Kosei Sharif-El-Sadad's page

609 posts. Alias of Balacertar.


| Ini+3 | Senses+24

Acro+19,Climb+4,Diplo+1,Fly+7,H.Animal+3,Heal+25,K.dung+17,K.geo+8,K.hist+2 ,K.local+0,K.nat+5,K.nobility+14,K.planes+17,K.relig+2,Linguist+15,P.Orator y+4,S.Motive+8,Spellcr+10,Stealth+14,Surviv+12,Swim+1


Eccentric Garundi Druid (restorer) 16 | (Completed Mummy's Mask)


HP 176/195/163 AC 32 TAC 15 FF 24 24 TAC 14 FF 23|CMD 26|F+19 R+13 F+17 R+10 W+21 (im. p.)|Res 20 fire, 30 elec.|WS: 4/7 HH: 10/16 FB: 9/11 L1: 5/7+2/4 L2: 2/7+1/1 L3: 1/7 L4: 2/7 L5: 1/6 L6: 3/5 L7: 3/4 L8: 1/4 Ext: 3/3 Daz: 1/3

About Kosei Sharif-El-Sadad

Kosei the Sun Lion ancient guardian and Prince of Osirion.

scroll of mass bull strength


HP: 163/163
Wild shape: 7/7
Spells: L1: 6/7+4/4 L2: 7/7+1/1 L3: 7/7 L4: 7/7 L5: 6/6 L6: 5/5 L7: 4/4 L8: 4/4
Healer’s hands: 16/16
Fire bolt: 11/11
Extend rod: 3/3
See invisibility: 1/1
Daylight: 1/1
Effects: longstrider 13 h, greater magic fang (+3) 13 h

Earth elemental (huge):

Level 14
Senses Darkvision 60'
HP 171/171 DR 5/-
AC 27 TAC 11 (+7 armor, +2 Dex, +3 shield, +1 deflection, -2 size, +6 natural)
Special Earth glide, immune to bleed damage, critical hits, and sneak attacks and gain DR 5/—.
[dice=Slam+magic fang-Piranha Strike]1d20+15-3[/dice]
[dice=Bludgeoning/Magical damage+Piranha Strike (last 1d6 is acid)]2d8+7+6+1d6[/dice]

[dice=Slam+magic fang-Piranha Strike]1d20+15-3[/dice]
[dice=Bludgeoning/Magical damage+Piranha Strike (last 1d6 is acid)]2d8+7+6+1d6[/dice]

Large fire elemental:

Level 16
Senses Darkvision 60'
HP 195/195
AC 32, touch 15, flat-footed 24 (+7 armor, +6 Dex, 0 shield, +1 deflection, +4 natural, +5 natural enhancement, -1 size)
DR 5/— Resist fire 20; Vulnerability to cold
Speed 50'
Reach 10'
Special Immune to bleed damage, critical hits, and sneak attacks, burn ability (1d8, Ref DC 23).

[dice=Fire slam+magic fang-PS]1d20+17+4-4[/dice]
[dice=Bludgeoning/Magical damage+magic fang+acid]1d8+6+4+8+1d6[/dice] +burn (1d8, Ref DC 23)

[dice=Fire slam-PS]1d20+17-4[/dice]
[dice=Bludgeoning/Magical damage+acid]1d8+6+8+1d6[/dice] +burn (1d8, Ref DC 23)

Dire lion:

Level 15
Senses Darkvision 60'
HP 153/153
AC 28, touch 12, flat-footed 26 (+7 armor, +2 Dex, +1 deflection, -1 size, +4 natural, [+5 natural enhancement:barkskin])
CMD 27 (+11 BAB, +2 Str, +2 Dex, +1 size, +1 deflection)
Speed 40'
Senses low-light, scent
Special grab, pounce, rake
Effects: greater magic fang
[dice=B/S/P damage+GMF+acid]1d8+2+3+1d6[/dice]

[dice=S/P damage+GMF+acid]1d6+2+1+1d6[/dice]

[dice=S/P damage+GMF+acid]1d6+2+1+1d6[/dice]


Level 15
HP 153/153
AC 28, touch 12, flat-footed 26 (+7 armor, +2 Dex, +1 deflection, -1 size, +4 natural, [+5 natural enhancement:barkskin])
CMB +14
CMD 27 (+11 BAB, +2 Str, +2 Dex, +1 size, +1 deflection)
Speed 30' (20' without longstrider), Swim 30'
Senses low-light, scent
Special grab
Effects: greater magic fang, barkskin, life bubble, wind walk, air walk, resist fire
[dice=B/S/P damage+GMF+acid]1d8+2+3+1d6[/dice]

