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About Khalid Al Ha'zareen20 point Build Description:
Hair: Black Eyes: Dark Brown Height: 6’1” Weight: 195 lbs. Khalid is dressed as an obvious worshipper of the Dawnflower, dressed in clean, well kept, functional clothing. Personality:
Khalid is a friendly but reserved man, unless his loyalty to his Church and nation are questioned, or the dignity of those institutions are questioned. Under those conditions, Khalid can become quite fierce and outspoken. Khalid has no time nor any use for Pesh dealers or the like. He will take mercy on those who are imprisoned by the drug, provided they seek to end their use of the drug.
Background:
Khalid is the son a prostitute, and Sarenrae only knows who else. He was raised on the streets of Katapesh until age 10, when his mother passed on to the Great Beyond as a result from some disease acquired in her line of work, and serious drug abuse. After his mother's death, Khalid was taken as a ward of the Church of Sarenrae. One of the priests at this church was a member of the Pathfinder society and saw a bit of potential in the orphaned street urchin, and took it upon himself to teach and train Khalid to be an agent of both the Church and the Qadiran pathfinders. Khalid is fiercely loyal to Qadiran Faction of Pathfinders and serves his nation and Church however needed, be it diplomat, advisor, missonary, spy or assassin. Favored Class: Inquisitor (+4 HP, +3 Skill Point) Equipment:
Tempest (+1 Frost Scimitar), Mithral Chainshirt +2, Light Crossbow, 20 bolts, Dagger, Traveler's Outfit, 100 ft. Silk rope, Masterwork Backpack, Flask of Oil, Wooden Holy Symbol of Sarenrae, Waterskin, Flint and Steel, Parchment (10 Sheets), Vial of Ink, Inkpen, Sealing Wax, Signet Ring, Whetstone, Potion of Cure Light Wounds, Belt of Dexterity +2, Grappling Hook, Light Mace, Handy Haversack, Scroll of Kakishon, Feather Step Slippers, Gloves of Reconnaissance, Cloak of Resistance +2, Amulet of Natural Armor +1, Potion of Reduce Person 50 gp Weight Carried: 48 lbs. (light load) Money:
Combat Statistics:
AC: 22 (26 vs AoO) (Touch 15, Flat-Footed 17) Initiative: +6 HP: 49
Attack Options:
Light Crossbow +9 (1d8; 19-20/x2) Dagger +9 (1d4 + 1; 19-20/x2; 10ft Range Increment) Ranged Touch (Fire Bolt) +9 (1d6 + 3; x2; 30ft Range, Fire/Holy damage, 1d8 + 6 vs. evil w/ natural fire resistance) - See Blessing of the Dawnflower Feat Light Mace + 9 (1d6 + 1; x2) Saving Throws
Skills:
Moldspeaker Bonus: +1 Bonus to all (Int) skills Acrobatics +8
Class Abilities:
Fire Domain: Fire Bolt, 30 ft. range 1d6 + 1/2 inquisitor level damage 5/Day Judgement:Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made. At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again. When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed. Usable 2/Day - Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses. - Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses. - Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits. - Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target's spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses. - Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor. - Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons. - Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor's. If she is neutral, the inquisitor does not receive this increase. - Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses. - Smiting: This judgment bathes the inquisitor's weapons in a divine light. The inquisitor's weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor's weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor's alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor's weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness). Monster Lore: Inquisitors add WIS modifier in addition to INT modifer to all Knowledge skill checks to identify the abilities and weaknesses of creatures Stern Gaze: Inquisitors are skilled at sensing deception and intimidating their foes, as a result, inquisitors receive a morale bonus to Sense Motive and Intimidation checks equal to 1/2 inquisitor level (minimum 1). Cunning Initiative: At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier. Detect Alignment: At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time. Track: At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks. Solo Tactics: At 3rd level, all of the inquisitor's allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies' positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus. Teamwork Feat: At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat. As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier. Bane: At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor's level. These rounds do not need to be consecutive. Discern Lies: At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.
