Khabekh-Shu

Ram Khemet's page

No posts. Organized Play character for Rusty Ironpants (RPG Superstar 2015 Top 16).


About Ram Khemet

Ram Khemet
Male human (Garundi) fighter 6/living monolith 3
LN Medium humanoid (human)
Init +2; Senses Perception +12
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Defense
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AC 29, touch 13, flat-footed 27 (+11 armor, +1 deflection, +2 Dex, +5 shield)
hp 84 (9 HD; 3d8+6d10+29)
Fort +11, Ref +7, Will +7 (+2 vs. fear); +2 vs. diseases and curses, +2 vs. negative levels, death effects, and mind-affecting effects
Defensive Abilities fortification 10%; DR 1/—; Immune bleed, blood drain
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +3 khopesh +16/+11 (1d8+8/19-20) or
. . cestus +12/+7 (1d4+4/19-20) or
. . mwk dagger +13/+8 (1d4+4/19-20)
Ranged longbow +10/+5 (1d8/×3)
Special Attacks weapon training (heavy blades +1)
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Statistics
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Str 19, Dex 14, Con 14, Int 13, Wis 10, Cha 10
Base Atk +8; CMB +12 (+16 trip); CMD 25 (27 vs. grapple, 29 vs. trip)
Feats Combat Expertise, Combat Reflexes, Endurance, Exotic Weapon Proficiency (khopesh), Felling Smash[UC], Greater Trip, Improved Trip, Iron Will, Power Attack, Toughness, Vital Strike
Traits mummy-touched, threatening defender
Skills Acrobatics +1 (-3 to jump), Climb +3, Handle Animal +4, Intimidate +6, Knowledge (dungeoneering) +6, Knowledge (engineering) +8, Knowledge (history) +12, Knowledge (religion) +6, Linguistics +6, Perception +12, Survival +8 (+10 to avoid becoming lost)
Languages Ancient Osiriani, Common, Osiriani, Sphinx
SQ armor training 1, fortified flesh, soul stone, stone blood
Combat Gear potion of cure serious wounds, potion of darkvision, potion of fly, wand of cure light wounds (32 charges), alchemist's fire (6); Other Gear +2 full plate, +3 heavy steel shield, +3 khopesh[APG], arrows (20), cestus[APG], longbow, mwk dagger, boots of speed, cloak of resistance +2, handy haversack, ring of protection +1, wayfinder[ISWG], bandolier[UE], bedroll, belt pouch, ka stone (worth 1,000 gp), nexus crystal see chronicle #9 (0.5 lb), sunrod (2), trail rations (10), 2,172 gp
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Special Abilities
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Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Combat Expertise -2/+3 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Felling Smash Trip a foe when you make a power attack
Fortification 10% You have a chance to negate critical hits on attacks.
Fortified Flesh (Ex) When using soul stone, +10% fortification & +1 DR/-.
Greater Trip Foes you trip provoke AoO when they are knocked prone.
Immunity to Bleed You are immune to bleed.
Immunity to Blood Drain You are immune to blood drain effects.
Improved Trip You don't provoke attacks of opportunity when tripping.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Soul Stone (Ka Stone, 3/day) (Su) As a swift action, enlarge person self.
Stone Blood (Ex) Automatically stabilize when dying.
Vital Strike Standard action: x2 weapon damage dice.
Weapon Training (Blades, Heavy) +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades

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