Whispershade

Kheled Hadri's page

587 posts. Alias of terok.


Full Name

Kheled Hadri

Race

Osirian

Classes/Levels

Oracle (Life) FC 4 HP:34 AC:15 INIT:+1 PERC:+3 F/R/W:+3/+2/+4

Gender

Male

Size

5'6

Age

24

Special Abilities

See below

Alignment

Neutral

Deity

Pharasma

Location

Wati

Languages

Common

Strength 8
Dexterity 12
Constitution 14
Intelligence 12
Wisdom 10
Charisma 22

About Kheled Hadri

Male Human Oracle-Life(FC) 4
NG Medium humanoid
Init +1 ; Senses Perception +3

==DEFENSE==
AC 15, touch 10, flat-footed 14 (+4 armor, +0 shield, +1 dex)
HP 34 (8,5,5,5+2+2+2+2-con+1+1+1-FC)
Fort +4, Ref +3, Will +5

==OFFENSE==
Spd 20 ft./x3
Shortspear, Melee +2 1d6-1 20/x3
*Light Crossbow, ranged +4 1d8 20/x3
Channel Positive Energy 2d6+1 DC 21

==STATISTICS==
Str 8, Dex 12, Con 14, Int 12, Wis 10, Cha 22
Base Atk +3, CMB +2 CMD 13

==FEATS==
Feats Armor Proficiency (Light) (PFCR 118), Armor Proficiency (Medium) (PFCR 118), Improved channel, Selective Channeling, Extra Channeling.

==SKILLS== 23 Skill Points
Acrobatics -1
Bluff +6
Climb -2
Diplomacy +13,(4)
Disguise +6
Escape Artist +0
Fly +0
Heal +6 (3)
Intimidate +6
Knowledge Religion +9 (4)
Perception +3 (3)
Ride +0
Sense Motive +7 (4)
Spellcraft +8 (4)
Stealth -1
Survival +4 (1)
Swim -1
Languages: Common, Keleshite.

==EQUIPMENT==
Equipment: Chain Shirt, Shortspear, Light Crossbow, 17 bolts,
Backpack, Pouch, belt, Explorer's outfit, Bedroll, Waterskin, 2 Sunrods, Healers Kit (5), Alchemists Fire x2, Acid x2, Tanglefoot Bag, Wand of CLW (50), Headband of alluring charisma +2, Cloak of Resistance +1.

Scrolls:

Bless x2, Protection from evil, Cure Moderate Wounds, Hold Person, Remove paralysis, Effortless Armor, Magic Weapon, Sound Burst.

Cash: 37gp 3sp cp.

==Class Abilities==
* Oracle Curse - Lame (Ex): Base speed is reduced to 20ft.
* Channel(Su): You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) 9x/Day.
9 remaining (Channel DC 21)
*Energy Body (Su): Energy Body (Su): As a standard action, you can transform your body into pure life energy, resembling a golden-white fire elemental. In this form, you gain the elemental subtype and give off a warm, welcoming light that increases the light level within 10 feet by one step, up to normal light. Any undead creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of positive energy damage + 1 point per oracle level. Creatures wielding melee weapons with reach are not subject to this damage if they attack you. If you grapple or attack an undead creature using unarmed strikes or natural weapons, you may deal this damage in place of the normal damage for the attack. Once per round, if you pass through a living allied creature's square or the ally passes through your square, it heals 1d6 hit points + 1 per oracle level. You may use this ability to heal yourself as a move action. You choose whether or not to heal a creature when it passes through your space. You may return to your normal form as a free action. You may remain in energy body form for a number of rounds per day equal to your oracle level.

Elemental Subtype:

Elemental Subtype: An elemental is a being composed entirely from one of the four classical elements: air, earth, fire, or water. An elemental has the following features.

Immunity to bleed, paralysis, poison, sleep effects, and stunning.
Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.
Proficient with natural weapons only, unless generally humanoid in form, in which case proficient with all simple weapons and any weapons mentioned in its entry.
Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Elementals not indicated as wearing armor are not proficient with armor. Elementals are proficient with shields if they are proficient with any form of armor.
Elementals do not breathe, eat, or sleep.


* An oracle with the life mystery adds Handle Animal, Knowledge (nature), and Survival to her list of class skills.
* Spells: 1st lvl, 2nd lvl

==Traits==
Sacred Conduit: +1 trait bonus to the save DC of your channeled energy.
Undead Crusader: +1 trait bonus on damage rolls against undead creatures. In addition, you gain a +1 trait bonus on Knowledge (religion) checks, and that skill is always a class skill for you.

==Spells Known CL1==
DC 15 lvl 0(-)(6): Create Water, Guidance, Light, Read Magic, Resistance, Stabilize.
DC 16 lvl 1(8PD)(7): Bless (3 minutes), Command, Cure Light Wounds *Bonus, Detect Undead, Protection from Evil, Sanctuary.
DC 17 lvl 2(5PD)(5): Cure Moderate Wounds, Lesser Restoration, Summon Monster II.

Background:

Kheled was born to a wealthy family in Osirion. He had a relatively easy life growing up. His father was a merchant with a pension for ancient digs and finds. Kheled went on several with his father and his guides. When he was 10 he was on a particularly interesting dig. They had found an underground complex and all were excited about the find. An ancient temple to Pharasma as well as a living complex had been discovered. After an initial search brought forth no evil beings or undead the rest of the group moved in to complete their findings.
One of their party, Kheled’s uncle, was also a scholar and had found an interesting set of pictograms. He was working on deciphering them when he accidentally triggered a secret door that released one of the long dead priests. Unfortunately he continued on as something he would later find out was called a Hecuva. Surprised as they were the undead slowly made its way through the party, ambushing their as they searched in smaller groups. When his father and a couple of servants finally encountered the creature, it had them trapped in the complex. He ran with his father until he was the last one left. He fled into the temple of Pharasma, the Hecuva close behind wanting to finish its work.
But Pharasma was outraged by the ex-priest refusing to come to its judgment as well as defiling this holy sight. As the boy prayed with his final breath, Kheled felt a divine force enter him. He felt as if it needed to go forth and smite the ancient evil. The light flashed from him once…then again…he ran from the ancient priest, it screamed at him, it felt pain, pain like it had felt when it was alive. How could a boy hurt him!
Kheled drove the light towards it again and again…and finally it fell, in a smoldered heap. He fell to his hands and knees panting. But somewhere in the back of his mind he could still feel the light…something that Pharasma had given him...but what Pharasma gives, it also takes away. He looked down to see the ruin of his leg. It was shriveled and weak. He could barely stand on it. When he hobbled to the surface only a few servants lived, those that kept the camp above. He returned with them to Wati. Instead of returning home, he was drawn to the temple of Pharasma there.
In the church he was welcomed. They knew that he was special, not cursed. As he grew it quickly became apparent that he was different than the other acolytes. His abilities seemed to come from Pharasma but in a different way. He was physically weak and had a withered leg but what he lacked in strength he seemed to be able to make up with his endurance and ability to accept high levels of pain and suffering. The part that was missing from him seemed to power his ability to heal others. It soon became apparent that the powers of life were more powerful in him than any other Acolyte in Wati. He grew into his own in Wati until he started to become restless. He asked the church for more and eventually they agreed to send him out to help root out the restless dead and those that hope to unbalance life and death.
Kheled always wear a flowing robe, to hide his deformity and proudly wears a large symbol of Pharasma for all to see. Those who don’t see his cursed leg accept him as a young, charismatic man. His hatred for undead is only marginally less than his want to help those in need. He sees Pharasmas balance as life vs. death but sees his part to bring as much life forward to counter death.