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About Alzaar Na' KethTraits:
(Campaign) Trap Finder: Forgotten dungeons and ancient tombs have always held an appeal for you, and you’ve never been able to resist the urge to delve into these lost sites in search of knowledge, treasure, or both. You may not have received any formal training in the roguish arts, but you’ve nonetheless become skilled at spotting and disabling hidden traps. The tombs of Wati’s necropolis, just opened for exploration, seem like the perfect place to put your skills to the test. 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. Fate's Favored:Whenever you gain a luck bonus, that bonus increases by 1.
Class Abilities:
Bardic Knowledge (Ex) A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained. Cantrips (Sp)
Archaeologist’s Luck (Ex)
Clever Explorer (Ex)
Uncanny Dodge (Ex)
Trap Sense (Ex)
Racial Abilities::
Bonus Feat:Humans select one extra feat at 1st level. Skills:Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Stats
Saves:
Attacks:
Feats:
Skills:
Mundane Gear:
Potions:
Scrolls
Comprehend Languages
Spells Known
1: 4/day
Background
At first, as a young child, it was the city around his house. Under the docks, in deserted buildings, streets his family had never gone to, and the like. It progressed as he got older, all the way to to sneaking into temples and forbidden areas of the city. He never stole anything, it was the thrill of discovering the unknown that drive him. One day, while skulking about a Temple of Pharasma, he discovered an alcove overlooking a small classroom where an aged wizard gave magic lessons to rich students. He went there everyday he could, and learned a small amount of arcane skill. It wasn't the all powerful, reality bending power the old man promised his students, but it was enough to help Alzaar augment his ability to sneak, misdirect guards, and disappear when caught, and honestly, that was more than Alzaar ever dreamed of wanting. He kept his abilities secret from his friends on the streets, for if anyone found out a small street urchin could use magic, surely they would want to know where he learned it. As a teenager, he left the city for the first time, stowing away on a trade boat bound for Tephu. It was on that small trip that he first saw, in real life, a set of ruins, just waiting to be explored. After that sight, Tephu was just another city, the same streets, with a different name, for he had seen his childhood stories come to life. The ruins beckoned to him, begged him to open their vaults, to expose their secrets, to learn their magics, and bring back the artifacts within. So then, was it coincidence that almost right after he got back home, and was in the middle of telling his friends about it, that the announcement came to the city, that Kemet III was opening up ancient temples, ruins, and the like to explorers, to do the very thing that tugged so hard at Alzaar's soul? He signed up immediately, promising his parents that any riches he found would be used to improve their lives, to move them out of the docks, to provide a real home and food every night, but still they tried to stop him. "Those stories Alzaar, they are just that! Stories! There are things in those ruins not meant for us to know, to disturb! How many survivors have you known to return from the Sphinx Head?", but he left anyway, using his entire life's savings (And such a meager amount it was!) to stock up on adventuring gear. He joined the lottery the very day it opened. His first foray proved to be terribly uneventful, as did his second and third, but he did learn some useful tricks, like picking ancient locks, and when to run like Rovagug himself is on your heels. He also learned that with his experience sneaking around and exploring, he was more often than not on the very front of an exploratory march. And when a group accidentally walks into a corridor full of flesh eating fumes, that's not always the best place to be. So he taught himself to stop daydreaming, to pay attention to the details, lest he end up dead like so many before him. His fourth trip though, is where his fate was sealed. While exploring the ruins of an ancient temple in the middle of the Sahure Wastes, his group discovered a vault, buried under a pit of acid. It took the better part of a week to remove the acid, and longer than that to disable the multitude of deadly traps on the door, but they did it. When they opened the vault, and peered inside, they were not disappointed. Inside was a statue of a scarab, shining gold as the sun, and standing almost three feet tall. One of the other group members, a Rahadomi warrior, yelped in glee and ran forth, grasping the statue and beginning to run his hands all over it. It was then that hell itself entered that room. Without warning, without sound, the people around Alzaar began to fall apart. The woman in front of him was slashed by a thousand invisible blades, her body falling apart in a huge fountain of blood. The man behind him had just enough time to scream before his skin was ripped from his bones by the very air itself. The man touching the statue turned inside out, without any noise at all, save for a sickening pop and crunch. Alzaar fell to his knees, his mind warping and twisting, shattering and reforming over and over, all with the same words repeating to him: "Let me in Alzaar, let me in and I'll show you the way, I'll show you the magic..." His head burned like a fire was centered on his forehead, and his skin burned all over his body. He felt his muscles and bones ripping apart, cracking and breaking, only to reform and break again. The voice persisted as he felt his body beginning to destroy itself, and realized that this was what happened to the others. "Come now Alzaar, this is what you want! Our secrets! Our magic! Let us in! Let us have you!" Somehow, he resisted the voice, and stumbled out of the vault, and almost out of the temple, with each step the voice growing weaker, until he passed out in the entry room. When he woke, it was days later, and the statue was gone. In fact, the vault looked as though nothing at all had ever been in it, including the bodies of his group. Alzaar checked, searched until he knew every crack in the wall, but there was nothing there to examine what happened to him, or to his companions. However, instead of turning him off of exploring the ancient ruins of Osirion, it only strengthened his resolve. There were ancient magics, ancient powers out there. The secrets he longed to uncover existed, he was the proof. And he was going to find them. He returned to the city of Wati, where the lottery was taking place, and cast his name in again. He would find who, or what slaughtered his companions, and why. And he would bring those secrets back with him. Physical Description
Level Progression
FAQ on Dex to CMB:
FAQ/Errata
If I have Weapon Finesse, can I apply my Dex bonus to my combat maneuver checks instead of my Strength bonus?? It depends on what combat maneuver you're attempting. Disarm, sunder, and trip are normally the only kinds of combat maneuvers in which you’re actually using a weapon to perform the maneuver, and therefore the weapon’s bonuses apply to the roll. Therefore, if you're attempting a disarm, sunder, or trip maneuver, you can apply your Dex bonus instead of your Str mod on the combat maneuver check (assuming you're using a finessable weapon, of course). For other combat maneuvers, you use the normal rule for determining CMB (Str instead of Dex). The Agile Maneuvers feat applies to all combat maneuvers, not just disarm, sunder, and trip, so it is still a useful option for a Dex-based creature that uses combat maneuvers. [Source] |