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About Khazim99Human(Keleshite) Ranger(Divine Tracker)/ Druid(Sunrider) 1
Base Attack Bonus +1; CMB +2; CMD 15 Race:
Focused Study All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait. Heart of the Wilderness
Class:
Favored Enemy (Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher. Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks. Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks. Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Using Skills). The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.
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Traits:
Touched by Divinity: As long as you can remember, you've had an unexplainable interest in one deity in particular. One of your parents may have been a priest of this deity, or you may have been an orphan raised by the church, but these alone cannot explain your deep connection to the faith. You've always felt calm and at ease in places holy to the deity, and often have dreams about the god or goddess visiting you-most often in the form of a sacred animal or creature. Your faith is strong, even if you don't happen to be a divine spellcaster-if you are a divine spellcaster, you should be a worshiper of this deity. You begin play with a silver holy symbol of your chosen deity for free. In addition, choose one domain associated with your chosen deity. You gain the use of that domain's ist-level domain spell as a spell-like ability usable once per day (CL equals your character level). Associated Mythic Path: Hierophant. Multiple Characters: If other characters choose this trait, you should all work together to decide what deity you're associated with-it should be the same deity shared by all of you. You might even share the same dreams. Sarenrae- Sun Thoroughbred [Link]
Equipment Weapons
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Carrying Capacity
Kyra:
Shissah Companion
Base Attack Bonus +1; CMB +2; CMD 15 Skills
Feats
Tricks
Starting Statistics: Size Large; Speed 60 ft.; AC +1 natural armor; Attack bite (1d6), 2 hooves (1d4; secondary attack); Ability Scores Str 16, Dex 15, Con 13, Int 2, Wis 14, Cha 10; Special Qualities desert dweller, easily trained. 7th-Level Advancement: AC +3 natural armor; Attack bite (1d8), 2 hooves (1d4, secondary attack); Ability Scores Str +2, Dex +4, Con +2; Special Qualities desert senses.
Background:
Khazim grew up in a desert tribe of horsemen living in the Qadiran desert far from the bustle and corruption of the cities. In his early childhood he was granted dreams from the Dawnflower marked with symbolism and plagues by premonitions. He always felt his destiny was far from the deserts he called home but they drew him nonetheless, paving his way to be a Sundrider. After he reached his majority the premonitions came to fruition.
Distraught but understanding of his tribes difficulties Khazim fled from the killers tracking him. He made his way to the coast and hailed a ship out of Absolom hoping to find some way to gain a pardon for his crime. His prayers where answered when on the trip to Absolom Khazim has his first waking dream at high noon with the sun beating down on him. He saw flames, destruction and monsters crawling out of a chasm full of monsters. He saw the great line formed by the Wardstone of Mendev. He saw the gleaming line of armored knights forming the line of battle against the hordes of the Abyss. He knew that if he went there he would gain the redemption he sought. Khazim woke from his daze with a start, see a brief glimpse of a smiling face in the sun above. His goal was set. North. To the Worldwound!!!
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