Zadim

Khafra Almaktoum's page

139 posts. Organized Play character for PatheticWretch.


Full Name

Khafra Almaktoum

Race

Human

Classes/Levels

Bloodrager 1 | HP 13/13 | AC 17; Tch 12; FF 15 | F +4; R +2; W +3 | CMB+4; CMD 17 | Speed 30 ft | Init +8 | Bardiche: +9 (1d10+4/18-20) | Perc +5

About Khafra Almaktoum

Khafra Almaktoum
Male Human (Garundi) Bloodrager 1
LN Medium Humanoid (Human)
Init +8 (Reactionary, Familiar); Senses Perception +5
Languages Common, Osiriani
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DEFENSE
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AC 17, touch 12, flat-footed 15
    (+5 armor, +2 Dex)
hp 13 (1d10, +2 Con, +1 favored)
Fort +4, Ref +2, Will +3
Defensive Abilities Shadowhunter (+2 on saves vs. negative levels, recover ability damage)
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OFFENSE
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Speed 30 ft. (6 squares)
Melee 'Riddler' Bardiche +4 (1d10+4/18-20/10' reach)
Ranged Javelin +3 (1d6+3)
Base Atk +1; CMB +4; CMD 17
Special Attacks Bloodrage (6 rounds/day); 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 Combat Reflexes, Iron Will
Traits Heirloom Weapon, Reactionary, Sphinx Riddler Drawback Xenophobic
Skills Acrobatics +2, Bluff +1, Climb +2, Diplomacy +1, Disguise +1, Escape Artist -2, Fly -2, Handle Animal +1, Heal +1, Intimidate +5, Knowledge (Engineering, History) +0, Perception +5, Ride -2, Sense Motive +1 (-1 vs. different race or culture), Stealth -2, Survival +1, Swim -1 Armor Check Penalty -4
SQ
Combat Gear acid flask (x3) Other Gear 'Riddler' bardiche, greatclub, 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), 3 gp

FAMILIAR:

Ra (share spells, empathic link)
Archetype
Familiar (Greensting Scorpion)
N Tiny animal
Init +3; Senses darkvision; Perception +4

DEFENSE
AC 18, touch 15, flat-footed 15 (+3 Dex, +3 natural, +2 size)
hp 7 (1d8)
Fort +2, Ref +3, Will +3

OFFENSE
Speed 30 ft.
Melee sting +5 (1d2–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft. (poison)

STATISTICS
Str 3, Dex 16, Con 10, Int 7, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7
Feats Weapon Finesse
Skills Climb +4, Perception +4, Stealth +4

The master of a Greensting Scorpion familiar gains a +4 bonus on Initiative checks.

Poison (Ex) Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.

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.
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.
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.

BACKGROUND:

”Never resting, never still; moving silently from hill to hill; it does not walk, run or trot; all is cool where it is not.”

Born at noon under the sun in the desert nation of the Pharaohs, Khafra Almaktoum is Osiriani to his core. Aakif Almaktoum, his father, was a trusted advisor to the Pharaoh, Khemet II, a captain of the royal guard and a member of the Council of Sun and Sky. The Almaktoum clan called the capital of Sothis its home, and Khafra was born to the fourth wife of his sire. He had a large number of half-siblings, most of whom were years older than he was.

Heir to a legacy, Khafra’s was a family with an old name and a distinguished past. Family tradition told that the blood of pharaohs flowed in their veins, and that they had been favored of the sphinx. Though his family was only middle class, his name itself was worth twice his fortunes.

As a youth, Khafra attended a private military academy, where he studied a number of vital skills and had guided training. This education took a good portion of his formative years. In his adolescence, he fell in love with a beautiful young woman named Zarishu and thought they would marry.

On track to follow in his father’s footsteps, Khafra’s world was turned upside down upon the death of Pharaoh Khemet II. Though barely fifty years old, Khafra’s father suddenly took ill after the entombment of his God-king liege, and some whispered that he was cursed, or maybe even poisoned.

Khafra was profoundly affected by the abrupt death of his father. Further, Pharaoh Khemet III shunned young Khafra and took other advisors. Some said an invisible fire elemental named Janhelia now held the Pharaoh’s ear. Though Khafra tried to live up to his father’s legacy, he felt that he fell very short of it, and he could not move on. Though just twenty-two years of age, Khafra felt aimless and was not sure what to do with his life’s plans in shambles. He cared for his mother, Amestri, and found work as a small-time mercenary guarding caravans or a sultan’s tent.

