Radi Hamdi

Khazim99's page

3 posts. Alias of Necro All Star.


Full Name

Khazim Al-Farim

About Khazim99

Human(Keleshite) Ranger(Divine Tracker)/ Druid(Sunrider) 1
NG
Init +3; Senses Perception +8
- - - - -
DEFENSE
- - - - -
AC 16, touch 13, flat-footed 13
hp 9
Fort +3, Ref +5, Will +6
- - - - -
OFFENSE
- - - - -
Speed 30 ft.
Melee
+2 Scimitar 1d6+1
Ranged
+4 Shortbow 1d6+1
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STATISTICS
- - - - -
Str 12, Dex 16, Con 12, Int 10, Wis 18, Cha 10

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
Humans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces skilled.

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.

Feats
Skill Focus(Knowledge[Religion])
Mounted Combat

Skills
Climb (Str)
Craft (Int)
+4 Handle Animal (Cha) 1 3
+4 Heal (Wis)
Intimidate (Cha)
Knowledge (dungeoneering) (Int)
Knowledge (geography) (Int)
+6 Knowledge (nature) (Int) 1 3 2
+4 Knowledge (religion) (Int) 1 3
+8 Perception (Wis) 1 3 4
Profession (Wis)
+7 Ride (Dex) 1 3 3
+4 Spellcraft (Int) 1 3
+3 Stealth (Dex)
+10 Survival (Wis) 1 3 4 2
Swim (Str)

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]
Requirement(s) Human - Keleshite
The blood of the early horse tribes is strong in your family. Breeding, riding, selecting, and training the best horses are all part of your legacy, and you know how to pick out the best of the lot when selecting a suitable mount. If you gain a horse as an animal companion or mount as one of your class abilities, its base speed increases by 5 feet and it gains a bonus trick that does not count against the normal limit of tricks known by the animal.

Equipment

Weapons
Scimitar
Composite Shortbow (+1 Str)

Armor
Leather Armor
Buckler

Other Gear
Druids Kit 36lbs
Riding Kit 44lbs

Wealth
181gp

Carrying Capacity
Light:
Medium:
Heavy:
Current Load:

Kyra:

Shissah Companion
Female
Senses Perception +8
- - - - -
DEFENSE
- - - - -
AC 11, touch 10, flat-footed 10
hp 10
Fort +4, Ref +5, Will +2
- - - - -
OFFENSE
- - - - -
Speed 65 ft.
Melee
+4 Bite 1d6+3
-1 2 hooves 1d4+1
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STATISTICS
- - - - -
Str 16, Dex 15, Con 13, Int 2, Wis 14, Cha 10

Base Attack Bonus +1; CMB +2; CMD 15

Skills
+6 Perception 1 3 2
+3 Escape Artist 1 2

Feats
Narrow Frame

Tricks
Combat Training (DC 20) An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Training an animal for combat riding takes 6 weeks. You may also “upgrade” an animal trained for riding to one trained for combat by spending 3 weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the animal’s previous purpose and any tricks it once knew. Many horses and riding dogs are trained in this way.
Throw Rider
Attack
Break Out

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.
A petty princeling from the Empire of Kelesh had come the Qadira to explore and experience the world. As he was travelling the burning sands he and his entourage stumbled across Khazim's tribe and decided to stay there for a time. The tribe was helpless in the face of the princelings demands and allowed him free reign in the tribes lands, however the selfishness of this corrupt noble was higher than the sun in the sky. He attacked and defiled on of the girls of the tribe, leaving her a broken wreck. Outraged Khazim took it upon himself to track down and slay this scum across the desert. Terrified of retribution even while grateful for his actions the tribe had no recourse but to banish Khazim from Qadir and from his home.

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!!!