[dice=Tail slap-size+GMF]1d20+8-1+1[/dice]
[dice=S/P damage+GMF+acid]1d12+2+1+1d6[/dice]

Character outline, background and personality:

Lengther presentation given to a ghost
Info to Stelle
Relation with Abdur (PM 7 Aug 2018 3:08)

Driving idea
This man is convinced to be a direct descendant of the pharaohs, despite his ethnicity being clearly Garundi rather than Osirian. His motivation for the adventure is to defend the lands of his ancestors as he or his descendants are supposed to inherit them and his people in the future. He is a protector and quickly gets involved into helping others despite they do not need his help or lessons.

Short backstory
Kosei, Prince of Osirion and Ancient Guardian of the Sun Lion was a brave and rebellious spirit in youth. He was sent by his family to the Monastery of Tar Kuata, to study among the Pahmet dwarves, in the hope a life of contemplation and enlightenment will appease his spirit and make a good politician or merchant of him. Despite this sparked his interest in ancient Osiriani culture and history in general, it also triggered his ancient connection with the lands of Osirion. The spirit of the Sun Lion came to him during a meditation session on the Test of Tar Kuata, injecting a passionate enthusiasm on Kosei that confused her mind ever since. The man proclaims to be the Ancient Guardian of the Land now, comen to restore life to the desert and keep the balance of civilization in the place.

Of course, in order to fulfill such a great view a strong tribe has to be born, and for that Kosei is looking to give continuity to his bloodline with a large family. The Garundi needs of course a wife of high lineage. That was the business that took him to Tephu ultimately. After some months of null attempts, by sure due to his passionate temperament and little self-care, Kosei found a potential candidate.

When rumors about a new menace reached him, he devoted to his destiny of protecting the land, and impress Deka An-Keret, Highness of Nethys (there are probably better nobles there for the backstory and plot), Kosei brought himself in the adventure business to stop the prophecy that Hakotep’s magics will bring the fall and collapse of New Osirion.

History saveguards
If being of noble descend might prove problematic, then his mind is just troubled by the spirits of the old pharaohs and that’s why he thinks he is Prince of Osirion. In any case, his father, being him a member of a noble family or just the voice of the guardians of the land, has commended him to protect Osirion from the raising danger of Hakotep, the Sky-Pharaoh, and his followers. He is usually living in Tephu, but he got a lead to the headquarters of the Sacrosanct Order of the Blue Feather, where he was trying to extract the mask or other artifact, or just to spy and gain insight on the cult.

Tar Kuata -> There might be some other monastery or order more tied to Osirion culture, but that one was the place I knew
Deka An-Keret -> Just saw this NPC while reading your summary, but let me know if there are better candidates for my backstory and the plot

Possible hooks to join the party
If he was trying to extract an artifact, he was taken and he is now prisoner. He might be trapped in a common object, like a lamp or something like that, and appear in air elemental form when released.
If he was trying to spy, he took the shape of a small flying scarab. When he finds the party and discovers their intentions align, he transforms himself back to human shape and proposes to join forces.

Kosei is highly empathic, sharing fast his emotions with others, and strongly self-commited. The fact he is temperamental and often pushy and scruffy holds him back from becoming the social leader his family would have hoped. He might have long vision, a great understanding of things, awareness, but he is unable to transmit this to others in the proper way due to his tendency of never passing up the chance to say ‘I told you so’.

Racist towards lesser undeads. Mummies, vampires or liches are just ok. But he totally hates zombies, skeletons, guls and other lesser undeads.
Completely afraid of being in absolute darkness.

