OA/Mahasarpa Campaign: Lotus and the Cobra [Characters]


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My first attempt at an OA character

Mira Inushka
Spirit Folk (River) Female
Kshatriya Caste
Sohei (Devapala) 6
Alignment: LG
Height: 5’4”
Weight: 110lbs
Hair: Black
Eyes: Blue
Age: 26

S: 14 (6 pts)
I: 10 (2 pts)
W: 14 (6 pts)
D: 16 (8 pts +1 for 4th level)
Cn: 14 (6 pts)
Ch: 12 (4 pts)

Initiative: +4
AC: 21 (+7 for +2 Lamellar, +3 for Dex, +1 for Amulet)
HP: 62 (6d10+12)

BAB: +4

Melee Attack: +8 (+1 Heavy Pick) Dmg: 1d6+3 Crit x4

Ranged Attack: +8 (+1 Mighty Short Composite Bow +2) Dmg: 1d6+4 Crit x3

Saves: F/R/W +7/+7/+7

Skills (18 pts)

Diplomacy +5 (4r)
Concentration +5 (3r)
Knowledge: Religion +6 (6r)
Iaijutsu Focus +6 (5r)
Spot +4
Listen +2

Racial Abilities

Breath Water
Swimming Speed of 30’, +8 to swim checks
+2 on saves vs. spells/spell like effects with the water descriptor
Speak with Animals/1 day with any fish
Spirit Sub-type
Lowlight vision

Class Skills

Ki Frenzy 2/day
Weapon Focus
Deflect Arrows
Remain Conscious
Strength of Mind

Feats

Weapon Focus: Heavy Pick (Zagh-nal)
Lightning Reflexes
Prone Attack
Warrior Instinct

Sohei Spells per day
0/2-DC is 12 + Spell Level

Items

+2 Lamellar Armor (4,300gp)
+1 Heavy Pick (2,308gp)
+1 Amulet of Natural Armor (2,000gp)
+1 Mighty +2 Short Composite Bow (2,525gp)
Backpack
3 days trail rations
waterskin
3 Potions of Cure Moderate Wounds (900gp)
spare clothes
soap
Quiver/20 Masterwork Arrows (302gp)
Necklace of Prayer Beads (Bless) (500gp)

141gp

Mira is a petite, yet fiery Devapala from Bhalluka. She has many years behind her fighting the serpent people, as Bhalluka borders the lands held by the Yuan-ti. To train in martial skills is the way of life and the path to honor among those in the Kshatriya caste of Bhalluka. Mira venerates Mahabhalla, the Bear Spirit and serves as Devapala for the Temple in their fight against the serpent folk. She is lightning quick with her Zagh-nal (heavy pick) and has even honed her skills to the point where she can fight prone with lightning efficiency. Mira does her best to bring honor to her Temple and to her people through her actions. She is pure of heart and dedicated to rooting out evil in all of it's forms.
 

Jval Surya-nandana
Rishi Yogi (Aasimar Psion) Savant 5
Male, 5'10" 155 lbs., copper skin, long dark brown hair, short dark brown beard, gold eyes
Age 30

STR 12 +1
DEX 14+2
CON 16 +3
INT 14 +2
WIS 14 +2
CHA 14 +2

Alignment:Neutral
AC 12(+4 Inertial Armor+2 Bracers+1 Amulet)=19
Hit Die: (5d4+15)
HP: 26
PP:+1+5+10=16
For +4 Ref +3 Will +6(+2 psicrystal bonus)=+8
BAB +2
Initiative: +2

Languages: Common, ?,?

Red Psicrystal, Chinnah: AC 13, hardness 8, 20 HP, Resolve Personality, Int 8, Special Abilities-Sighted,Empathic Link,Telepathic Link, Self Propulsion

Feats Inertial Armor, Inner Strength

Skills: Autohynopsis 6r+2 Wis=+8
Concentration 8r+3 Con+10 Third Eye bonus=+21
Disable Device 4r+2 int =+6
Know psionics 8r+2 int=+10
Open lock 3r+2 dex=+5
Pick pocket 3r+2 dex=+5
Psicraft 6r+2 int=+8
Remote View 0r+2 int=+2
Search 2r+2 int=+4
Stabilize Self(cc) 4r+3=+7

Racial Abilites:Acid, cold, and electricity resistance 5, spell like ability to cast light once per day as sorcerer of the characters level, +2 racial bonus to listen and spot checks, darkvision up to 60 feet.

