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About Mahmoud the BladeA former performance athlete and criminal, Pharasma brought Mahmoud back from the dead after a job went wrong, and his knife-throwing skills now serve the goddess in Wati's Grand Mausoleum. Background: Mahmoud Rannay was born to poor parents in Wati who worked in the farms, and as a teenager he was apprenticed to a group of entertainers called 'The Tumbledown Players' that perform throughout Osirion and maintain a school just outside of Sothis. He was already a particularly athletic young man, and because he wanted to help support his family he felt it was important for him to do well there. His mother got sick and died a few years later, and he was more determined than ever to make good for his father's sake.
After he had been training for several years he realized the players weren't just entertainers-- they were also thieves. They were taught to be selective about their targets, picking the pockets of wealthy patrons and even burgling their estates while they were distracted by the show, but it was an integral part of their living. Mahmoud's role was still to put on the best show of physical agility that he could, and he didn't particularly have a problem with the criminal side of their group, though he was a little worried what his father would think if he should find out. The money was good, though, and he became a source of great pride for his old man. The work often brought Mahmoud back to Wati, for illegally delving into the Necropolis after hours was a good target for the company, and the ringleader for their division-- a woman named Fatima Fahmee-- was also originally from the city and very familiar with the region. However, while they were on a tomb-raiding job with three other members, something went wrong. Mahmoud doesn't quite remember what happened, but he thinks it was some sort of trap. He remembers a stabbing great pain in his leg, his thoughts going fuzzy, and then falling prone. He thought he heard Fatima swear an oath along with frantic whispering from the others, and then all went dark. When he came to, he was in a dimly-lit underground room surrounded by several black-cloaked figures wearing the spiraling symbol of Pharasma, including the high priestess Sebti the Crocodile. They informed him that his corpse had been found in the Necropolis, but that the goddess had inexplicably given him another chance. If he agreed to serve the temple, he could continue to live a second life-- otherwise, they would return him to death and final judgment. Obviously, Mahmoud accepted their offer, and he has been working for the Grand Mausoleum ever since. He finds the work spiritually rewarding, and he is genuinely grateful to the Lady of Graves for showing him his true path. He has even begun to learn to use a small amount of Pharasma's magic, like true priests of the temple, though he believes he will never be as accomplished as any of his peers in that regard. Description:
Mahmoud is tall and lanky, and he seems both strong and agile. His hair is long and unkempt, often tied back and oiled, and his tanned, weathered face sports a scraggly beard and mustache. His bare chest is toned and smooth, and his arms and legs are similarly hairless. He wears a leather backpack, a pouch, a silver amulet depicting the holy spiral of Pharasma, and a small steel shield with a scarab on it buckled to his left forearm. He carries several sheathed daggers at his belt.
His voice is low and gruff, and he is disposed to be more expressive with his movements and gestures than his words. He is tolerant, easygoing, and generally calm-- though his demeanor in social interactions is always more menacing than nice. When he is bored or nervous he often draws a dagger and flips it in the air. When he needs to decide a direction or a course of action he will sometimes spin a dagger to help him choose. He is very proud of his skill with the blade, so much so that he still uses the moniker he received from his former performing troupe, even though he doesn't like to talk about them. He also cares deeply for his elderly father, who lives in a small home in the Asp district of Wati with three other men. At night he offers prayers to Pharasma before he sleeps. Human Bonus Feat, Skilled FCB (fighter) +6 skill points Alignment Neutral Deity Pharasma Str 14 (+2) Dex 20 (+5) Con 16 (+3) Int 8 (-1) Wis 16 (+3) Cha 8 (-1)
