Davashuum

Khasul al-Rasad's page

16 posts. Alias of KMBCross.


About Khasul al-Rasad

Khasul al-Rasad, Magus of the Tempest Winds
Male Human (Keleshite)
Magus 1
NG Medium Humanoid
Init: +4, Perception: +0
Languages: Common, Auran, Gnoll
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=====================DEFENSE=====================
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AC 18 [17, encumbrance], Touch 14 [13], Flat-footed 14, CMD 14
HP 10/10 (1d8+2)
Fort: +3, Ref: +4, Will: +2
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=====================OFFENSE=====================
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Speed: 20ft (4 Squares)
Melee "Masterwork Scimitar" 1 vs AC (1d6, 18-20/x2)
Space: 5 ft. Reach: 5ft
Base Atk: +0, CMB: +0

Spells in Spellbook (Magus): Save DC 12 + Spell Level:
0 Level - acid splash, arcane mark, dancing
lights, daze, detect magic, disrupt undead, flare, ghost sound,
light, mage hand, open/close, prestidigitation, ray of frost, read magic, spark.

1st Level – Shocking Grasp, Expeditious Retreat, Obscuring Mist, 'Tailwind' (Hydraulic Push), Vanish

Spells Prepared (Magus):
0 Level - Infinite Use of: Detect magic, read magic, mage hand
1st Level - Tailwind, Obscuring Mist

Favored Class: Magus
Favored Class Bonus: +1 HP
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====================STATISTICS====================
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Abilities: Str 11 (+0), Dex 18 (+4), Con 12 (+1), Int 14 (+2), Wis 10 (+0), Cha 12 (+1)

Arcane Pool: 3 points

Feats: Simple Weapon Proficiency, Light Armor Prof, Arcane Strike, Weapon Finesse

Skills: Spellcraft (+6), Knowledge Arcana (+6), Survival (+5), Acrobatics (+3 [5]), Perform (dance) (+2)

Class Skills (5 points per level): Climb (Str), Craft (Int), Fly (Dex),
Intimidate (Cha), Knowledge (arcana) (Int), Knowledge
(dungeoneering) (Int), Knowledge (planes) (Int), Profession
(Wis), Ride (Dex), Spellcraft (Int), Swim (Str), and Use Magic
Device (Cha).

2 + Int Mod, +1 for Human
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=================SPECIAL ABILITIES=================
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Skilled
Human's get 1 extra skill point per level

Extra Feat
Humans gain 1 extra feat at first level

Trait: Reclaiming your Roots
You were forced to flee the village when you were only a few years old, and you didn’t discoverer this until a few years ago — perhaps you found an old document that revealed the truth, or maybe you learned the news from a relative. Both of your parents are now dead, and from what you’ve been able to piece together, one of your parents actually died in the village when whatever happened there happened. Your surviving parent spirited you away to safety to grow up elsewhere, but never spoke of Kelmarane and always told you that your other parent died when you were a child in a horrific tragedy like a fire or a flood that swept away the body. Now that you’ve started to uncover the truth, you are convinced that your heritage remains hidden in Kelmarane. Whether you just wish to find out what really happened to your parent that died there or you want to rebuild the village in his or her honor is up to you — but Garavel’s caravan to the village is just the opportunity you’ve been waiting for. When your other parent died recently, among his or her effects was a single item that once belonged to the parent who died at Kelmarane. This item is your most valued possession — a [masterwork scimitar]. If you ever lose this item, your resulting depression imposes a –1 penalty on Will saves for 1 year.

Trait: Desperate Focus
You gain a +2 trait bonus on concentration checks.

Trait: Poverty-Stricken
You gain a +1 bonus to Survival checks, and Survival is always a class skill for you.

Feat: Arcane Strike
As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.

Feat: Weapon Finesse
With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Class: Arcane Pool
At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells. At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property’s base price modifier (see Table 15–9 on page 469 of the Core Rulebook). These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be
added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the
next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than
the magus. A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Class: Spell Combat
At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

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===========DESCRIPTION AND INFORMATION============
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TBD

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===================BACKGROUND===================
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About twenty years ago, the city of Kelmarane experienced a tragedy. That tragedy set a family at odds for survival, the likes of which were desperate to cling to life as their newborn son had been in their home over the past year. The mother, in all forms wise and intelligent, could usher the child away – but the father would have to stay to try and hold on.

Needless to say, that effort was not successful.

In the harsh desert, one can only make do with what you are given. The mother had noted her spark of arcane potential in her child, though nowhere near as strong as hers. Her name was Aatara, and though she was still young, she had plenty of skills through her life before marriage – namely, that of being a courtesan. She managed to acquire a home in the Inner City, relatively close to the Oasis within – and her new employer just a few buildings down.

For years she used her pay to save up a funding, a savings for her son, Khasul al-Rasad - a name made to hide their true name from suspecting gnolls, or worse – where upon his ninth birthday, she had hired a client who possessed arcane powers similar to the boy’s. He began instruction in swordsmanship during the day, and educated during the early evening in arcana, history, and related wonders of higher learning. For this, he was paid in personal services while he was in town. There were times when the teacher himself, Khalid being his name, acted questionably, but said nothing of it.

Not seven years later, a long-term commitment had come to an end. He said that Khasul ‘needed to find his own path’ now, that he had only paved the way for his prestigious pupil. After all was said and done between Khalid and Aatara, they had split ways, leaving her with her funds and a precious scimitar to her son. With the money she had saved, he was sent to an academy in the city proper, where he learned more about arcane magic and how to elicit faster castings – and on the side, he practiced further with the scimitar Khalid had left him as a parting present. This schedule continued for years yet to come.

It was about this time Khasul began to grow curious on the religion in the area, and wandered into a temple of Sarenrae. It was here that worshippers of the Dawnflower made him curious, and he took the time to listen to their tales, to the stories of her glorious mercy, and could only find he was attracted to the faith – though more as a hobby than a lifestyle. He prayed to her often for protection from the sun above, so that travel outside of the city in the future would be easier and not unbearable.

When his mother died, Khasul had been the ripe age of twenty. In her last will and testament, she sold off most of her possessions, and left him a case holding a blade of impeccable quality, a relic owned by his father. Surely the talent was in his blood deeper than he could have guessed, and the message inside led him to the truth – that his father was massacred in cold blood, and the town was annihilated. With heat burning deep inside, he felt such dishonor from the mere thought of such a thing, and immediately looked for the nearest caravan out of Katapesh – for he sought to reclaim the town, and perhaps bring to it new glory, so such an event may never occur again.

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============EQUIPMENT AND POSSESSIONS=============
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Adventuring Attire
Hot-Weather Outfit (Worn) (8lbs)
Masterwork Scimitar (Held) (4lbs)
Chain Shirt (Worn) (25lbs) (-2 Check Penalty, 30ft Speed)
Spellbook (3 lbs)
Component Pouch (2 lbs)

Masterwork Backpack
Rope, Silk (50 ft) (5 lbs)
Waterskin, x2 (8 lbs)
5 Rations (5 lbs)
Bedroll (5 lbs)
Tent (20 lbs)
Blanket (1 lb)

Wealth: 57.66 gp
Light Load: 50 lbs or Less
Medium Load: 51-100 lbs
Heavy Load: 101-150 lbs
Total Weight: 86 lbs (Medium Load, Light Armor)