Zadim

Iconic - PW's page

47 posts. Alias of PatheticWretch.


Full Name

Khafra Almaktoum

Race

Bloodrager 1 | HP 13/13 | AC 17; Tch 12; FF 15 | F +4; R +2; W +2 | CMB +4; CMD 16 | Speed 20 ft | Init +4 | Fauchard: +5 (1d10+4/18-20) | Perc +1

About Iconic - PW

Khafra Almaktoum
Male Human Bloodrager (Steelblood) 1
LN Medium Humanoid (Human)
Init +4 (Reactionary); Senses Perception +1
Languages Common, Ancient Osirion
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DEFENSE
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AC 17, touch 12, flat-footed 15 (18 vs. charging creatures)
    (+5 armor, +2 Dex)
hp 13 (1d10, +2 Con, +1 favored)
Fort +4, Ref +2 (+3 vs. trample), Will +2
Defensive Abilities Indomitable Stance, Shadowhunter (+2 on saves vs. negative levels, recover ability damage)
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OFFENSE
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Speed 20 ft. (4 squares)
Melee Fauchard +4 (1d10+4/18-20)
Ranged Javelin +3 (1d6+3)
Base Atk +1; CMB +4 (+5 overrun); CMD 16 (17 vs. overrun)
Special Attacks Bloodrage (6 rounds/day), Staggering Strike (on crit, DC 12 Fort or staggered), +1 atk/dmg vs. charging creatures, Shadowhunter (50% damage to incorporeal creatures)
Bloodline Aberrant
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STATISTICS
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Abilities STR 17, DEX 14, CON 14, INT 8, WIS 12, CHA 13
Feats Aberrant Tumor, Power Attack, Osirionologist*
Traits Blood of Pharoahs, Heirloom Weapon, Reactionary Drawback Family Ties
Skills Acrobatics -2, Bluff +1, Climb -1, Diplomacy +1, Disguise +1, Escape Artist -2, Fly -2, Handle Animal +1, Heal +1, Intimidate +1, Knowledge (Engineering) +1, Knowledge (History) +4, Knowledge (Religion) +0, Linguistics +3, Perception +1, Ride -2, Sense Motive +1, Stealth -2, Survival +1, Swim -1 Armor Check Penalty -4
SQ
Combat Gear acid flask (x2) Other Gear fauchard, greatclub, spiked gauntlet (cold iron), dagger (cold iron), javelin (x4), sling, bullets (10), scale armor, cold-weather outfit, backpack, bandolier, bedroll, rope (hemp/50 ft.), rations (trail) (x3), waterskin, sack, bell, candle, chalk, charcoal, fishhook, string, flint and steel, parchment, sewing needle, signal whistle, oil (flask)(x3), tindertwig (x2), smokestick, earplugs, spring-loaded wrist sheath (dagger), 82 gp

SPECIAL ABILITIES:

Bloodline: Each bloodrager has a source of magic somewhere in his heritage that empowers his bloodrages, bonus feats, and bonus spells. Sometimes this source reflects a distant blood relationship to a powerful being, or is due to an extreme event involving such a creature somewhere in his family's past. Regardless of the source, this influence manifests in a number of ways. A bloodrager must pick one bloodline upon taking his first level of bloodrager. Once made, this choice cannot be changed.
When choosing a bloodline, the bloodrager's alignment doesn't restrict his choices. A good bloodrager could come from an abyssal bloodline, a celestial bloodline could beget an evil bloodrager generations later, a bloodrager from an infernal bloodline could be chaotic, and so on. Though his bloodline empowers him, it doesn't dictate or limit his thoughts and behavior.
The bloodrager gains bloodline powers at 1st level, 4th level, and every 4 levels thereafter. The bloodline powers a bloodrager gains are described in his chosen bloodline. For all spell-like bloodline powers, treat the character's bloodrager level as the caster level.
At 6th level and every 3 levels thereafter, a bloodrager receives one bonus feat chosen from a list specific to each bloodline. The bloodrager must meet the prerequisites for these bonus feats. At 7th, 10th, 13th, and 16th levels, a bloodrager learns an additional spell derived from his bloodline. These spells are in addition to the number of spells given on Table: Bloodrager. These spells cannot be exchanged for different spells at higher levels.
If the bloodrager takes levels in another class that grants a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of the classes must change. Subject to GM discretion, the bloodrager can change his former bloodline to make them conform.
Bloodrage (Su): The bloodrager's source of internal power grants him the ability to 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.
Bloodrage counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.
Indomitable Stance (Ex): At 1st level, a steelblood gains a +1 bonus on combat maneuver checks, to CMD against overrun combat maneuvers, and on Reflex saving throws against trample attacks. He also gains a +1 bonus to his AC against charge attacks and on attack and damage rolls against charging creatures.
Shadowhunter: Characters with this trait deal 50% weapon damage to incorporeal creatures when using non-magical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day). Humans can take this trait in place of their bonus feat, also gaining Iron Will as a bonus feat.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Staggering Strike (Su): At 1st level, when you confirm a critical hit the target must succeed at a Fortitude saving throw or be staggered for 1 round. The DC of this save is equal to 10 + 1/2 your bloodrager level + your Constitution modifier. These effects stack with the Staggering Critical feat; the target must save against each effect individually.
Weapon and Armor Proficiency: Bloodragers are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). A bloodrager can cast bloodrager spells while wearing light armor or medium armor without incurring the normal arcane spell failure chance. This does not affect the arcane spell failure chance for arcane spells received from other classes. Like other arcane spellcasters, a bloodrager wearing heavy armor or wielding a shield incurs a chance of arcane spell failure if the spell in question has somatic components. A steelblood gains proficiency in heavy armor. A steelblood can cast bloodrager spells while wearing heavy armor without incurring an arcane spell failure chance. This replaces the bloodrager's armor proficiency.