Initiative +12* (+5[DEX]+4[Improved Initiative]+3[conditioning], +2[*trait, in ruins])
HP 58 (10+6+6+6+6+6[6d10 HD]+18[CONx6]) Fortitude +10** (+5[base]+3[CON]+2[resistance], +2 vs death [*trait])
AC 24* (10[base]+5[DEX]+5[armor]+1[deflection]+1[enhancement]+1[shield]+1[trait], +3*[Active Defense])
BAB +6 CMB +8 (+6[BAB]+2[STR])
MSB +4 (+4[CL])
PSB +5 (+6[BAB]-1[CHA])
Weapons
agile dagger ("Quickspiral"), thrown: +16*** (1d8+9** piercing/slashing damage, 18-20/x2, 30' range)
dagger, melee: +15** (1d8+5* piercing/slashing damage, 18-20/x2)
dagger, thrown: +15**** (1d8+3** piercing/slashing damage, 18-20/x2, 30' range)
unarmed strike: +12* (1d4+2* bludgeoning damage, 20/x2)
Armor none (Unarmored Training) Shield mithral buckler reliquary ACP 0 Spell failure chance 0% Background (Entertainer) Well-Practiced (You can spend one hit die to roll it and add the result to a Perform check.) Traits Alluring Combatant* (combat, from Additional Traits), Resurrected (campaign), Ruin Delver* (race, from Additional Traits) Feats Combat Expertise* (bonus), Deadly Aim* (bonus), Extra Combat Talent* (fighter 1), Graceful Athlete (background), Improved Initiative* (human 1), Power Attack* (bonus), Vicious Performer (level 1), Weapon Finesse* (bonus, exchanged for Finesse Fighting talent), Weapon Focus* (tribal weapons) (cleric 1); Additional Traits (level 2), Deific Obedience* (Pharasma) (cleric 2); Combat Reflexes (level 3); Advanced Weapon Training* (Abundant Tactics) (fighter 4), Skill Focus (Perform [dance]) (level 4), Turn Undead* (cleric 4); Barroom Brawler (level 5); Nimble Moves (level 6) Class Skills: Skills 4 ranks/level, -1 Int, +1 Skilled; +6 FCB; 30 ranks total
Acrobatics, Artistry, Athletics, Craft, Deception, Disable Device, Escape Artist, Influence, Knowledge (divine), Knowledge (planes), Lore, Perform, Profession, Sense Motive, Sleight of Hand, Stealth, Survival
Acrobatics* +17* ([*Perform (dance)], -0[*ACP])
Languages Common, Osiriani Cleric 6 (Warpriest) blended training, casting (Mid-Caster), casting tradition, domain (Repose), domain power (Gentle Rest, Granted Power), faith (level+WIS), focus weapon, magic talents x2, martial tradition, spell pool (levelx2+WIS); reputation; domain power (Turn Undead), orisons x4 (CL 6), sacred weapon +1; channel energy 2d6 (DC 15), fervor 2d6 (half level+WIS), sacred weapon 1d8; blended talent x6, divine boon (Undead Slayer) Fighter 6 (Weapon Master) combat training (Expert/Wis), focused weapon training (dagger), martial tradition (Blade-dancer), stamina (BAB+CON), weapon training (light blades); parry spell; reliable strike 1/day, second wind (swift); martial spontaneity; armor training 1; weapon guard, weapon training +3 (gloves of dueling); combat talents x6, conditioning (Alert x2, Courage) +3 (sash of the war champion), sever magic Casting Tradition (Pharasmin Warpriest): Type divine CAM Wis
The priests of Pharasma do not typically wear armor, and their spells cease to function when they sleep, in ceremonial sympathy with the goddess's power over death. Rather than verbal components, they make use of their holy symbol to draw upon the mystical energy needed for casting. Drawbacks Consciousness Linked, Emotional Casting, Focus Casting (holy symbol), Somatic Casting x2 Boons +1 sp/level Magic Talents: x6 (x4[blended talents], x2[bonus]) CL +4 DC 15 (10[base]+2[half CL]+3[WIS])
War sphere, Momentum, Rally
Spell-Like Abilities: Undead Slayer (divine boon 1) hide from undead 3/day, defending bone 2/day, or halt undead 1/day Spells:
orisons x4: guidance, light, sacred bolt, vigor Martial Tradition (Blade-dancer): Blade-dancers are primarily performers, with masterful control over their reflexes, and they are especially skilled at holding their attacks and skewering other thrown objects in mid-air. Their trained athleticism designed to impress an audience makes them surprisingly persuasive as well as limber.
