Katapesh Sailor

Bahram Alhazred's page

95 posts. Alias of Louxman.


Full Name

Bahram Alhazred

Alignment

LN

Deity

Sarenrae

Strength 14
Dexterity 17
Constitution 14
Intelligence 13
Wisdom 10
Charisma 10

About Bahram Alhazred

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Bahram Alhazred
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Male Human Keleshite Cavalier Luring Cavalier/Beast Rider 2
LG/N Medium Humanoid (Human)

Init +3; Senses Perception +6

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Daily Uses: Challenge 1/1 Tactician 1/1
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Defense
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AC 19, touch 13, flat-footed 16 (+6 Armour, +3 Dex)
HP 18/18
Fort +5, Ref +4, Will +3

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Offense
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Speed 30 ft. 20ft in Armour

Melee
Dagger (+5) D4+2
Arrow (+5) D4+2 (improvised)

Ranged
Composite Bow (+7) D8+2 110ft

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Statistics
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Str 14 (+2), Dex 17 (+3), Con 14 (+2), Int 13 (+1), Wis 10 (0), Cha 10 (0),
Base Atk +3; CMB +5; CMD 18

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Traits
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Heart of the Wilderness:
Humans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them.

Tribalistic:
Many humans naturally form into cliques or tribes, and these humans work exceptionally well with those they view as fellow tribe members. Such humans gain a +2 racial bonus on attack rolls and skill checks to use the aid another action to aid humans of the same ethnicity. Humans with this racial trait must hail from an ethnicity that has its own language other than Common, and they only start with that language; if they have high Intelligence scores, they can select their bonus languages from among Common, Giant, Goblin, and Halfling. This racial trait alters starting and bonus languages.

Trap Finder:
You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.

Seeker:
You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Carefully Hidden:
You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects.

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Feats
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Mounted Combat:
Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.

Mounted Archery:
The penalty you take when using a ranged weapon while mounted is halved: –2 instead of –4 if your mount is taking a double move, and –4 instead of –8 if your mount is running.

Catch of Guard:
You do not suffer any penalties for using an improvised melee weapon. Unarmed opponents are flat-footed against any attacks you make with an improvised melee weapon.

Distracting Charge:
When your ally with this feat uses the charge action and hits, you gain a +2 bonus on your next attack roll against the target of that charge. This bonus must be used before your ally’s next turn, or it is lost.

Point-Blank Shot:
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

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Skills (Stat/Class/Ranks/Other)
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Climb +6 (2+3+1)
Disable Device +12* (3+3+3+3)
Handle Animal +5* (0+3+2)
Knowledge: Local +7 (1+3+3)
Perception +7 (0+3+3+1)
Profession: Scout/Soldier +4 (0+3+1)
Ride +9 (3+3+3)
Survival +6* (0+3+2+1)

ACP -5

Languages Kelish (Uzbek), Common,

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Special Abilities
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Exotic Mount (Ex):
At 1st level, a beast rider forms a bond with a strong, loyal companion that permits him to ride it as a mount. This mount functions as a druid’s animal companion, using the beast rider’s level as his effective druid level. The animal chosen as a mount must be large enough to carry the beast rider (Medium or Large for a Small character; Large or Huge for a Medium character). The beast rider does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained, and begins play with Endurance as a bonus feat. A beast rider’s mount does not gain the share spells special ability.
Each time the beast rider increases in level, he can choose to select a new, more impressive mount better suited to his increased power.
Small-sized beast riders can choose a pony or wolf mount at 1st level. At 4th level, a Small beast rider can also choose an allosaurus, ankylosaurus, arsinoitherium, aurochs, bison, boar, brachiosaurus, elephant, glyptodon, hippopotamus, mastodon, megaloceros, riding dog, giant snapping turtle, triceratops, or tyrannosaurus. At 7th level, he can also choose a dinosaur (deinonychus or velociraptor).
Medium beast riders can choose a camel or horse mount at 1st level. At 4th level, a Medium beast rider can also choose an allosaurus, ankylosaurus, arsinoitherium, aurochs, bison, brachiosaurus, elephant, glyptodon, hippopotamus, lion, mastodon, megaloceros, giant snapping turtle, tiger, triceratops, or tyrannosaurus as his mount. Additional mounts might be available with GM approval.
In addition, a 7th-level or higher Medium beast rider can select any creature whose natural size is Large or Huge, provided that creature is normally available as a Medium-sized animal companion at 7th level (like a bear). To generate statistics for such a mount, apply the following modifications:
• Size Large
• Ability Scores Str +2, Dex –2, Con +2;
• Increase the damage of each of the mount’s natural attacks by one die size.
A beast rider cannot choose a mount that is not capable of bearing his weight, that has fewer than four legs, or that has a fly speed (although the GM may allow mounts with a swim speed in certain environments).
Anytime a feat or ability allows a mount to make a hoof attack, it can make a claw, slam, or other analogous attack instead.

