Kogra

Amal El-Irfan's page

72 posts. Organized Play character for Ythiel.


Full Name

Amal El-Irfan

Race

Human

Classes/Levels

Bloodrager (Arcane Bloodline) (1)/ HP 11/11 AC 15/ T 14/ FF 11/ Saves: Fort +4, Ref +1, Will +0 (+2 vs Fear)/ Perception: +4, Init +1/ Rage: 0/6

Gender

NB (He/They)

Size

M

Age

18

Alignment

Neutral Good

Deity

Ancient Osiriani Pantheon (Khnum)

Location

Wati

Languages

Osiriani (modern), Aquan, Common (Taldane)

Strength 18
Dexterity 13
Constitution 14
Intelligence 8
Wisdom 11
Charisma 14

About Amal El-Irfan

Amal el-Irfan
Human, Bloodrager (Arcane Bloodline) (1)
Alignment: NG
Gender: NB (He/They)
Hair: Black
Eyes: Golden
Age: 18
Height: 5 ft 6 inches
Weight: 110 lbs
Deity: Khnum
Init: +1; Perception +4
Favored Class: Bloodrager (+1 Skill)
Languages: Osiriani (modern), Common, Aquan
Special Abilities: 

Wayfarer: Humans maintain the largest trade networks and the farthest-reaching civilizations, putting them in contact with a huge number of cultures. Humans with this racial trait gain a +2 racial bonus on Survival checks to avoid becoming lost, Knowledge (geography) checks, and Knowledge (local) checks. Whenever these humans gain a rank in Linguistics, they learn two languages rather than one. 

Unstoppable Magic: Humans from civilizations built upon advanced magic are educated in a variety of ways to accomplish their magical goals. They gain a +2 racial bonus on caster level checks against spell resistance. 

Special Abilities:
Disruptive Bloodrage (Su): At 1st level, the DC to cast spells defensively increases by 2 for enemies within your threatened area. This increase stacks with that granted by the Disruptive feat.

Bloodrage: At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear’s endurance) don’t increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he’s fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.

Fast Movement: A bloodrager’s land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager’s speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager’s land speed.

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DEFENSE 
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AC: 15, touch 14, flat-footed 11
HP: 11
Fort: +4
Ref: +1
Will: +0 (+2 vs fear)
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OFFENSE 
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Spd: 40 feet 

Melee: 
Scimitar +5 (1d6/18-20/x2)
Light Mace +5 (1d6/x2)

Ranged: 
Shortbow +2 (1d6/x3/60ft)
20 Arrows

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Equipment and Money 
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Starting Money: 180 po
Combat gear: 
Defense: Studded Leather , Shield (light steel),
Offense: Light Mace, Scimitar, Shortbow, Arrows.
Other possessions: Air Bladder, Bedroll , Bullseye Lantern, Chalk (2 pieces), Flint and Steel, Fortifying Brew (2), Hemp Rope (5oft), Silk Rope (50 ft), Grappling Hook, Hot Weather Outfit, Oil (10), Piton (4), Soap, Tent (medium), Torch (3) , Trail Rations (3), Waterskin, Shovel, Masterwork Khopesh

Spare Money: 
PP: 0 
GP: 1
SP: 1
CP: 3
Other valuable: 
Carried Weight: 140 lbs (75 without the tent)

Encumbrance: 
0-100 lbs: Light Load 
101-200 lbs: Medium Load 
201-300 lbs: Heavy Load
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Statistics:  (18, 8, 12, 13, 14, 11)
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Str 18
Dex 13
Con 14
Int 8
Wis 11
Cha 14
Base Attack: +1; CMB:+5, CMD: 16

Feats:
Simple Weapon Proficiency
Martial Weapon Proficiency
Light Armor Proficiency
Medium Armor Proficiency
Shield Proficiency (except tower shields)
Combat Reflexes (+2 additionnal AoO / round , even when flat-footed)

Skills: 4
Acrobatics +5
Climb +8
Perception +4
Use Magic Device: +7

Background Skills:
Lvl 1: Swim +8
Linguistics +1

Traits:
Dangerously Curious: You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent’s laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result. You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.

Open-Minded Explorer: You grew up constantly interacting with people who speak unfamiliar languages and have diverse customs; your manners may not be polished, but your acceptance of others is genuine. You gain a +1 trait bonus on Diplomacy checks. This bonus increases to +2 when you’re speaking the racial or ethnic language of the target creature.

Wati Native : You were born and raised in the city of Wati, and you know its streets and secrets well. Although it’s frowned upon by the city’s authorities, you have sneaked into the necropolis on multiple occasions to wander its dusty, abandoned streets. Out of respect for the deceased, you’ve never actually entered one of the necropolis’s silent tombs, but you have no fear of what might lie inside. You gain a +2 trait bonus on saves against fear effects. In addition, your knowledge of the city grants you a +1 trait bonus on Knowledge (local) checks, and that skill is always a class skill for you.

Spellbook::

Background:

Amal is the second child of a powerful wizard and a marid. He wishes it were as amazing as it sounded.

How do you even begin to explain the day-to-day life of a family with reality-binding power at their fingertips? Suffice to say that retired adventurer Hafiz el-Irfan teleported away to teach in university – thankfully he had plenty of Unseen Servants to help around the house. It was a bit more complicated to answer questions about his mother – who, for that matter, was rarely home. Lidhalla had gone from being a mere servant to a shahzada in the Water Plane to striking an advantageous match with an adventurer that allowed her to do pretty much whatever she wanted. She had traveled the world – sometimes, even the planes –, her musical talents no longer outshined by any member of marid nobility. She had started a little family of her own – a pet project of about a century, by genie standards. When she missed them, she actually went home – for a while. But she had never tolerated a routine, and sooner or later she was gone again.