It was not until seven years after his father’s death that an Osirian pariah, a disgraced exile named Ik-Teshup, covertly informed Khafra that his father had belonged to a secret society purposed with protecting Osirian. This society, the Brotherhood of the Lotus, was sworn to keep Osirian safe from foreign misuse, and to protect its secrets and treasures. Members of the Brotherhood wore a tattoo of a lotus on their chests, and for thousands of years had been willing to do anything (even things some might consider treasonous) to keep Osirian safe and help return it to its rightful place among the nations. Khafra remembered that his father had worn just such a tattoo.

Ik-Teshup told Khafra he could not trust everyone he met, especially those who would claim to be the most deserving of it. Ik-Teshup related that though Khemet II had kept Osirian closed to foreign exploration and Khafra’s father strongly supported that position, Khemet III had immediately opened the country to foreign expeditions upon his ascension to the throne. Perhaps the death of Khafra’s father was more than it seemed, whether by Khemet III or someone else, no one could be sure.

Khafra wasn’t sure what to think. His father had certainly taught him a reverence for his country and its history. He was not ignorant enough to think that all its treasures could be safeguarded forever. Its ancient sites should be protected and explored, but he thought it would be better if loyal Osirians with a greater right to the treasures did the work, not foreigners interested only in defiling the nation’s spoils for profit. But Khemet III hadn’t left that option open. Things were changing quickly, and Ik-Teshup told Khafra the Brotherhood of Lotus needed agents willing to accompany these competing groups of foreigners to ensure their aims were noble. If not, many of the nation’s most valuable artifacts could end up in the hands of private collectors in Cheliax or Taldor.

Though conflicted, Khafra decided this was something he had to do. Breaking off his engagement, he entered the lottery to join adventurers exploring his nation’s treasured ancient tombs and burial sites in the Half-Dead city of Wati. He now wore a small tattoo of a lotus on his chest.

"Ask yourself, why do you seek the treasures of Osirian? Is it for Osirian’s glory, or for yours?"

Appearance:

Broad-shouldered Khafra Almaktoum is of Garundi (with some Kellish) descent—his skin is of medium tone for his people. He wears his black hair unbound, which reaches his shoulders, and a short moustache and immaculately-trimmed beard. Over scale armor he more at the military academy, he wears loose-fitting clothes adapted to the desert heat and sand, with embroidery showing some level of wealth. A fine blue turban protects his face and neck from the stinging sand.

Personality:

Khafra shares many of the traits of his ancestry, including fierceness, passion, and a quick anger. Though not as clever as he thinks he is, he prides himself on his wit and intellect, and tries to memorize the riddles and legends of the sphinx as his father taught him.

He has a racial arrogance that borders on off-putting to outsiders, and can be difficult with his sense of superiority. With those he is comfortable with, he is gregarious and exhibits a sly wit. Like many of his people, especially of the middle or upper class, he values fine stallions and horse races.

Though many in his country revere Sarenrae, Khafra follows Pharasma. He seeks to leave the dead to their rest, and will suffer none to desecrate their eternal sleep.

He tolerates no desecration of Osirian monuments, and insists on as little unnecessary spoiling of its sites as possible.

He has a tiny greensting scorpion to help in his mission that he has named Ra.

Mannerisms and Sayings:

Khafra is very ritual-oriented. He abstains completely from alcohol, washes his hands carefully before eating, and only gives and accepts items with his right hand. He removes his shoes before sitting and wears the nail of one pinky long. Finally, he carries a long keychain that contains every key he has ever had.

“May Pharasma give you fortune…”
“I’ll break your face, I swear!” angry expression, often accompanied by a shaking wrist
“Are you crazy? Majnoon enta? Majnoon?” when someone is doing something ridiculous, accompanied with a fiercely shaking hand
“Akkkkkk!” frustrated expression, accompanied with biting of the fist or hand
”My soul is prepared. How's yours?”

Level Progression:

Level 1:
Class Taken: Bloodrager
Class Feature Gained: Bloodline, bloodline power, bloodrage, indomitable stance
Hit points Gained: 1d10, +2 Con, +1 favored
Skill Points (3+1 human +2 backgroundᵝ): acrobatics (1), climb (1), intimidate (1), knowledge (engineering)ᵝ(1), knowledge (history)ᵝ(1), perception (1)
Feats: power attack, iron will

Dice:

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

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

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

Endurance, stalwart, improved stalwart, combat expertise, large weapon?
Get Power Attack, Cleave, Cleaving Finish, and Hurtful. At level 6 pick up Combat Reflexes through bonus bloodline feat. Level 7, Pick up Cornugon Smash.