Far Challenge (Ex):
Once per day, a luring cavalier can use his far challenge ability as a swift action. When he does, the luring cavalier chooses one target within sight to challenge. The luring cavalier’s ranged attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the luring cavalier’s level. The luring cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level. Furthermore, once per day, the luring cavalier may spend a use of his far challenge ability to double the potential extra damage of his ranged attack. Before making the attack roll, he can choose to spend a use of his challenge to deal twice his cavalier level in extra damage on a successful hit instead of just his cavalier level in extra damage. If the attack misses, the use of the challenge is wasted.
Challenging a foe requires subtle deceits and strategies. The cavalier must make it look like he is a soft target. The subject of the far challenge gains a +4 bonus on attack rolls made against him. This challenge remains in effect until the target is dead or unconscious, until the target hits the luring cavalier with a melee attack, or until the combat ends. If this challenge ends because the target hits the luring cavalier with a melee attack, this challenge changes to the effects of the normal cavalier challenge, and gains any order benefit the luring cavalier has.

Order (Ex):
At 1st level, a cavalier must pledge himself to a specific order. The order grants the cavalier a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts that the cavalier must follow. If he violates any of these edicts, he loses the benefits from his order’s challenge ability for 24 hours. The violation of an edict is subject to GM interpretation. A cavalier cannot change his order without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once accomplished, he gains all of the bonuses from his new order.

Order of the Land
Edicts The cavalier must always strive to protect the common folk from the depredations of oppressive regimes. He must not decline any duty or mission because he is not properly equipped for it.
Challenge Whenever an order of the land cavalier issues a challenge, he receives a +1 morale bonus on ranged attack rolls against the target of his challenge. This bonus increases by +1 for every four levels the cavalier possesses.
Skills An order of the land cavalier adds Knowledge (local) (Int) and Survival (Wis) to his list of class skills. In addition, whenever an order of the land cavalier makes a Survival check to avoid getting lost, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).

Adaptive Strike (Ex):
At 2nd level, the cavalier receives Catch Off-Guard as a bonus feat. As a swift action, he can cause an armed opponent to become flat-footed against any attacks he makes during that round with an improvised weapon. This ability can be used once per combat.

Tactician (Ex):
At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.

Careful Aim:
At 3rd level, when a luring cavalier makes a ranged attack with his highest base attack bonus, he can ignore the penalties for firing up to three range increments away. If he is using a firearm, he can target touch AC up to two range increments away. This effect stacks with effects that allow the cavalier to make ranged attacks farther without penalty or that allow him to target touch AC with a firearm beyond the first range increment.

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Mount:
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”Shirin”
Female Horse Large

AC 17, TAC 11, FAC 15
(+6 Natural Armor, +2 Dex, -1 Size)
HP 24
Fort +5, Ref +4, Will +4
Base Atk +2; CMB +7; CMD 21
Abilities: Str 17(+3), Dex 14(+2), Con 15(+2), Int 2(-4), Wis 12(+1), Cha 6(-2)
Speed: 50 ft. (10 squares)

Attacks:
Bite +4 (1d4+3)
Hoof -1 (1d6+1, Secondary)
Hoof -1 (1d6+1, Secondary)

Feats and Abilities:
Low-light Vision, Scent, Link, Stable Gallop, Iron Will, Endurance, Evasion,

Tricks:
attack, come, defend, down, guard, heel, track, fetch,

Skills:
Perception +7 (1+3+3)