Combat Modes: Ego Whip(Attack DC mod +2, 3 PP cost), Empty Mind (Defense, 1 PP cost),Intellectual Fortress (Defense, 5 PP cost),Mental Barrier (Defense,3 PP cost),Mind Blast (Attack mode DC +2,9 PP cost),Mind Thrust (Attack mode DC +2,1 PP cost),Psychic Crush (Attack mode DC +2,5 PP cost)

Powers 0-3+d, 1-2+d,2-1+d

0-Level (w/DC bonus, cost)
Daze(+2, 1PP), Missive(+2, 1PP),Distract (+2, 1PP) Far Hand(+4,1 PP)(d)

1-Level
Disable(+3, 1PP),Biocurrent(+5, 1 PP), Stomp(+5, 1 PP)(d)

2-Level
Body Adjustment(+3, 3PP),Concussion(+6,3PP)(d)

Ring of Protection +1 (2000 gp)
Power Storing Shortspear (Disable) (2000 gp)
Bracers of Armor +2 (4000 gp)
Psionatrix of Psychokensis (2000 gp)
Third Eye, Concentrate (2000 gp)
2 potions of cure moderate wounds (600gp)
waterskin
bedroll
dagger
backpack
2 days rations

Jval is an orphan,who was abandoned as an infant. Found by a yogi, he was raised by the members of the tiny Surya (Sun) sect of psionic disciples in the Adribandhas Mountains. His Rishi lineage and psionic powers were recognized at an early age by the aestics in the isolated ashram, and as he grew he devoted himself to the development of his mental powers.

Jval flourished under the yogi's tutelage and grew to manhood in the wilderness of the north. Then a year ago, Jval's ashram was attacked by a powerful rakasha declaring it was acting upon the orders of the devi Nagini, the serpent queen. The dozen yogi of Surya were slain in the attack, and Jval was gravely wounded. However, his unconcious form was hidden by the corpses of his comrades and the rakasha failed to finish him off. For months, Jval hid in the harsh mountians, slowly nursing himself back to health.

Now without a refuge or order, Jval has headed south, wandering. Neutral in dispostion and an aesetic, he is conflicted by his competing desires- to concentrate on his mental training and shun the world versus seeking revenge against the servants of the Serpent Queen.

Jval is reserved and awkward around people after a life lived in isolation. As a yogi, he wears a loose, draping dark saffron robe. Self conscious of his "touched" appearance he also wears a linen shawl of the same color in all but the hottest weather, to obscure his face.
 
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Adus Chwian
Bhallukan Muni/Shikari
Mnk5/Rgr1, 5d8+1d10+6
5'9", 160 lbs

Str 15 (+2)
Dex 14 (+2)
Con 12 (+1)
Int 13 (+1)
Wis 16 (+3)
Cha 5 (-3)

Alignment: LN
AC 16 (+2 Dex, +3 Wis, +1 Class Bonus)
Initiative: +2
BAB +4
Fort +7, Ref +6, Will +7
Speed 40ft

Skills:
Climb 6+2, Jump 6+2+2+10, Balance 6+2+2+10, Tumble 6+2+2+10, Hide 6+2(+15), Move Silently 6+2, Escape Artist 6+2, Knowledge (religion) 6+1, Spot 1+3, Listen 1+3, Wilderness Lore 4+3

Feats:
Track, Improved Unarmed Strike, Expertise, Deflect Arrows, Power Attack, Flying Kick, Roundabout Kick, Fists of Iron (Ambidexterity, Two-Weapon Fighting)

Class Abilities:
Flurry of Blows, Evasion, Still Mind, Purity of Body, Slow Fall (20ft), Favored Enemy (Yuan-Ti)
Special: Foot & Fist Mastery (+10 to Jump, Tumble & Balance)

Posessions: Travelling Clothes, Backpack & Supplies, Dojo Uniform, many hooded cloaks, +1 Frost Longbow (8,375gp), Ring of Sustenance (2,500gp), Khandar (Bastard Sword), Psychoactive Skin of the Chameleon (4,500gp)

Background: Adus Chwian was deemed to ugly by his parents at birth, and was given into the care of the Monastery of the Stomping Foot. Raised to be a hunter of the Tainted Snakes, his social skills have withered beyond repair, but his skill at martial arts has become unmatched. Travelling and fighting ever in the wilderness of Bhalluka has steeled him for battles yet to come. When appearing in public, or when he encounters other humans in the jungle, Adus wears a long and wide cloak, with a hood that obscures his facial features and scarred limbs. Underneath is a fighting outfit which fits tightly and is very short, so as not to get in the way when he's kicking, punching, shooting or slashing at the hated Snake-Folk.
 