Full casting druid (I might consider a dip in monk if more combat capacity is required), with some bursting capacity and ability to heal and buff the group. If required he can transform into an animal or elemental and join the fray, but being Dex-based he will result a secondary combatant. He can complement the party with mobility skills and other utility.
Possible feats: Natural Spell, Toughness, Weapon finesse, Piranha Strike, Healer’s Hands, Agile maneuvers, Punishing Kick

Male Human Druid (Restorer) 16
N Medium humanoid (Human)
Init +3 (3 Dex); Senses Perception +24

AC 24, touch 14, flat-footed 23 (+7 armor, +3 Dex, +3 shield [0 while transmuted], +1 deflection)
HP 163 (16d8+48+16+16)
Fort +17 (10 class, 3 Con, 2 feat, 2 item), Ref +10 (5 class, 3 Dex, 2 item), Will +21 (10 class, 8 Wis, 1 trait, 2 item)
Immunity poison Resistance fire 20

Speed 20 ft (30 ft with longstrider or without armor)
Melee mwk cold iron dagger +16/+12/+7 (1d4+3) 19/x2 piercing or slashing, or
strike with produce flame +15/+11/+6 (1d6+5) 20/x2 fire touch
Ranged sling +15 (1d4) 20/x2 piercing, or
ray +15 (1d6+8) 20/x2 fire 11/day

Str 10, Dex 16, Con 16, Int 12, Wis 26, Cha 8
Ability increments +2 Wis (racial), +1 Wis (4th), +1 Wis (8th), +4 Wis (item), +2 Dex (item), +1 Wis (12th), +2 Con (item), +1 Wis (16th)
Base Atk +12/+7/+2; CMB +12; CMD 26
Feats Toughness, Weapon finesse, Piranha Strike, Natural Spell, Healer’s Hands, Divine Interference, Spell Penetration, Osirionology, Great Fortitude, Greater Spell Penetration

Blood of Pharaohs (campaign): Long ago, one of your ancestors ruled over the lands of Osirion. Although you are many generations removed and the line of descent is hard to prove, his or her blood still runs in your veins. Perhaps you may find some proof of your lineage in the tombs of Wati’s necropolis. You gain a +1 trait bonus on Will saves. You also gain a +1 trait bonus on Knowledge (nobility) checks and that skill is always a class skill for you. In addition, you may choose Ancient Osiriani as one of your bonus languages.
+1 trait Gesture expertise or weathered emissary
Skills (15x6=90; ACP=-3 [0 for climb/acrobatics]) Acrobatics +19 (3 Dex, 16 rank, 0 ACP), Bluff +1 (-1 Cha, 2 item), Climb +4 (0 Str, 1 rank, 3 class, 0 ACP), Diplomacy +1 (-1 Cha, 2 item), Fly +7 (3 Dex, 1 rank, 3 class), Heal +26 (8 Wis, 13 rank, 3 class, 2 archetype, 2 item; +1 first aids), Intimidate +1 (-1 Cha, 2 item), K. dungeoneering +17 (1 Int, 16 rank), K. local +0 (1 Int, 1 rank), K. nature +5 (1 Int, 1 rank, 3 class), K. planes +17 (1 Int, 16 rank), K. religion +2 (1 Int, 1 rank), Perception +24 (8 Wis, 8 rank, 3 class, 5 competence), Sense motives +8 (8 Wis), Spellcraft +10 (1 Int, 6 rank, 3 class), Stealth +14 (3 Dex, 14 rank, -3 ACP), Survival +12 (8 Wis, 1 rank, 3 class), Swim +1 (0 Str, 1 rank, 3 class, -3 ACP)
Background skills (14x2=28) Appraise, Artistry, Craft (3 class), Handle Animal +3 (-1 Cha, 1 rank, 3 class), Knowledge (engineering), Knowledge (geography) +8 (1 Int, 4 rank, 3 class), Knowledge (history) +2 (1 Int, 1 rank), Knowledge (nobility) +14 (1 Int, 9 rank, 3 class, 1 trait), Linguistics +15/+18 (1 Int, 14 rank; +3 for Osirion), Lore, Perform (oratory) +4 (-1 Cha, 3 rank, 2 item), Profession (3 class), Sleight of Hand
Languages Common (Taldan), Osiriani, Ancient Osiriani, Druidic, Sphinx, Dwarven, Halfling, Jistka, Abyssal, Celestial, Ignan, Terran, Auran, Aquan, Aklo, Gnoll, Draconic, Infernal. Can speak even while polymorphed (ring of eloquence): Common, Dwarven, Elven, and Gnome.

