Pathfinder Field Agent

Lady Kheti's page

55 posts. Alias of Llaelian.


Full Name

Lady Kethi of House Ahnkamen

Race

Human Ranger 9

Classes/Levels

HP 74/74 | AC23, T17, F17 | CMD28, CMB+11 | F+9, R+13, W+9 | Init:+6(10) | Per +18(22), Stealth +18(22), Surv. +15(19)

Gender

Female

Age

35

Alignment

LN

Deity

Pharasma

Location

Absalom

Languages

Common, Orisoni, Elven

Occupation

Fifth sword of the First guard

Strength 14
Dexterity 22
Constitution 14
Intelligence 12
Wisdom 16
Charisma 8

About Lady Kheti

Human ranger 9
LN Medium humanoid (human)
Init +6; Senses Perception +18
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Defense
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AC 23, touch 17, flat-footed 17 (+6 armor, +6 dexterity, 1 deflexion)
hp 74 (9d10+18)
Fort +9, Ref +13, Will +9
Defensive Abilities evasion
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Offense
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Speed 30 ft.
Melee +1 gladius +12/+7 (1d6+3/19-20/×2)
Ranged +2 composite longbow +19/+14 (1d8+4/19-20/×3)
with RS/MS +17(*2)/+17/+12
with RS/MS/DA +14(*2)/+14/+09 (1d8+10)

Special Attacks combat style (archery), favored enemies (evil outsiders +2, undead +4)
Ranger Spells Prepared (CL 6th; concentration +9)
. . 2nd—guiding star, free
. . 1st—delay poison, liberating command, resist energy
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Statistics
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Str 14, Dex 22, Con 14, Int 12, Wis 16, Cha 8
Base Atk +9; CMB +11; CMD 28

Feats:

Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Iron Will,
Manyshot You can shoot two arrows as the first attack of a full attack action.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Point Blank Master[APG]
Weapon Focus (longbow)

Traits:

Child of the Temple: +1 kn(nobility and religion), kn(nobility) class skill.
Undead Crusader: +1 damage vs undead, kn(religion) +1 and class skill

Skills:

Acrobatics +15 (9 Ranks, 6 Dex),
Climb +14 (9 Ranks, 2 Str, 3 Class)
Heal +7 (1 Rank, 3 Wis, 3 Class)
Intimidate +11 (9 Ranks, -1 Cha, 3 Class)
Knowledge (dungeoneering) +10 (6 Ranks, 1 Int, 3 Class)
Knowledge (geography) +5 (1 Ranks, 1 Int, 3 Class)
Knowledge (local) +4 (3 Ranks, 1 Int)
Knowledge (nature) +5 (1 Ranks, 1 Int, 3 Class)
Knowledge (nobles) +6(1 Ranks, 1 Int, 3 Class, 1 Trait)
Knowledge (religion) +11 (5 Ranks, 1 Int, 3 Class, 2 Trait)
Perception +18 (9 Ranks, 3 Wis, 3 Class, 3 Item)
Profession (soldier) +10 (4 Ranks, 3 Wis, 3 Class)
Ride +10 (1 Ranks, 6 Dex, 3 Class)
Sense Motive +5 (2 Rank, 3 Wis)
Spellcraft +5 (1 Rank, 1 Int, 3 Class)
Stealth +18 (9 Ranks, 6 Dex, 3 Class)
Survival +15 (9 Rank, 3 Wis, 3 Class)
Swim +6 (1 Ranks, 2 Str, 3 Class)

Special Qualities and abilities:

Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs. Favored Enemy (Evil Outsiders) foes.
Favored Enemy (Undead +4) (Ex) +4 to rolls vs. Favored Enemy (Undead) foes.
Favored Terrain (Mountain +2) (Ex) +2 to rolls when in Favored Terrain (Mountain).
Favored Terrain (Underground +4) (Ex) +4 to rolls when in Favored Terrain (Underground).
Hunting Companions (3 rounds) (Ex) Grant half favored enemy bonus to allies in 30' as move action.
Ring of feather falling Feather fall activates if you fall more than 5 ft.
Headband of unshakeable resolve (3/day) When affected by fear effect, can use imm action to reduce severity by 1 step.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Track +4 Add the listed bonus to survival checks made to track.
Wild Empathy +8 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.

Equipment:

+2 Composite longbow +2 STR (+weapon cord) (8300 GP)
+1 Gladius (2015 GP)

+2 Mithral Chain Shirt (5100 GP)
Headband of Unshakeable resolve (5600 GP)
Cloak of resistance +1 (1000 GP)
Golembane Scarab (2500 GP)
Belt of incredible dexterity +2 (4000 GP)
Bracers of falcon's aim (4000 GP)
Ring of Feather falling (2200 GP)
Ring of protection +1 (2000 GP)
Ioun torch (75 GP)
Silver holy symbol of Pharasma (25 GP)

