Abderrahmane Zagora

Ardashir al El-Fatar's page

56 posts. Alias of Foxy Quickpaw.


Race

Human

Classes/Levels

Fighter(5)

Gender

Init+3, Perc +6, AC 21/14/18(Giant:AC23/16/20)+4 Mobility, HP48, F+6/R+4/W+4(+2 Birthm.)

Strength 20
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 13
Charisma 9

About Ardashir al El-Fatar

Ardashir was born as the third son into a family in Katapesh. All in all they were eight siblings. His father was a potter and a trader who offered his wares at the Nightstalls, the infamous market in Katapesh. Ardashir learned the trade of his father. He became an acceptable potter, but lacked the skill to talk with honeyed words and sensing the peoples true intentions. But he grew big and strong. So one day as business was slow and the gold short, his father persuaded him to go along with some rich explorer/tomb raider who wanted to try his luck at the ruins of El-Fatar. In fact he rented him out as a mercenary to get rid of the cost to feed him and also kept half of the money the rich man payed for the service.

First he was little more than a two legged mule for the expedition. But he got a knack for the curved blades that were left after the first skirmish with another group of shady fortune hunters. With time he became a skilled fighter and a good bodygard. He found favor with the rich man. Which caused some envy with the others. One night at the fire someone had to rub it in, that Ardashir's father more or less sold him to the expedition behind his back. That was the time when he decided not to go back to Katapesh and his family.

A few month later some mishap ended his career with the expedition. In some old grave they found a staff. Masterfully carved from a hard, but light wood, covered with gold and with a saphire as a knob at the top. When Ardashir wanted to retrieve it for his master and grabbed it, everything became a blur and he found himself alone in a green jungle under a bridge.

Init+3, Perc +6, AC 21/14/18(Giant:AC23/16/20)+4 Mobility, HP48, F+6/R+4/W+4(+2 Birthm.)

Ardashir
Male Human fighter 5
TN Medium humanoid (human)
Init +3, Senses Perception +1
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DEFENSE
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AC 21, touch 14, flat-footed 17 (+7 armor, +3 Dex, +1 dodge, )
hp 48 ((5d10)+15)
Fort +6, Ref +4, Will +2, +2 trait bonus on all saving throws against charm and compulsion effects, +1 Will vs. fear

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OFFENSE
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Speed 30 ft.
Melee falchion +1 +13(Orcs +1) (2d4+11/18-20)
Melee masterwork scimitar +12(Orcs +1) (1d6+6/18-20)
Melee dagger +10 (1d4+5/19-20)
Ranged dagger (thrown) +8 (1d4+5/19-20)
Melee mace, heavy +10 (1d8+5)
Ranged masterwork composite longbow str (+5) +9(Orcs+1) (1d8+5/x3)

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TACTICS
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STATISTICS
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Str 20, Dex 16, Con 14, Int 10, Wis 13, Cha 9,
Base Atk +5; CMB +10; CMD 24
Feats Dodge, Furious Focus, Mobility, Power Attack, Weapon Focus (Falchion), Weapon Specialization (Falchion)
Skills Acrobatics +4, Climb +9, Ride +5, Swim +9,
Traits Birthmark, Dwarf-Trained
Languages Common
SQ armor training, bonus feats, bravery, dual talent, weapon training,
Combat Gear kumis (wineskin), potion of enlarge person (2), halfling trail rations (10),
Other Gear falchion +1, outfit (explorer's), breastplate +1, boots of the cat, backpack, masterwork, grooming kit, mess kit, twine (50 ft.), rope (silk/50 ft.) (2), blanket (winter), waterskin (filled), arrows (20) (2), masterwork scimitar, dagger, mace, heavy, masterwork composite longbow str (+5), 50.79 gp
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SPECIAL ABILITIES
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Armor Training (Ex) You are more maneuverable while wearing armor. Whenever you are wearing armor, you reduce the armor check penalty by 1 and increase the maximum Dexterity bonus allowed by your armor by +1

Birthmark You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.

Bonus Feats At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats." Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Bravery (Ex) You gain a +1 bonus to Will saves against fear effects.

Dual Talent Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.

No Racial Subtype You have chosen no racial subtype.

Weapon Training (Ex) Attacks with a weapon from listed groups, gain a bonus on attack and damage rolls. (Included in weapon blocks) Heavy Blades +1

Dwarf-Trained Dwarves are well acquainted with the threats posed by giants and orcs, and they have spent centuries honing their techniques for fighting these foes. You have trained with the dwarves and have learned some of the tactics they use against their hated enemies. You gain a +2 dodge bonus to AC against creatures with the giant subtype (this does not stack with the bonus granted by the defensive training racial trait of dwarves and gnomes) and a +1 trait bonus on attack rolls against creatures with the orc subtype (this does not stack with the bonus granted by the dwarf hatred racial trait). Dwarves and gnomes can’t choose this trait.