Traits:
Flame of the Dawnflower (Religion): Whenever you score a critical hit with a scimitar, you deal an additional two points of fire damage to your target. Missionary (LoF Campaign): You’ve spent much of the last several years serving your faith, and the conviction and dedication to your church has impressed many. Perhaps you’ve donated much of your personal wealth or time to serving the church, or you’re the child of a powerful or well-loved member of the church, an orphan raised by the church, or a foundling with a strange birthmark that bears more than a passing resemblance to your faith’s holy symbol. The faith has long supported you, and you are eager to repay the church in some way. In Katapesh, the establishment of a new village is always cause for interest to the nation’s churches, as establishing new temples in villages is an excellent way to expand upon the church’s resources and bring in more faithful. If the Pactmasters’ plans to revitalize and rebuild Kelmarane are successful, the village will need a temple, and your faith is keenly interested in being represented there. This campaign trait is particularly suited to worshipers of Sarenrae, as Kelmarane was founded near an old monastery dedicated to the Dawnflower, and reconsecrating that monastery is of great interest to Sarenrae’s church. Furthermore, a temple dedicated to her once stood in Kelmarane itself, but it has long since fallen into ruin; whispers among the religion tell that the church’s old pastor may have fallen from grace and may even have been part of the cause of the hard times that befell the village. You’ve joined Garavel’s band in hopes of helping to establish a new temple in the soon-to-be revitalized village. You’ve been selected for your dedication to the church and your strong social graces—pick one of the following skills: Bluff, Diplomacy, Intimidate, Knowledge (religion), Perform (any), or Sense Motive. You gain a +1 trait bonus on checks using that skill, and it is always considered a class skill for you, (Perform (Dance)) Manifest Tempest:The Moldspeaker can manifest Tempest out of mold-dust, even though the weapon is not otherwise present. This effect lasts for 3 hours per day, and does not work if the actual weapon is within 30 feet. If the weapon is later brought within 30 feet, the mold replica disintegrates and cannot be summoned until the following day.
Feats:
Weapon Finesse: May use DEX modifier for melee attack rolls in place of STR modifier with light weapons, and select other weapons. Dodge: Gain a +1 dodge bonus to AC and CMD. Desert Dervish: When wielding a scimitar with one hand you can use your Dexterity modifier instead of you Strength modifier on melee attack and damage rolls. You treat the scimitar as a one handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist's precise strike ability). The scimitar must be for a creature your size. You can not use this feat if you are carrying a weapon or shield in your off hand. Mobility: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Precise Strike (Teamwork): Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit. Blessing of the Dawnflower: As a reward for reclaiming her churches in Kelmarane, the Goddess has blessed you, infusing your fire bolts with a portion of your Goddess' divine energy. Your fire bolts deal holy as well as fire damage. This has the effect of bypassing fire resistance. In addition, the fire burns especially harshly against evil creatures of fire and flame. Against creatures of evil alignment with natural fire resistance (ie not conveyed from a spell or item) your fire bolts do 1d8 damage + 1 per level of inquisitor (rather than +1 for every two levels). Outflank (Teamwork - Changeable): Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally. Spring Attack: As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn. Spells Known:
0 Level (DC 12): Guidance, Light, Disrupt Undead, Brand, Detect Magic, Create Water 1st Level (5/Day; DC 13): Cure Light Wounds, Shield of Faith, Divine Favor, Protection from Evil, Bless 2nd Level (3/Day; DC14): Weapon of Awe, Invisibility, See Invisibility, Cure Moderate Wounds 3rd Level (1/Day; DC 15): Cure Serious Wounds, Keen Edge
Current Status:
HP: 37/49 Non-Lethal Total: 0 Spells: 1st Level: 4/5, 2nd Level: 2/4, 3rd Level 0/1
Conditions:Weapon of Awe (+2 Damage), Shield of Faith (+3 AC), Judgement (+2 to Damage), Bless, Keen Edge, Protection from Evil, Haste
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