Biographical Information
Location of Birth Sothis, Osirion
Date of Birth (age 22)
Home Sothis
Physical Description
Race Human, Garundi
Gender Male
Hair Color Black
Eye Color Brown
Occupation Priest of Pharasma
Loyalty Xakohotep
Church of Pharasma

"I am the sharpened blade of my master's will. He merely has to point to an obstacle and I will cut it down."

Menkhep-Heb is a human cleric of Pharasma and the servant to the ancient pharaoh Xakohotep.

Menkhep-Heb has a tattoo of a rune of fealty to Xakohotep on his wrist.


Early Years

Resurrecting Xakohotep


Together Menkhep-Heb and Xakohotep sought the nearby town of Riddleport to seek the wisdom of the Cypher Mages. The mages allowed the two to study their libraries, where Menkhep-Heb taught the newly resurrected godling the northern "common" language.

They searched the nearby ruins outside of the city where they met the dragon-warlock, Timoran. He was also in the city to study the black blot that lied ofter the port. They spoke and decided to remain allies.

A week after they came to the city, the black blot disappeared and a tsunami hit the city, bringing many aberrations and sea creatures to the streets. Menkhep-Heb and his master stayed in the Golden Goblin and watched as the city fell apart. A great meteorite was also seen crashing into an island on the horizon. The great and powerful Xakohotep wished to see the fallen meteorite, so they procured a dwarven ship which also held Timoran as a voyager, and they sailed to the island known as the Devil's Elbow.

The Devil's Elbow

Once on the island, the dwarves fled, leaving the trio on the island. They sought the crater of the meteorite and found only strange tentacled beasts which attacked. The beasts were defeated but not before Menkhep-Heb was bitten and an infection began on his arm which steadily grew worse. They traveled back to the town, Witchlight, where Menkhep-Heb put himself into a stasis to await the dawn where he could pray for new spells to cure the infection.


With his fellows, Menkhep-Heb assaulted the last hold of the Drow in the city of Celwynvian. Within, they found an alabaster room with a elf maiden sitting over a pool. Menkhep-Heb quickly deduced it was an illusion and quickly cast a Magic Circle Against Evil around himself. Luckily too, as an aboleth burst out of the water, letting the illusion around the room drop and taking over the mind of Olin. However, after the creature told Olin to attack the rest of the part, Olin charged into the Magic Circle and regained his mind, instead attacking the Aboleth. The creature retreated under the water and Mabiel and Solomon set the water on fire with Alchemist Fires.

The creature had struck Olin with its tentacles and an oozing disease was spreading across his arm. Menkhep-Heb advised cutting off the appendage, but Solomon had knowledge of the condition and Olin decided to allow the disease to spread and to chance curing it later.

Afterwards they discovered a portal (quickly dispatching it's guardian) and entered. It seemed they had traveled back in time to the year of Earthfall, when Celwynvian was still in good repair. Menkhep-Heb and Olin searched the city for "strangers" and found a servant of a Runelord living in a manor within the city. Thought no important information could be received from her, they left with her convinced they wished her no harm and were not spies. Meanwhile, Mabiel researched the library and Solomon spoke with the elven wizards.

They met back up and came to the conclusion that this was the fabled Armageddon Echo they had heard of earlier and the Drow were here to discover how to re-enact Earthfall. Solomon explained that the Drow were currently at the Observatory and so the heroes left with a dedication to wipe out these troublemakers.

Powers and Abilities

Priestly powers and Necromancy

Martial skill

Scholastic ability


The Osirion Rune of Fealty


see Xakohotep

Timoran Azurescale

see Timoran Azurescale

Mabiel Goldenclover

see Mabiel Goldenclover


Olin Spindel

see Olin Spindel

Scythe fighter




Male human cleric of Pharasma 7
LN Medium humanoid (human)
Init +0; Senses Perception +5

AC 20, touch 11, flat-footed 20 (+5 armor, +3 shield, +1 natural, +1 deflection)
hp 56 (7d8+14)
Fort +8, Ref +3, Will +11

Speed 30 ft.
Melee +1 khopesh +8 (1d8+3; 19/20) or
Ranged +1 Shortbow +6 (1d6+1; x3)
Special Attacks channel positive energy 5/day (DC 15, 4d6) or negative energy (DC 15, 3d6)
Cleric Spells Prepared (CL 7th; concentration +12)

4th— Summon Monster IV, Death WardD
3rd— Bestow Curse, Dispel Magic, Magic Circle vs Evil, Animate DeadD
2nd— Bull's Strength, Resist Energy, Spiritual Weapon, Gentle ReposeD
1st— Command, Divine Favor, Shield of Faith, Summon Monster I, DeathwatchD
0 (at will)— Create Water, Detect Magic, Light, Mending
D Domain spell; Domains Healing (Restoration), Repose (Souls)

Str 15*, Dex 10, Con 14, Int 12, Wis 20, Cha 15
Base Atk +5; CMB +7; CMD 17
Feats Exotic Combat Casting, Command Undead, Selective Channeling, Versatile Channeler, Weapon Proficiency (Khopesh)
Skills Diplomacy +12, Knowledge (Arcana) +11, Knowledge (Engineering) +6, Knowledge (Religion) +11, Knowledge (History) +11, Spellcraft +11
*-1 Armor Penalty
Languages Common, Ancient Osiriani
Gear +1 Chain Shirt, +1 heavy steel shield, Amulet of Natural Armor +1, Ring of Protection +1, Cloak of Resistance +1, Belt of Giant Strength +2, Potion of Cure Light Wounds (x14), Cure Moderate Wounds Potion (x11), Potion of Shield of Faith +3, Scroll of Haste, Scroll of Cure Moderate Wounds (x3), Wand of Cure Light Wounds (32 Charges); ___g

Restorative Touch (Su): You can touch a creature, letting the healing power of your deity flow through you to relieve the creature of a minor condition. Your touch can remove the dazed, fatigued, shaken, sickened, or staggered condition. You choose which condition is removed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Touch the Spirit World (Su): With a touch, you can empower a weapon to affect incorporeal creatures. The weapon touched deals half damage to incorporeal creatures, or full damage if it is a magic weapon. This benefit lasts for a number of rounds equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Command Undead: As a standard action, you can use one of your uses of channel negative energy to enslave undead within 30 feet. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead. Intelligent undead receive a new saving throw each day to resist your command. You can control any number of undead, so long as their total Hit Dice do not exceed your cleric level. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If an undead creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict.


Osirionologist: You gain a +1 trait bonus on Knowledge (engineering) and Knowledge (history) checks, and Knowledge (engineering) is always a class skill for you. In addition, you may choose Ancient Osiriani as one of your bonus languages.

Healing (Restoration) Domain Spells: 1st—cure light wounds, 2nd—remove disease, 3rd—cure serious wounds, 4th—neutralize poison, 5th—break enchantment, 6th—heal, 7th—regenerate, 8th—mass cure critical wounds, 9th—mass heal.

Repose (Souls) Domain Spells: 1st—deathwatch, 2nd—gentle repose, 3rd—animate dead, 4th—death ward, 5th—slay living, 6th—antilife shell, 7th—destruction, 8th—waves of exhaustion, 9th—trap the soul.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License