BACKGROUND:

A man with dark hair, brown eyes, and medium skin wears the loose, light clothing of the desert. He carries a fauchard and wears old scale armor. He inclines his head in greeting to his new companions in the caravan.

"I am Khafra Almaktoum," he says. "I am glad to make your acquaintance. Ask yourself, why do you seek to explore the tombs of Osirion. Is it for the glory of Osirion, or for yours?" He runs a hand over his beard. “Be sure that we leave the dead to their rest. None must desecrate them in their eternal sleep. Should we die in our exploration, my soul is prepared…how is yours?”

Concept
Despite being a descendant of Osirion royalty, Khafra Almaktoum grew up in the slums of Wati after his father lost his status as a counselor. He maintains strong family ties with his family, despite a recent dishonor regarding gambling and his family.

Khafra belongs to the Brotherhood of the Sphinx, a secret society sworn to keep the ruins of Osirion safe from unsanctioned tomb robbers and misuse. The Brotherhood is a small, controversial sect of the church of Pharasma. Members of the organization wear a tattoo of a sphinx on their chests.

The secrets of the tombs have been safe for thousands of years. For all that time, the Brotherhood of the Sphinx has been prepared to do anything to keep them safe. Its adherents sometimes take matters to extremes, even using assassins or cutting off the hands of thieves.

Khafra feels that his soul is prepared to die, and will fanatically protect the ancient ruins of his country. Though he does not object to the ruins being explored, in part to ensure that the dead remain at rest, he will not allow desecration or destruction of relics.

Khafra enjoys riddles and often speaks in riddles.

Khafra seeks the destruction of all undead…an abomination against the eternal rest of the dead. One of the most important objectives of the Brotherhood is gathering and protecting the Aleh Almaktoum. Orsirion’s most notorious work on necromancy, and sometimes found in the collections of the nation’s archmagi, the Book of the Dead is a collection of papyrus scrolls.

Goals
Khafra is fascinated by the past of his people and Osirionology. He considers his people’s past the pinnacle of human achievement. He has joined a sanctioned group of explorers, but primarily to ensure that the ruins are explored in a manner consistent with his Brotherhood’s goals. He wants to ensure they are not desecrated.

Khafra seeks to safeguard the Aleh Almaktoum. Though some of its rituals have seen sanctioned use in mummifying the dead, its abuse in necromancy is the greatest abomination for the Brotherhood. Copies of the scrolls must be safeguarded at all costs. He would like to obtain a full copy of the text for analysis.

Secrets
Khafra has a gambling problem, and lost his family’s savings gambling. He has an internal conflict because he would love to find something to repay them, but also wants to protect the tombs. He continues to struggle with an urge to gamble, but will do whatever he can to repair his family ties.

Though Khafra is not aware of this, one of the leaders of his Brotherhood has secretly contracted with the members of the church of Abadar to sell artifacts abroad.

Ties to Character
Kazim Almaktoum, father. His father is a dishonored counselor. Formerly royalty, the family has lost its status.

Aziza Zakar, head of Brotherhood of the Sphinx. Though members are mostly autonomous, Khafra sometimes receives missions from Aziza.

Taxmaster Amon, corrupt member of the Church of Abadar. Khafra suspects that Taxmaster Amon is part of a smuggling ring to export Osirion’s relics, though he cannot prove it. Further, Taxmaster Amon has relentlessly sought to tax Khafra’s destitute family. The two have clashed multiple times in the past.

Three Key Memories

When Khafra was young, he fell into a pit and was nearly buried in sand when the side of the pit gave way.

Khafra once bet on a horse race and won a large amount of gold betting on an underdog. He felt elated to have won against all odds, and has been a gambling addict since.

Khafra’s Brotherhood once entered a tomb full of ancient relics. Ensuring that its ancient traps protected it from looters, they left it intact. Later, they returned to find it looted and desecrated, its walls adorned with graffiti. The Brotherhood never found who did it, but did find a coin with Abadar’s inscription on it.

Fear

Because of being buried in sand, Khafra fears being smothered or being without air.

Level Progression:

Level 1:
Class Taken: Bloodrager
Class Feature Gained:
Hit points Gained: 1d10, +2 Con, +1 favored
Skill Points (3+1): knowledge (engineering)(1), knowledge (history)(1), knowledge (religion)(1), linguistics (1)
Feats: power attack, aberrant tumor

Dice:

[dice=fauchard (two-handed)]1d20+4;1d10+4[/dice]

[dice=fauchard (two-handed, power attack)]1d20+4-1;1d10+4+3[/dice]

[dice=fauchard (two-handed, RAGE!)]1d20+4+2;1d10+4+3[/dice]

[dice=fauchard (two-handed, power attack, RAGE!)]1d20+4-1+2;1d10+4+3+2[/dice]

Staggering Strike: 10 + 1/2 your bloodrager level + your Constitution modifier

Power Attack (-1/+2)

http://paizo.com/threads/rzs2tky4?Making-the-most-out-of-The-Living-Monolit h