CL 16 (Penetration CL +20; Concentration +24); only 10% mischance while deafened
Orisons (4)
divine guidance
create water
detect magic

Level 1 (7/day + 4 pearls of power I)
burning hands - D
obscuring mist
remove sickness
expeditious excavation
* longstrider (h/level)
* thunderstomp (CMB +24)
faerie fire

Level 2 (7/day + 1 pearl of power II)
produce flame - D
*** 2x barkskin (10 min/level)
frost fall (Fort 20)
** 2x stone discus (no SR)
Hand: see invisibility (CL 5; 50 min)


Level 3 (7/day)
* fireball - D (Ref 21)
* stone shape
* greater magic fang (1 h/level)
* resist energy communal (10 min/level)
spider climb communal
* air geyser (Ref 21)
* sleet storm
Hand: daylight (CL 5)

Level 4 (7/day)
* wall of fire - D
freedom of movement (10 min/level)
* dispel magic
* geyser (Ref 22)
* flame strike (Ref 22)
* obsidian flow (Ref 22)
true form

Level 5 (6/day)
* fire shield - D
* death ward
* blessing of the salamander (fast healing 5)
fire snake (Ref 23)
* communal air walk


communal air walk (10 min/level)
hallow (sanctify an area)
fire snake (Ref 23)
fickle winds (deflect arrows)
wall of thorns
animal growth
transmute rock to mud
baleful polymorpth (GM Euan requests not to prepare save or die spells)
control winds
stone skin
commune with nature (learn facts about surroundings)
call lightning storm (Ref 23)

Level 6 (5/day)
* fire seeds - D
dust form (become incorporeal)
wall of stone
* greater dispel magic

Level 7 (3/day)
elemental body IV (fire only)
* fire storm (Ref 24)
true seeing

Level 8 (4/day)
* incendiary cloud
* sunburst
* stormbolts (Fort 25)
repeal metal or stone

Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).
Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only those crafted from wood.
A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Healing Touch (Ex): A restorer gains a +2 bonus on Heal checks. When a restorer uses Heal to provide first aid, the bonus increases to +3. This ability replaces nature sense.
Natural Medic: A restorer can channel stored spell energy into healing spells that she did not prepare ahead of time. The restorer can “lose” any prepared spell in order to cast any cure spell she can cast of the same spell level or lower (a cure spell is any spell with “cure” in its name). This ability replaces spontaneous casting.
Enemy of Blight (Ex): At 4th level, a restorer can ignore the effects of an overgrown area that has been magically manipulated to impede motion. She can ignore these effects for a number of rounds per day equal to double her Wisdom bonus. These rounds don’t have to be used consecutively. This ability replaces resist nature’s lure.
Guide across Lifetimes (Sp): At 13th level, once per day as a full-round action, a restorer can cast reincarnate without a material component. This ability replaces a thousand faces.
Nature Bond (Ex): At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, >>Fire<<, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.
Fire Domain: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Fire Resistance (Ex): At 6th level, you gain resist fire 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to fire.
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.
Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.
Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Wild Shape (Su): (7/day) At 4th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal with which the druid is familiar.
A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily use of this ability, regardless of the form taken.
At 6th level, a druid can also use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid's wild shape now functions as beast shape II. When taking the form of an elemental, the druid's wild shape functions as elemental body I.
At 8th level, a druid can also use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a druid's wild shape now functions as beast shape III. When taking the form of an elemental, the druid's wild shape now functions as elemental body II. When taking the form of a plant creature, the druid's wild shape functions as ]plant shape I.
At 10th level, a druid can also use wild shape to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the druid's wild shape now functions as elemental body III. When taking the form of a plant, the druid's wild shape now functions as plant shape II.
At 12th level, a druid can also use wild shape to change into a Huge elemental or a Huge plant creature. When taking the form of an elemental, the druid's wild shape now functions as elemental body IV. When taking the form of a plant, the druid's wild shape now functions as plant shape III.
Venom Immunity (Ex): At 9th level, a druid gains immunity to all poisons.
Guide across Lifetimes (Sp): At 13th level, once per day as a full-round action, a restorer can cast reincarnate without a material component.
Timeless body (Ex): The druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the druid still dies of old age when her time is up.


