Ageless Master

Alzaar Na' Keth's page

357 posts. Alias of Steven_Evil.


Full Name

Alzaar Na' Keth

Race

Human Archaeologist Bard 3 Luck 8/8 HP:16/21

Classes/Levels

AC:16; FF:13,T:13,CMD:15; Init:3; F:1,R:6,W:5;CMB:6(whip), Attacks:M Scim +4, 1d6+1,18-20x2; Scorp Whip +5,1d4+1,x2;

Skills:
Acro:9,Esc Art:9,Dis Device:13,Kn-Arc:7,Kn-Dung:7,Kn-His:7,Kn-Nat:7,Kn-Rel:7,Kn-Eng:7,Perc:8,Spl crft:7,Stlth:10

Gender

Male

Size

Medium

Age

21

Special Abilities

Archaeologist's Luck 6 Rounds per Day

Alignment

Chaotic Neutral

Deity

Nethys

Location

Wati

Languages

Common, Osiriani, Ancient Osiriani, Katapesh

Occupation

Explorer for Hire

Strength 12
Dexterity 16
Constitution 10
Intelligence 13
Wisdom 12
Charisma 13

About Alzaar Na' Keth

Traits:

(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)
Bard's learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under "Spells Known." These spells are cast like any other spell, but they do not consume any slots and may be used again.

Archaeologist’s Luck (Ex)
Fortune favors the archaeologist. As a swift action, an archaeologist can call on fortune’s favor, giving him a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining this bonus is a free action, but it ends immediately if the archaeologist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Archaeologist’s luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level.
(Fate's Favored Trait increases this by 1)

Clever Explorer (Ex)
At 2nd level, an archaeologist gains a bonus equal to half his class level on Disable Device and Perception checks. He can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action. At 6th level, an archaeologist can take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps.
This ability replaces the versatile performance ability.

Uncanny Dodge (Ex)
At 2nd level, an archaeologist gains uncanny dodge, as the rogue class feature of the same name.
This ability replaces well-versed.

Trap Sense (Ex)
At 3rd level, an archaeologist gains trap sense +1, as the rogue class feature of the same name. This bonus improves by +1 for every three levels gained after 3rd, to a maximum of +6 at 18th level.

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
HP:16
AC:16
CMB:+3 (+6 When Using Whip to Trip/Disarm)
CMD:15
Speed:30 ft
Initiative:+3

Saves:
Fort:1
Ref:6
Will:5

Attacks:
BAB:+2
Dagger:+5, 1d4+1; 19-20 x2 or +5, 1d4+2; 19-20 x2, Range:10 ft.
Scimitar, Masterwork:+4, 1d6+1; 18-20 x2
Scorpion Whip, Masterwork:+6, 1d4+1; x2

Feats:
Lingering Performance
Weapon Finesse
Serpent Lash: As a standard action, you can make a disarm or trip maneuver with your whip. If it succeeds, you can make an additional disarm or trip maneuver with the same bonus against a target adjacent to the first and also within your whip’s reach. In addition, you can use your whip to perform reposition maneuvers, though you take a –4 penalty on your CMB and you may only move the target toward you from its original position.

Skills:
Acrobatics:9
Escape Artist:9
Disable Device:13
Knowledge-Arcana:7
Knowledge-Dungeoneering:7
Knowledge-History:7
Knowledge-Religion:7
Knowledge-Engineering:7
Knowledge-Nature:7
Perception:8
Spellcraft:7
Stealth:10

Mundane Gear:
Hot Weather Outfit
Scorpion Whip
Scimitar
Dagger:2
Studded Leather Armor
Wrist Sheath:2
Spell Component Pouch
Alchemist Fire-4
Acid Flask-2
Holy Water-2
Rogue's Kit
•backpack
•bedroll
•belt pouch:5
•caltrops
•chalk:10
•flint and steel
•grappling hook
•iron pot
•mess kit
•mirror
•pitons:10
•rope
•soap
•thieves' tools, masterwork
•torches:10
•trail rations:5 days
•waterskin

Potions:
--Shield
--Identify
--Darkvision-2
--Cure Light Wounds-2

Scrolls
--Shield

Comprehend Languages
286gp

Spells Known
0: --/day
Daze
Detect Magic
Light
Mage Hand
Message
Sift

1: 4/day
Dazzling Blade
Grease
Cure Light Wounds
Ear Piercing Scream

Background
Alzaar was born to a poor family in the city of An. The son of a dock worker and seamstress, sometimes all he had for dinner were tales of ancient pharaohs, fell magics, and the legends of the sands. It was no wonder then, he began exploring.

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
Alzaar stands 5'10", with dark, shoulder length hair and dark skin. His eyes are black, but shine with intelligence and a desire to uncover that which is lost. He weighs 130 lbs, and is of average musculature for his size. He is energetic, and prone to daydreaming when not delving into dangerous crypts.

Level Progression
1:Weapon Finesse, Serpent Lash; Luck +1
2:Clever Explorer, Uncanny Dodge
3:Lingering Performance, Trap Sense +1
4:Weapon Training-Scorpion Whip
5:Whip Mastery; Luck +2
6:Evasion, Trap Sense +2
7:Greater Serpent Lash
8:Combat Trick-Improved Whip Mastery
9:Combat Expertise, Trap Sense +3
10:-
11:Greater Whip Mastery; Luck +3
12:Feat-Improved Trip, Trap Sense +4
13:Greater Trip
14:-
15: ; Trap Sense +5
16:
17: ; Luck +4
18: ; Trap Sense +6
19:
20:

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]