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Arjay Bharanda
Human (Kokaha), Kshatrya, NG
Yavana 2 Baladhara (Psychic Warrior) 4

Arjay is a tall, athletic man in his late 20’s. He has the intense rugged look of the Steepe nomads and bright green eyes. The son of a wealthy chieftain Arjay began his life as most of the Children of the Steepe do, herding sheep, riding horses, staging the occasional raid and generally enjoying the open sky.
He was liked well enough by his peers, although he sometimes had to be chastised for the vicious and merciless savagery with which he dispatched his foes - often leaping from his horse so that he could see the look on an opponents face as he decapitated them with his Kukri.

In was during one such raid on a small Adribandha village that Arjay kidnapped Luksmi a young woman whom he wanted as his wife. However Luksmi was a fiesty and independent soul and made the ride difficult for Arjay. Eventually his companions left him and his 'prize' behind and she used this opportunity to escape. So she was off running into the hills, Arjay behind when out of nowhere the pair were confronted by a huge tiger.

The Tiger attacked rearing up to pounce, but Arjay was faster - he dodged to the left and swinging his Kukri up behind him severed the Tigers paw, screaming with pain the tiger spun and lunged in again this time striking hard and sending Arjay back reeling. Luksmi watched as the two raging beasts exchanged blows, Arjay dodging and cleaving until finally he made a lucky strike to the back of the Tigers head severing its spine.
In a final fury the Tiger spun and lunged both man and cat went down and then there was silence - the Tiger was dead.

Despite what he had done in kidnapping her Luksmi could not just leave him behind and so she pulled the mans body free and carried him to shelter, tending his wounds and nursing him back to health. It was more than two weeks before he recovered fully and in that time a bond had formed between the pair. When finally Arjay was well he returned Luksmi back to her village and begged her father forgiveness for what he had done. This was granted mainly because he had killed the Tiger that had been terrorising the mountain villages and Arjay was allowed to stay for one year serving in the house of Luksmi's father. A year later Arjay and Luksmi were wed and Arjay was named 'vaghaika kunwar' (Tiger Prince)
Arjay spends his time between the Steepes and the Adribandhas, having established some trade between the two peoples. He owns a substantial flock tended by his relatives on the steepes but tends to spend more time with Luksmi's father learning the ways of the Baladhara.
Luksmi works closely with the local Brahmin as a healer and they have one child aged 3.

Str 14 +2 (18/4) Con 14 +2 (18/4) Dex 16 +3 Int 14 +2 Wis 12 +1 Chr 11 +0

HP 40 (+12 Rage) (2d12+3d8) Spd 40/50 Init 7 (improved)
Bab 5 m7 r8 AC 17 (+4 Inertial Armour -2 Rage)
Fort 9 Refx 6 Will 5 (+2 Rage = 7)

Handle Animal 6(6+0), Intimidate 5(5+0), Intuit Direction 3(2+1), , Listen 5 (4+1), Ride 9 (6+3), Wilderness Lore 7 (6+1).
Autohypnosis 6(5+1), Balance 7(4+3), Concentration 5(3+2), Stabilize Self 7(5+2), Tumble 5 (2+3), Use Psionic Device 4 (3+1).
Cross: Move Silently 5 (3+2)
NoRanks: Climb (2), Craft (2), Swim (2), Jump (2)

FEATS/SQ Feat: Improved Initiative, Feat Improved Unarmed Strike, Rage 1/day, Fast, Uncanny dodge, Feat* Mobility, Feat*Power Attack Feat: Speed of Thought, Feat Inertial Armour +4

PSIONICS pp 4 rp 1
Combat Modes 3
O 3 Catfall, Daze, Talon
1 2 Hustle, Vigour

EQUIPMENT
Keen Adamentium Kukri +1 (1d4, 15-20/X2), 10 Javelins (1d6, X2, 30 ft.), Lance (1d8,x3)
Horse (Light War), Saddle (riding), Saddle bags, Bit & Bridle Blanket, Rope (hemp),
Ring of Stabilization, Boots of Speed

PS Yellowsign please check the Crit Ranged on the Keen Kukri*
 
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Zhangyong - Vanaran Brahmin from Bhalluka