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Gear
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Carried:
Mwk Composite Longbow (+2) 3lbs
40 Arrows 6lbs
Dagger 1lb
Steel Lamellar 35lbs
Ioun Torch -
Mwk Thieves tools 2lbs
Scimitar 4lbs

On Horse:
Fighter’s Kit 29lbs
Bit and Bridle 1lb
Military Saddle 30lbs
Saddle Bags 8lbs
Light Wooden Shield 5lbs

Carrying Capacity
Light 0-58/0-76 lb. Medium 59-116/77-153 lb. Heavy 117-175/154-230 lb.
Current Load Carried 51/73lbs. Light/Light
Money 18gc

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HISTORY
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Story:

Bahram was a low ranking military commander in the Keleshite military, operating mostly autonomously with a band of approximately 100 horsemen. That is until he was summoned to an audience with the high seer in Qadira. A great threat to the nations of Golarion had been foreseen in the future and Bahram was to intervene, the signs pointed to Nirmathas and so Bahram set off, with his men in tow.

After several weeks on the road they reached the border and quickly found themselves embroiled in running skirmishes. They eventually sought supplies in a nearby town but found the place in such a state that they remained to help rebuild and defend, forming bonds with the townsfolk in the process. Time passes, Bahram receives a summons to Tamran to report and, fearing that the town would fall if the Keleshites left, Bahram elects to travel alone, leaving his horse warriors and their allies to defend the town.

Bahram finds himself in Phaendar travelling through on his way to Tamran...

10 Minute Background:

Five concept capturing points
1) Bahram is a Keleshite military commander, his troops/companions are his first priority. The only exception is where this clashes with his oaths. Bahram treats his oath/order with religious fervour, the fate of the people outweighs everything.
2) He is a big man, people are often surprised by his grace and dexterity. He is happy to not be just as he seems.
3) Bahram believes in the superiority of Keleshite culture, he speaks Keleshite whenever practical and is disdainful of what he sees as the plebeian habits of other peoples.
4) Bahram is a militaristic follower of Sarenrae, his personal belief in her redemption remit is that this is redemption of the soul, not the mortal shell. He remorselessly dispatches fallen foes.
5) He has been sent to the Molthuni front by Qadiran seers who have foreseen a great danger. In the course of the war he was summoned to Tamran and, leaving his soldiers to guard a small town they had been protecting, made his way north, passing through Phaendar on the way.

Two character goals
1) To reunite with his band of warriors on the Molthune border.
2) To learn more of the threat foretold by the seers and act to counter it.

Two secrets
1) Bahram was the only one of his warband told about the foretold threat, at a private audience just before they left Qadira many months ago. He is not forbidden to tell others what he knows but, should he talk, he will be held responsible for any outcome of that choice.
2) His orders to return to Tamran were falsified by Molthuni agents. The day after he left, a force of Molthuni militia razed the town, forcing the remnants of his force and the citizens they could rescue into hiding in the Mindspin foothills.

Dramatis Personae
1) Ahrimo Bahram’s brother. Oversees the family estates back home. The two are very close and Bahram misses his council when away from home.
2) Karakt Half-orc inquisitor of Pharasma. A priest wandering Nirmathas. Bahram and Karakt have met a number of time in the course of the war and have a mutual respect and trust. Karakt has promised to support Bahram’s men while Bahram is away.
3)Haaro Haaro is Bahram’s second in the Kelish band. There is no man that Bahram would rather fight beside, his absence is sorely felt.

Three key memories
1) The meeting in Qadira when he was given his true mission. Bahram has mixed feelings about this. He is a driven man and thrives on having a calling, but until that evening he had never hidden anything from his men. This secret, which he sees as duplicity, sits heavy on his shoulders.
2) Taking his Oath. When Bahram arrived at the Nirmathi frontlines he was staggered by the deprivation, despondency and signs of depravity he found. After but a moment of introspection he raised his voice and made his oath.
3) Leaving Haaro, Karakt and his men to journey to Tamran. This tore Bahram up, but he understood his duty to report to his superiors.

…and a fear!
1) Spiders. Bahram is an arachnophobe