Full Name |
Hemket of Sothis |
Race |
Ifrit |
Classes/Levels |
Slayer 17(Perception +33, Stealth +29 Disable Device +45 Init +21, HP 199/199, AC 22, CMD 41, Fort+19, Ref +25, Will +15) |
Gender |
Male |
About Hemket
Hemket
Background
Hemket had a rather rough childhood. Raised by a washer woman and completely unfamiliar with his father, he spent his early years causing trouble playing as a street urchin. He had a pretty rotten attitude since his mother used to always lecture him on his ancient heritage descending from the line of the ancient pharaohs. She probably thought this would inspire some measure of responsibility, but it instead gave him a sense of entitlement.
Then his mother died of some wasting disease, and he really became a street urchin. His obviously inhuman heritage made this a hard life, but with his quick wits, and nimble hands, he was able to find his ways into all manner of places he was not meant to be to eke out an existence. He also was forced to learn to fight to keep what he managed to get ahold of. His strategy was generally to run, and take time to pick apart the weaknesses of his enemies before getting his revenge. This worked pretty well for him, and he got a reputation as someone not to mess with, though also someone who would leave you alone if you followed suit.
Eventually he was caught breaking into a lavish villa by the owner, a Taldan named Coriolanus. This could have been serious trouble. However the owner of the villa was a retired adventurer who once made a living delving into ancient tombs. Seeing the potential of the lad, he decided to take him under his wing and teach him. It would be good if his ability could be channeled into robbing the dead instead of the living. The adventurer might have been older, but he was still very skilled in many things, including handing out a can of whupass to a cocky little snot who needed to know his place. Breaking the lad of his sense of entitlement, and making him see how little he really knew transformed Hemket. After a few years of tutelage Hemket has been sent down to Wati to enter the lottery and do his first tomb raiding for real.
Hemket
Ifrit slayer 17/Champion 5 (Pathfinder RPG Advanced Class Guide 53, Pathfinder RPG Bestiary 2 160)
N Medium outsider (native)
Init +21; Senses darkvision 60 ft.; Perception +39
--------------------
Defense
--------------------
AC 23, touch 16, flat-footed 17 (+7 armor, +5 Dex, +1 dodge)
hp 199 (17d10+93)
Fort +21, Ref +28, Will +17; +2 racial bonus to resist starvation and thirst
Defensive Abilities evasion, hard to kill, mythic saving throws, trap sense +5; Immune inhaled poison; Resist fire 5
--------------------
Offense
--------------------
Speed 60 ft.
Melee rapier +28/+28/+28/+28/+23 (1d6+8/18-20)
Ranged +3 adaptive endless ammunition seeking Legendary mithral composite longbow +32/+32/+32/+32/+32/+32/+27 (1d8+27/19-20/×3) or
. . sling +29/+29 (1d4+23)
Special Attacks mythic power (13/day, surge +1d8), quarry, slayer's advance 2/day, sneak attack +5d6, studied target +4 (4th, swift action)
Spell-Like Abilities (CL 17th; concentration +17)
. . 1/day—efreeti magic[ARG][ARG]
--------------------
Statistics
--------------------
Str 18, Dex 30, Con 18, Int 14, Wis 14, Cha 10
Base Atk +17; CMB +28; CMD 42
Feats Clustered Shots[UC], Deadly Aim[M], Improved Critical (longbow), Improved Initiative, Improved Precise Shot, Iron Will[M], Manyshot[M], Point Blank Master[APG], Point-Blank Shot, Precise Shot, Rapid Shot[M], Skill Focus (Disable Device), Skill Focus (Perception)
Traits blood of pharaohs, reactionary
Skills Acrobatics +31 (+43 to jump), Appraise +4, Bluff +26, Climb +14, Diplomacy +2, Disable Device +47, Disguise +6, Escape Artist +11, Fly +11, Heal +4, Intimidate +10, Knowledge (dungeoneering) +22, Knowledge (geography) +15, Knowledge (local) +15, Knowledge (nobility) +16, Perception +39, Ride +11, Sense Motive +28, Stealth +35 (+37 in deserts), Survival +28, Swim +12
Languages Ancient Osiriani, Common, Ignan, Terran
SQ amazing initiative, combat style (archery), desert mirage[ARG], distant barrage[MA], extra mythic feat[MA], favored terrains (desert +2, urban +2), legendary item[MA], legendary power, legendary surge, mythic bond, mythic sustenance[MA], precision[MA], precision[MA], recuperation, slayer talents (evasion[UC], ranger combat style[ACG], ranger combat style[ACG], ranger combat style[ACG], terrain mastery, terrain mastery[UC], trap spotter, trapfinding[ACG]), stalker, swift tracker, track +8, trapfinding +8, undetectable, unyielding
Other Gear +1 mithral breastplate, +3 adaptive endless ammunition seeking Legendary mithral composite longbow, rapier, sling, bead of newt prevention[UE], belt of physical perfection +4, bloodstained gloves[ACG], boots of speed, bracers of archery, greater, cloak of resistance +5, eyes of the eagle, handy haversack, headband of inspired wisdom +4, ring of freedom of movement, diamond 5000gp (worth 5,000 gp), diamond dust 5000 gp (worth 5,000 gp), dungeoneering kit, deluxe[UE], masterwork thieves' tools, 685 gp
--------------------
Special Abilities
--------------------
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Clustered Shots Total damage from full-round ranged attacks before applying DR
Darkvision (60 feet) You can see in the dark (black and white only).
Desert Mirage +2 to Stealth in deserts and to saves to resist starvation and thirst.
Distant Barrage (Ex) As a swift action, use 1 power for ranged att (+5 bonus, ignore cover/conceal & bypass all DR).
Efreeti Magic (1/day) (Sp) Cast enlarge person or reduce person 1/day.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Favored Terrain (Desert +2) (Ex) +2 to rolls when in desert terrain.
Favored Terrain (Urban +2) (Ex) +2 to rolls when in urban terrain.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immunity to Inhaled Poison You are immune to inhaled poisons.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Iron Will [Mythic] Roll Will save vs. spells, Sp, or Su abilities from non-mythic foe twice (take higher).
Legendary Power (2/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whet
Legendary Surge (+1d6 to Attack Rolls - All, Combat Maneuver Checks) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item - see the Legendary Surge sidebar o
Manyshot [Mythic] When using Manyshot, your second shot also fires 2 arrows.
Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.
A myth
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Mythic Sustenance (Su) You don't need to eat, drink, or breathe. Immune to effects that require breathing.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quarry (Ex) +2 to hit and other bonuses vs. designated quarry.
Rapid Shot [Mythic] Rapid shot allows 2 extra attacks, or 1 extra attack with no penalties.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Slayer's Advance (2/day) (Ex) As a move action, move up to 2x speed (can stealth at -10).
Sneak Attack +5d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Stalker (Ex) Studied target bonus applies to Disguise, Intimidate, and Stealth as well.
Studied Target +4 (swift action, 4 at a time) (Ex) Study foe as a Swift action, gain +4 to att/dam & some skills vs. them.
Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Track +8 Add the listed bonus to Survival checks made to track.
Trap Sense +5 (Ex) +5 bonus on reflex saves and AC against traps.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +8 Gain a bonus to find or disable traps, including magical ones.
Undetectable This grants its bonded user the ability to become utterly undetectable while invisible. While invisible and in physical contact with this item, the bonded creature can't be detected or scryed by any method.
Unyielding A legendary item with this ability has double the hardness of a typical item of its type and triple the hit points. Furthermore, it's immune to all attempts to sunder it made by non-mythic creatures. This is a persistent ability.