Zhangyong
Shikari 1 / Brahmin 5 [XP:15,000]
Male Vanara
Size: M
Alignment: Chaotic Good
Height/Weight: 5 ft. 2 in./101 lbs.
Abilities:
---STR 12
---DEX 14
---CON 12
---INT 14
---WIS 18
---CHA 12
HP: 34
AC: 17 (Chain Shirt +4, Dastana +2, Dex +2)
Init: 6 (Dex +2, Imp Init +4)
Speed: 60, Climb 40 [Anklets of S&S x2]
Saves:
---Fort +5 (Base +3, Con +1, Spirit's Favor +1)
---Ref +4 (Base +1, Dex +2, Spirit's Favor +1)
---Will +9 (Base +4, Wis +4, Spirit's Favor +1)
Base Attack Bonus: +4
Melee Attack Bonus: +5 (Str +1)
Ranged Attack Bonus: +6 (Dex +2), +8 within 30ft (Zen Archery, Wis +4)
Weapons:
---Tulwar +1 (Weapon Focus) [1D6+2/18-20/x2]
---Bich'wa [1D4+1/19-20/x2]
---Masterwork Mighty Composite Longbow (Str +1) [1D8+1/x3]
Special Attacks: None
Special Qualities:
---Low-light Vision
---1st Favored Enemy (Yuan-Ti)
---Animal Companion
---Spirit Sight
---Turn or Rebuke Undead
---Spirit's Favor
Feats:
---Ambidexterity [Virtual]
---Improved Grapple [Bonus]
---Improved Initiative
---Improved Unarmed Strike [Free]
---Run
---Track [Free]
---Two-Weapon Fighting [Virtual]
---Weapon Focus (Tulwar) [Bonus]
---Zen Archery
Skills:
---Balance +13 (Dex +2, Rank +5, Race +4, Synergy +2)
---Climb +12 (Dex +2, Rank +2, Race +8)
---Hide +13 (Dex +2, Rank +9, Race +2)
---Jump +22 (Str +1, Rank +5, Race +4, Synergy +2, Anklets of S&S +10)
---Listen +6 (Wis +4, Rank +2)
---Move Silently +13 (Dex +2, Rank +9, Race +2)
---Spot +9 (Wis +4, Rank +5)
---Tumble +9 (Dex +2, Rank +5, Synergy +2)
---Wilderness Lore +6 (Wis +4, Rank +2)
Magic Items:
---Anklets of Striding and Springing [same as Boots (for flavor purposes only) - 2500gp]
---Dastana +1 [1175gp]
---Dust of Tracelessness [250gp]
---3 Potions of Cure Light Wounds [150gp]
---Potion of Cure Moderate Wounds [300gp]
---Tulwar +1 [2330gp]
---Wings of Flying [5500gp]
Equipment:
---Backpack [2gp]
---Bedroll [1sp]
---Chain Shirt [100gp]
---Flint & Steel [1gp]
---Gong [1gp]
---Masterwork Mighty Composite Longbow (Str +1) [600gp]
---Monk's Outfit [5gp]
---Prayer Beads [1gp]
---Prayer Wheel [25gp]
---Quiver of Arrows (20) [1gp]
---Sack [1sp]
---50 ft. Silk Rope [10gp]
---Small Bell [1gp]
---3 Torches [3cp]
---2 week's trail rations [7gp]
---Waterskin [1gp]
Coins: 37gp

Shaman Spells
Spells per Day: 5 / 4+1 / 3+1 / 2+1
Spell Save DC: 14 / 15 / 16 / 17

0-Level Shaman Spells (inori)
---Cure Minor Wounds. Cures 1 point of damage.
---Detect Magic. Detects spells and magic items within 60 ft.
---Detect Poison. Detects poison in one creature or object.
---Purify Food and Drink. Purifies 1 cu. ft./level of food or water.
---Read Magic. Read scrolls and spellbooks.

1st-Level Shaman Spells
---Doom. One subject suffers -2 on attacks, damage, saves, and checks.
---Invisibility to Undead. Undead can't perceive one subject/level.
---Obscuring Mist. Fog surrounds you.
---Summon Nature's Ally I. Calls creature to fight.

2nd-Level Shaman Spells
---Hold Person. Holds one person helpless; 1 round/level.
---Invisibility to Spirits. Spirits can't perceive 1 subject/level.
---Summon Nature's Ally II. Calls creature to fight.

3rd-Level Shaman Spells
---Invisibility to Enemies. As invisibility to spirits, but all hostile creatures are affected.
---Summon Nature's Ally III. Calls creature to fight.