(armor) +1 wild dragonhide agile breastplate, 17100 gp (+7 AC [even while transmuted], +3 Max Dex, -3 ACP or 0 ACP for Acrobatics/Climb)
(shield) +1 heavy darkwood shield, 1307 gp 7.5 lbs (+3 AC, 0 ACP)
(belt) Belt of Dexterity +2, 4000 gp
(eyes) eyes of the eagle
(feet) Boots of the cat, 1000 gp (protect from falls)
(hands) deliquescent gloves, 8000 gp (+1d6 acid on hand/claws/tentacle/slam or any kind of arm limbs attacks)
(headband) Headband of Inspired Wisdom +4, 16000 gp
(neck) Amulet of Mighty Fists (agile), 4000 gp (transfer Dex to damage on natural attacks)
(ring-right) +1 protection ring, 2000 gp
(ring-left) ring of eloquence 3500 gp (Common, Dwarven, Elven, and Gnome; +2 competence Bluff, Diplomacy, Intimidate, P. oratory; only 10% spell misschance while deafened)
(shoulders) Cloak of resistance +2, 4000 gp
(wrist) Armband of the Golden Serpent, 20000 gp [p] (allows using touch spells without AoO)
(ioun) pink rhomboid ioun stone 8000 gp (+2 enhancement Con)

minor dazing rod 14000 gp
cold iron dagger, 4 gp

Eversmoking bottle [p] (combine with ashen's path spell)
Spell component pouch, 5 gp
Earplugs, 3 cp (+2 vs sonic -4 Perception listen)
Pearl of power I [x4], 1000 gp
Pearl of power II, 4000 gp
Lesser extend metamagic rod, 3000 gp
Wand of cure light wounds (50 charges), 750 gp
Wand of cure moderate wounds (50 charges), 4500 gp
Roc feathers [x2]

Bandolier 1 (7/8)
Oil of life, - gp (true resurrection) [p]
Scroll of magic weapon, 25 gp
Scroll of comprehend languages, 25 gp
Scroll of remove fear, 25 gp
Scroll of protection from evil, 25 gp
Scroll of cure light wounds, 25 gp
Scroll of obscuring mist, 25 gp
Scroll of restoration [p]
Scroll of mass bear's endurance (close range) [p]
Scroll of heal [p]
Scroll of remove disease [p]

Bandolier 2 (8/8)
Bless weapon oil, 50 gp
Alchemist fire [x2], 20 gp
Acid flask [x2], 10 gp
Antitoxin, 50 gp

Smelling salts, 25 gp
Alchemical grease, 5 gp
Healer's kit (x10), 50 gp (+2 Heal)
Hand of glory, 8000 gp (CL 5; 1/day see invisibility, daylight, +1 ring slot)
Hakotep's fluffy toy

Gold earned: 55000 (initial) + 54128 (divy III) + 17044 (divy IV) = 126172 gp
Gold spent: -2100(breatsplate)-1(symbol)-4000(headband)-4000(belt)-4000(cloak)-1307(shi eld)-4(dagger)-5(pouch)-8000(pearls)-150(scrolls)-50(potions)-140(alchemica ls)-50(healing kit)-750(light wand)-4500(moderate wand)-8000(handglory)-2000(ring)-1000(boots)-4000(amulet)-8000(gloves) = -52057 gp - 250 (granite and diamond dust) - 12000 (headband +2 > +4) - 36500 (m. dazing rod, eyes of the eagle, pink rh. ioun) - 15000 (wild armor) - 3500 (r. eloquence) = -119307 gp
Gold remaining: 126172 - 119307 = 6865 gp

Progress ideas:

Rhino Hide 5165 (+2d6 damage on charging, combine with pounce and rake!)

He might have half-face burned or suffer a disease.
Inspiration: Dr. Homes/House

Fun quirks:
Avoid a prophecy to impress a love interest
Burnt by a sorcerer
from a line of fallen royalty who never passes up a chance to say, 'I told you so.'
Sheiks don’t cut their hair

Jibade, "relacionado con la realeza"
Khalid, "inmortal"
Kosei, "león"
Ramsés, hijo del dios Ra
Rashidi, "sabio"
Sebak, "compañero del dios Set"
Tau, "león"
Tumaini, "esperanza"
Ubaid, "fiel"

My name is just too long so just call me by my short version: Kosei Sharif-El-Sadad
Kosei Sharif-El-Sadad

Some ideas:
Druid Restorer
For a more arcane druid with knowledges, diplomacy and wizard spells see Halcyon Druid archetype.
For a face druid with empowered healing use Ancient Guardian Archetype.
1 monk level splash to get WIS to AC while transformed (not wearing armor)
Using an Amulet of Agile Mighty Fists for Dex to damage!
If required to be a better combatant, add a level of Unchained Monk (Wis to AC, unarmed strikes, extra skills, stunning fist, extra feat). Even a second level brings evasion.