It was a strange upbringing. The second-hand embarassment that Amal got from other kids gawking at their parents and proclaiming how very, very cool they must be never quite tarried as they got older. He much preferred saying nothing about his parents than attempting to explain their life choices to other people. No, his father wasn't upset with his mother – if the el-Irfans lived by one rule and one rule only, it was to respect that other people thought differently than you did, and never to will someone into something they weren't. No, Lidhalla was no desert genie and, in fact, didn't talk to them much – she had tried, and found their obsession with human politics quite bothersome. It was not her business. Why had they moved to Wati? Because it was Hafiz' childhood town, and between the remote location and the ancient graveyard, real estate was cheap. Amal also suspected that it was appropriately far away from Khemet III and his antics – but he kept that to himself.

It was on the day that he had to answer questions about one room from his house disappearing overnight – Lidhalla had wished to turn her private hammam into a pocket plane for convenience – that Amal had sneaked into the necropolis for the first time. At the moment, being surrounded only by ruins and the ghostly presence of those who had nothing left to prove felt more comforting than whatever was outside.

Contrary to what a lot of kids his age seemed to expect, Amal had never inherited any cool powers from either of his parents. Quite the opposite. At age eleven, his eldest sister already moved with a fluid, supernatural grace that made her Lidhalla's pride and joy – but nothing of the sort had manifested in Amal. They had no talent for music. They couldn't wrap their heads around a spellbook. They had turned to fencing with not much natural talent, and never could win a fight against their sister – who would defeat them bare-handed. Neither Hafiz nor Lidhalla seemed to mind that Amal failed where his parents or sister were excelling – or even to consider that he was not skilled in the first place. But Amal did mind, and here, in the dust and ancient ruins and silence of Wati's necropolis, in its half-faded hieroglyphs that he would painstakingly draw to look up the meaning later, he had truly felt like he had discovered something that belonged only to him.

The ancient writings were undecipherable, but here or there he would discover a symbol that could be associated with ancient gods. As Amal painstakingly mapped out the ancient pantheon, they began to leave small offerings in front of the religious symbols in the necropolis – an incense stick, usually, or flower petals, that could easily be covered by the sand or blown away by the wind. They became particularly interested in one ram-headed figure – Khnum, so the books said – that supposedly ruled over the oceans. During the peak of his obsession, Amal would collect small objects that more or less related to Khnum, and arrange a small corner in his bedroom to be dedicated to the god. Hafiz and Lidhalla were not religious, but they did not comment on these strange habits.

If there truly was something that could faze his parents, then, for a long time, neither Amal nor his sister had found it. Lidhalla was happy enough to grant her first-born a wish, and turn her into the woman she wanted to be. Hafiz was happy enough when his daughter changed her name to Pallavi, and helped her out when she decided to try her luck at an Iroran monastic retreat on the island of Jalmeray – and got accepted. They had never quite understood why Amal insisted so much on doing things without any magical help – including his own transition – , but such decisions had never been their prerogative.

They were, however, slightly more shocked that he had entered the lottery to explore the tombs of the necropolis – not that they had remained blissfully unaware of his excursions there. Amal had talked about them out loud, but he knew full well he had not been discreet, and they had only turned a blind eye out of politeness. Convincing his parents that he would go in on his own, with standard training and some equipment, while refusing any of their help, was less of a conversation and more of a full-blown argument. But Amal was tired of being the black sheep of their family, and the opening of the necropolis to adventurers, while still embarrassingly close to home, was what he hoped to be a good path to emancipation.

Personality and Appearance::

Boyish and androgynous, Amal has curly, short hair and light brown skin, inheriting from their father's mixed Keleshite-Garundi heritage. They are lean but rather small, and prefers to dress in ample clothes that conceal their frame. While they own embroidered jellabiyas, they often prefer to go for a simple white, linen shirt tied at the waist and worn underneath their armor, and a knee-length shendyt. In true Osiriani fashion, their shield is engraved with an ankh cross, and they wear a ring bearing the symbol of Khnum – a ram's head – on their left ring finger for protection during his travels. His eyes are possibly the only hint of his marid parentage. They are golden, more yellow than light brown, and remiscent of the colour of ocean at sunset.

While Amal tends to come off as rather blasé and taciturn, his definition of what he would consider unusual simply goes against most people's expectations. Having lived most of his life being exposed to unbelievable things, he craves normalcy. He can be left unfazed by the wildest travel accounts of Osiriani aristocrats returning from a trip to the Impossible Kingdoms, and yet express genuine interest for the happy childhood of the baker at the corner of the street learning how to make perfect bread with his grandmother. This keen interest in everyday experiences, no matter how mundane, makes him quite likeable to most of his conversation partners.

Born to powerful spellcasters used to traveling the world and meeting all kinds of people, Amal is very open-minded from being exposed to different cultures, races and mindsets, yet his knowledge is seriously wanting regarding very practical information. To their frustration, they would be unable to locate the places they've visited on a map, much less master most foreign languages beyond "hello", "thank you", and "tea, please". As a result, they almost doggedly refuse any magic help beyond the bare necessities.

Like most of his maridar ancestors, they are genuinely curious about the world and get easily bored. They rarely read a book more than once and dislike most routines, seeking change and new life experiences to thrive.