SHAMAN DOMAINS
TRAVEL DOMAIN / Granted Powers: For a total time per day of 1 round per your shaman level, you can act normally regardless of magical effects that impede movement (similar to the effect of the spell freedom of movement). This effect occurs automatically as soon as it applies, lasts
until it runs Out or is no longer needed, and can operate multiple times per day (Lip to the total
daily limit of rounds). This is a supernatural ability. Wilderness Lore is a class skill.

TRAVEL DOMAIN SPELLS
---1 Expeditious Retreat. Doubles your speed.
---2 Locate Object. Senses direction toward object (specific or type).
---3 Fly. Subject flies at speed of 90 ft.

WAR DOMAIN / Granted Power: Free Martial Weapon Proficiency (if necessary) and Weapon Focus with a Small or Medium-size simple or martial melee weapon of your choice.

WAR DOMAIN SPELLS
---1 Magic Weapon. Weapon gains +1 bonus.
---2 Spiritual Weapon. Magical weapon attacks on its own.
---3 Magic Vestment. Armor or shield gains +1 enhancement/three levels.

Background:
The Brahmins of Bhalluka are dedicated to warfare against the Yuan-ti of the ruined kingdom of Mahasarpa. Zhangyong, as a Brahmin of the temple of Mahabhalla, has been trained from birth to lead the ferocious Devapalas of his temple in missions against the accursed & vile serpent-folk that are threatening to overwhelm his homeland.

On his most recent mission, Zhangyong and the rest of his party were betrayed by a Silent Storm assassin, who was posing as one of Zhangyong's Devapalas. The entire party was ambushed by Yuan-ti and, in the ensuing melee, all of Zhangyong's brethren were massacred. The assassin and the Yuan-ti left Zhangyong for dead along with the others. How Zhangyong survived, he does not know. He believes that The Great Bear Spirit spared him for a greater purpose.

As a member of the order of Slayers, Zhangyong is honing his skills to become one of the elite Shadow Scouts who have a great deal of autonomy and independence in how they operate. His natural Vanaran abilities have helped him greatly in his progress towards this goal. Once he joins this advanced group, Zhangyong believes that he will truly be prepared to carry out the will of the Mahabhalla and wipe both the Yuan-ti and the Silent Storm assassins from the face of the earth.

Description:
Zhangyong's face is distinctly monkeylike, with a protruding muzzle, furred cheeks and a wide, lipless mouth. His body is covered with light blue fur. He has a long, semiprehensile tail, long fingers & toes and large ears, but his arms, legs & torso are proportioned like a human. Zhangyong is curious, bluntly honest, incredibly loyal & extremely brave.
 
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Yudhistra Mustaranak, LG human male, age 34
Caste: Kshatriya of Ghandarva

Singh 5/Order of the Bow 1

Str 14
Dex 17
Con 12
Int 12
Wis 14
Chr 10

BaB +6/+1
HP 44
AC 19
Fort +5
Ref +6
Will +5
Initiative +7

Skills (33 ranks):
Climb 3 + 2 = +5
Craft (bowmaking) 7 + 1 = +8
Handle animal 3 = +3
Jump 3 + 2 = +5
Knowledge (arcana) 3 + 1 = +4
Knowledge (religon) 3 + 1 = +4
Ride 5 + 3 = +8
Swim 3 + 2 = +5

Feats: Improved Initiative, Point Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Weapon Focus (composite bow), Weapon Specialization (composite bow)

Equipment (12,839.1 gp):
chain shirt +1: 1,250 gp
mighty (+2) composite longbow +1: 2,600 gp
longsword +1: 2,315 gp
dagger: 2 gp
15 arrows +1: 600 gp
vajra arrow: 480 gp
wings of flying: 5,500 gp
backpack: 2 gp
bedroll: 1 sp
flint & steel: 1 gp
4 days' rations: 2 gp
waterskin: 1 gp
masterwork bowyer's tools: 55 gp
courtier's outfit: 30 gp
traveller's outfit: 1 gp

remaining wealth: 161 gp 9 sp

While technically a member of the noble kshatriya caste, Yudhistra's family holds no special lands or station, and is only distantly related to the ruling families of Gandharva. In most cases, he would have simply been a loyal but unsung soldier like his father. However, Yudhistra always has a strong spiritual side, and this has led him to his current path. As a young boy, he was greatly inspired by the tales and songs of ancient heros, especially those of the archer Rama. He took up the studies of archery and bowmaking in an attempt to emulate his hero.