Handy Haversack (2000 GP)
Universal solvent (*2) (100 GP)
Wand of CLW 50/50 (750 GP)
Wand of Lesser restoration 50/50 (750 GP)
Traveler's any tool (250 GP)
Oil of align weapons (300 GP)
Oil of Bless weapons*2 (100 GP)
Acid flask(*4) (40 GP)
Alchemist fire (*4) (80 GP)
Bedroll (1 SP)
Caltrops (*2) (2 GP)
Scroll of animal aspect (CL1) *2 (50 GP)
Dagger (2 GP)
Holy water (*4) (100 GP)
Steel Mirror (10 GP)
Mug (2 CP)
Pitons *4 (4 SP)
Torch *2 (2CP)
String (50ft) (1 CP)
Pole, folding (2 SP)
Silk rope (*4) (40 GP)
Smoke Stick (*2) (40 GP)
Vermin Repellant (*4) (20 GP)
Waterskin (1 GP)
Trail rations *10 (5 GP)

Belt pouch (1 SP)
Chalk (*5) (5 CP)
Compass (10 GP)
Fish hook (1 SP)
Flint and steel (1 GP)
Sewing needle (5 SP)

Efficien Quiver 1
Durable arrows 20 (20 GP)
Durable Blunt arrows 20 (40 GP)
Cold iron durable arrows 40 (80 GP)
Grappling arrow 1 (1 GP)
Tanglefoot arrow 2 (40 GP)

Efficien Quiver 2
Durable arrows 20 (20 GP)
Durable Blunt arrows 20 (40 GP)
Silver durable arrows 40 (80 GP)
Grappling arrow 1 (1 GP)
Tanglefoot arrow 3 (60 GP)
Spare composite longbow (+2 str) (300 GP)

Equipement weight 30 pounds (Light carrying capacity 58)

Remaining gold 229,6 GP

Background:

Aged of 35 years, Kheti was born in Absalom for Oris of Ahnkamen and the princess Kemi, a high priestess of Pharasma and a distant cousin of the ruby prince Khemet III, the current ruler of Osirion. A few years after her birth, her mother, being unable to cope with the life of Absalom, returned to Sothis, taking her only daughter with her. There Kemi rejoined the high clergy of Pharasma and took a rolr in the running of the Necropolis of the Faithful.

There, Kheti was raised in the strange atmosphere of a cathedral, in the strict observance of the faith of Pharasma, where birth and death were as revered. In this protected place, while Kheti adsobed with delight the religious instruction, she had no interest what so ever for the history and architecture of the land but spent most of her time evading her preceptors by hiding in the darkest catacombs or watching the martial training of the inquisitors of Pharasma who were taught how to dispose of undeads. Amused by this chit of a girl that always found a way to observe them, the instructors included her progressively and trained both her body and her mind.
However, despite her application and perseverance, while she managed to master the fighting arts, the Lady of the Graves stayed death to her prayers and did not grant her the benediction of her spells.

Worried by this turn of events, Kheti's mother petitioned one of the high priest of the cathedral to divine the reason for this. As usual, the answer was cryptic and spoke of barriers to be broken, of a restless child to be tamed, of the water drowning the sand and of a gift already received and no one was able to understand its meaning. The only exception being that her destiny was not to stay in the cathedral.

Without real aim, once her dream of joining Pharasma's clergy was shattered, Kheti decided to sail back to her father, away from the church that rejected her. He was thrilled to have his daughter lining with her, and set out to show her the wonders of Absalom. One day, as there were touring the fortifications of the Azlanti Keep, she saw a patrol of the First Guard coming back from the Cairnlands, bloodied and battered but once again victorious. Listening to their boasts and the tales of their latest fight against a new form of zombie, she realized that they were doing what she had always dreamed to do.

Full of dreams again, she petitioned her father and the Grand councilwoman Neferpatra, head of her house for a spot in the First Guard. While her father just dismissed the idea, Neferpatra dryly informed her that a place in this unit was to be gained starting from the bottom and that she could have a spot in the city watch to start with.

Following this advice and after only a single year in the watch, Kheti managed to pass with flying colors the grueling test to be selected in the First Guard. There, over the last fifteen years, she has raised through the ranks to that of Fifth Sword. In that position, she is tasked to lead the patrols bound for the Cairnlands to dispose of the most dangerous undeads that raise from time to time out of the tombs and barrows of those who failed to conquer the City at the Center of the World.

Personality:

Kheti is a dry and no-nonsense woman with the strong will and borderline arrogance that come from her long time in the First Guard. From her youth in the Necropolis, she has kept her strong faith in Pharasma and her unease with living and breathing people. She hides this flaw under a layer of competence, authority and dry wit. While she try to have a neat appearance, she has no issues with going toe to toe with the most horrible undead or climbing down shafts littered with rotting corpses. And she sometimes plays on that, having embarrassed her house multiple times by showing at gatherings fresh from a patrol with blood, bones and innards still stuck to her uniform.

worst fear:

Kheti worst fear is to be turned into an intelligent undead and lose her soul in that abomination.

Ultimate Goal:

Kheti goals in life can be divided in two. On the material side, she aims to captain the First Guard when the current commander Rothos of House Vastille retires. On the spiritual side, she wishes to be called by Pharasma to serve her.