Pathfinder Player
Companion: People of the Sands.
Pathfinder Player Companion: Undead Slayer’s Handbook
Pathfinder Player Companion: Dungeoneer’s Handbook

Ayham might be part of lesser high society. He has his own tribe, being a shayj.

They are trading with a dragon: Shardizhad
They are to fight Hakotep, the Sky-Pharaoh, who made incredible arcane discoveries that are a danger for Osirion. Some Shory technology.
The mask of Hakotep has some powers used by some crazy man to raise dead.
The heart of Hakotep and his mask contains his soul and were stolen after his death.
They visited the Vault of Hidden Wisdom
Chisiek’s tomb
Cult of the Forgotten Pharaoh -> attack the party

Sacrosanct Order of the Blue Feather is a secretive sect of the priesthood of Nethys dedicated to the collection and preservation of knowledge in all its forms, but with a special focus on arcane knowledge. The order is not necessarily concerned with keeping such information hidden, but secrecy is a useful tool for safeguarding it. The order’s members are also unconstrained by such mortal concerns as morality - the acquisition and preservation of the information is paramount, not the methods used to do so.

I don’t have any idea on the pharaohs stuff… is there any one who should fit well for the plot for Ayham’s ancestor? Someone who fits as an enemy of our enemies? Or shall I just produce one out of my mind?

Some nice healing help:

The pharaons are gods and do not need divinities ->

1) Weapon finesse, Focused Study?
3) Piranha Strike?
5) Natural Spell
7) Toughness
9) Healer’s Hands
11) Divine Interference
13) Agile maneuvers
15) Punishing Kick
17) Feral Combat Training (Slam) (be size +1 for positive stats) -> Ring of eloquence (Lvl 6) 54000 gp 32500 gp ent-druid-s (1 extra shape/day) 3750 gp -of-the-cat (diminish damage if falls while flying) 1000 gp t-of-mighty-fists (agile or guided) of-glory (daylight!)
Deliquescent gloves 8000 gp to add corrosive weapons and natural weapons.

Darkwood Will armor enchancemnt let’s sum the armor bonus while in Wild Shape. A wand of magic armor given to an arcane caster can be a cheaper replacement.
Metamagic extend rod for magic fang and barkskin
If dipping in monk: Monk’s robe helps AC and damage


Garundi sayings:
If it didn’t leave a mark, it never happened
Where the sandal steps, the boot sinks
Salt in one hand, sand in the other.
Sweeter than desert water.
The shade is always moving.

Plot guide:

Kosei promises Zizzira he will come back and fill her with tales and desserts
Kosei prepares baklava and takes it in his crystal pot

- According to Chisisek, the dead architect, Hakotep’s pyramid is guarded against divination and can only be brought to earth by focusing the elemental energies of Khepsutanem’s Sekrepheres on the Aeromantic Infandibulum of the flying pyramid
- The ritual required to trigger this involves several steps:
1) rouse the Khepsutanem from its slumber by awakening it, this should be done within a complex on the northern side of the earthworks called the Tekramenet
2) then head to the Chamber of the Sekrepheres within a second complex on the eastern reaches of the trenches, the Sekrephrenet
3) activate the Sekrepheres in the Sekrephrenet, 11 great monuments at the Khepsutanem, each infused with the spirit of a particularly powerful elemental, and focusing all of them in the right order upon the Sun Disk plaza between the hours of dawn and noon on a single day
4) The activation is done anointing the Sekrephere symbols in the proper order with holy or unholy water: Horus, Ptah, Isis, Ra, Khepri, Osiris, Sobek, Maat, Sekhmet, Thoth, and finally Set
5) Find the Pharaoh’s Key which should still lie within a complex called the Akhumemnet near the Sun Disk
6) use the Pharaoh’s Key in the central stone of the Sun Disk
7) Finally, with the Sun Disk activated, it can be used to call down Hakotep’s pyramid.
- The Khepsutanem are the earthworks, now known as the “Slave Trenches of Hakotep" past the headwaters of the Crook river and the Crook river is the western tributary which joins with the Asp in Wati to form the mighty Sphinx river
- The Akhumen where the most trusted agents and guardians of Hakotep. Their leader, the ageless shaitan warlord Tef-Naju, might still live on as the guardian of the Khepsutanem. If Tef-Naju survives, perhaps you can convince him to help you, although his temper is as swift as his patience is sparse
- The Sekrephrenet is located 10 feet above ground level in the stone wall behind the cascade

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