind to mingle with. So the Reghynth contacted an old priest of Sarenrae, head of a temple and a retired former paladin of the Dawnflower who lived in Aspenthar. Despite a heartfelt goodbye, Asafu integrated into his new life as a pupil at archpriest Ril Nuth's institute. As time went on, despite never being pressured to do so, Asafu felt naturally drawn to the worship of Sarenrae. At last, finding a place in the world and a goal in his life he did not know he was lacking before. 

 

Growing into adulthood, it was Ril who suggested Asafu officially join one of the orders of Sarenrae in Aspenthar. Two years were spent protecting caravans and pilgrims travelling across Thuvia's deserts. Until one day, Asafu was sent a dream he believed to be a message from Sarenrae herself. Seeking advice on the meaning of his dream Asafu asked his old mentor Ril for guidance, who in turn set the young lightsworn on a path that saw him encounter an unlikely ally. One which enlightened him to a plot that endangered all of Aspenthar. However, working together, the two managed to flush out a cult of Hastur chasing their members to nearby Absalom and, finally, Otari. 

Edited by GreekFire (see edit history)
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  • 2 weeks later...

Asafu Samnu 'The Unkindled'  (Human (Ifrit) • Pilgrim (Pilgrim's Token) • Champion 1)spacer.png


AC: 17 |  HP: 20/20 |  Perception: +4 | Fort: +7 | Ref: +3 | Will: +6  Hero Points:: 1/3 | Conditions: None


Post goes here.

"Speech"

thoughts in italics

 


Mechanics

Main Hand: Empty
Off Hand: Empty


Action 1: Your action goes here.
Action 2: Your action goes here.
Action 3: Your action goes here.

     

 

 

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