Later, when he was older, he began studying with the anatma monastic sect, which teaches that humanity is only a step below the gods and is fully capable of attaining divinity or liberation within a single human lifetime. Through this learning, Yudhistra was put on the path of devotion, or kama yoga, in which the adherent dedicates his life to a single god, performing the diety's wishes and becoming as close to the god as possible. While he is careful not to neglect his duties to the other gods, Yudhistra considers Rama to be his patron, and seeks to live a life of goodness and bravery in honor of his god. Ordinarily, he acts as an archery master and bowyer for the local ruler's armies. However, he is occasionally called way by the anatman brahmins to help with various quests. His superiors allow this because of the influence of the sect, the knowledge he learns travelling, and the honor involved in such deeds.
 


Probably the first time this picture has been used...

Sanjit
Male Hengeyokai (Mongoose)
Swami (wu jen) 5 (6 ELC)
Chaotic Good

Str 10 -
Dex 13 +1
Con 15 +2 (17 in Hybrid +3)
Int 18 +4
Wis 8 -1
Chr 10 -

Hp 25 (30 in Hybrid)
Ac 14 (+2 armor, +1 dex, +1 deflection)
Init +1
Speed 30ft

Fort +5
Reflex +2
Will +3

Light Crossbow +1: +4/1d8+1 (19-20/x2) 80’
Bich’wa (Dagger) x2: +2(+3)/1d4 (19-20/x2) 10’

Skills:
Concentration +10
Knowlege: Arcana +10
Craft: Stonecutting +8
Spellcraft +12
Move Silently +5 (+9 Hybrid)
Hide +5
(Disguise +10 in Animal form)

Feats/Abilities:
Shape Shift 6/day
Hybrid: Low Light/+2 Con

Empower Spell
Great Fortitude
Craft Wand

Sudden Action (+4 init) 1/day
Spell Secret: Endurance ( Extended)

Elemental Mastery: Earth;
+2 DC vs Earth Spells
+2 Save vs. Earth Spells

Spells Memorized:
0 Level:
Detect Magic
Read Magic
Mage Hand
Daze

1st Level:
Hail of Stones
Iron Scarf
Shield
Scales of the Lizard

2nd Level:
Endurance (EXTENDED) x2
Invisibility

3rd Level:
Earthbolt
Hail of Stones (EMPOWERED)

Possessions:

Weapons: Dagger; Dagger; Bolts, crossbow (20); Bolts, crossbow (20); Bolt, Silvered; Bolt, Silvered; Bolt, Silvered; Bolt, Silvered; Bolt, Silvered;

Goods: Backpack; Bedroll; Flint and steel; Ink (vial); Inkpen; Rations, trail (per day); Rations, trail (per day); Rations, trail (per day); Rations, trail (per day); Rations, trail (per day); Waterskin (full); Stonecarver's tools; Spellbook; Traveler's outfit; Salt (lb); Silk(2lbs); Cloves(1lb); Smokestick; Smokestick.
44gp

Magic Gear:
Bracers of Armor +2
Ring of Protection +1
Wand of Charm Person
+1 Light Crossbow
Scroll of Knock x2
Potion of Barkskin
Potion of Cure Light Wounds
Screaming Bolt

Sanjit appears as a taller human with sleek features and a few wiskers that form the semblance of a trimmed mustache. His grey eyes seem a bit beady, but gleam with an obvious cleverness. He wears the plain, worn grey garments of a traveling Shudra peasant, with the distinction that his feet remain unshod.

Sanjit has traveled the Seven Kingdoms for a human lifetime already, having originally learned his mystical trade from another Hengeyokai Swami on the fringes of the port city of Lakshmana. During his early years, he spent a great amount of his time observing the people that came and left through the port, and became somewhat enthralled with the variety of foreigners from distant lands. Occasionally his master was sought out by people (local residents and foreign groups alike) to find some long-lost relic or provide other magical services, and Sanjit took these opportunities to learn a bit about the lands beyond the Seven Kingdoms. Most of his young life was spent in isolation however, as his supernatural nature set him apart from the majority of the populace. After his tutelage was exhausted, Sanjit made his way into the seven kingdoms, determined to learn about the people and find a place for himself. After visiting the dour Vriscika and the fierce city of Singha, Sanjit settled outside the village of Peokett in the Kingdom of Bhalluka. He now resides in a mud hut carved into a clay hillside several miles from town, and has only visited the village a handful of times. His current pastimes are carving small stone idols to sell and decorate his sparsely furnished home.
PCP_halfbreed14.jpg
 
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