Bonus Talents: • Equipment: Dancer Training, Unarmored Training
Combat Talents:
x17 (x6[fighter combat talents], x2[blended talent], x6[martial tradition], x3[feats]), DC 16 (10[base]+3[half BAB]+3[WIS])
Barrage sphere, Barrage, Melee Archer
Boxing sphere (from martial tradition), Unarmed Combatants
Equipment sphere (from martial tradition)
Gladiator sphere, Demoralization (Strike Fear)
Shield sphere, Active Defense Sniper sphere
Trade Tradition (Ace of Shadows): Automatic Trade Talents: Burglar, Entertainer (Deception)
Trade Talent Class Skills: Acrobatics, Athletics, Deception, Disable Device, Escape Artist, Sense Motive (R), Sleight of Hand, Stealth Automatic Skill Sphere: Performance sphere Gestalt Trade Talent: Undead Slayer Gestalt Trade Talent Class Skills: Influence, Knowledge (divine), Knowledge (planes), Survival Skill Talents:
x4[trade tradition] OAM Wis DC 15 (10[base]+2[half ranks]+3[WIS])
Performance sphere (from trade tradition), Dance Package; Associated Skill Perform (dance) Skill Leverage Artistry (philosophy), Perform (dance)
Vocation sphere [utility] (from trade tradition)
Gear: ABP resistance +2, deflection +1, attunement +1
agile masterwork dagger ("Quickspiral"), alchemist's fire 2/5, backpack, bedroll, belt pouch, canteen, cold iron dagger, crowbar, dagger, entertainer's outfit, fighter's kit (no rope or waterskin), filter scarf, force hook, flint and steel, gloves of dueling, handy haversack, iron pot, lenses of detection, masterwork thieves' tools, mess kit, mithral buckler reliquary, potions of cure light wounds 5/5, potions of cure moderate wounds 3/3, rope (100'), sash of the war champion, shovel, silver dagger, soap, talisman of beneficial winds, torches 10/10, trail rations 5/5, wooden (bone) holy symbol of Pharasma Build Plan: 7. Cleric 7 // Fighter 7, blended talent (Barrage: Arrow Split), combat talent (Sniper: Perfect Shot), mirror move, reliable strike 2/day, sacred armor +1; Weapon Specialization (tribal weapons)
8 Cleric 8 // Fighter 8, blended talent (Barrage: Blowback Barrage), combat talent (Gladiator: Piercing Fear), domain power (Dead Sleep), fervor 3d6, sacred weapon +2; Acrobatic Steps, Advanced Weapon Training* (Warrior Spirit); +2 Con, +2 Dex, +2 Wis 9. Cleric 9 // Fighter 9, blended talent (War: Demoralizing Momentum), combat talent (Gladiator: Daunting), tenacious grip, weapon training +2; Signature Skill (Influence) 10. Cleric 10 // Fighter 10, blended talent (Boxing: Reflecting Palm+), bonus feat (retrain Extra Combat Talent), combat talent (Equipment: Dagger Bravo), conditioning +3 (Alert x2), confessor, improved parry spell, sacred armor +2, sacred weapon 1d10; Cunning, Weapon Specialization* (tribal weapons) 11. Cleric 11 // Fighter 11, autonomic grasp, blended talent (War: Resourcefulness x2), combat talent (Barrage: Walking Fire), deadly critical, divine boon (Disrupting Strike), fervor 4d6, reliable strike 3/day, second wind (immediate); Greater Weapon Focus (tribal weapons) 12. Cleric 12 // Fighter 12, blended talent (Duelist sphere, Duelist: Bloody Slasher drawback, Duelist: Long Cuts*), combat talent (Duelist: Ooze Ichor), domain power (Final Rest), sacred weapon +3; Skill Focus (Perception), Greater Weapon Specialization* (tribal weapons); +2 Con, +2 Dex, +2 Wis 13. Cleric 13 // Fighter 13, blended talent (Duelist: Defensive Slice), combat talent (Duelist: Defensive Slice x2), sacred armor +3, weapon training +3, weapon unity; Smash From The Air 14. Cleric 14 // Fighter 14, blended talent (War: Resourcefulness x3), bonded holy symbol, combat talent (Duelist: Debilitating Injuries), conditioning +4 (Suspicion), fervor 5d6, improved sever magic; Alertness 15. Cleric 15 // Fighter 15, blended talent (Duelist: Essence Manipulation+), combat talent (Equipment: Dagger Dancer), reliable strike 4/day, sacred weapon 2d6; Bleeding Critical 16. Cleric 16 // Fighter 16, blended talent (Barrage: Cone of Death+), combat talent (Barrage: Death Blossom+), domain power (Explosive Channel), sacred armor +4, sacred weapon +4; Bleed The Freak*, Ambush Alertness; +2 Con, +2 Dex, +2 Wis 17. Cleric 17 // Fighter 17, blended talent (War: Resourcefulness x4), combat talent (Duelist: Blackblood Strike+), critical specialist, weapon training +4; Blinding Critical Combat Tricks: Barroom Brawler: You can spend 5 stamina points to use this feat as a swift action instead of a move action. If you have the martial flexibility class feature, you can spend 5 stamina points to use that class feature as a swift action instead of a move action, or as a free action instead of a swift action.
Combat Expertise: If you spend stamina points to raise an attack roll using the Combat Stamina feat’s benefits, ignore an amount of your Combat Expertise penalty equal to the number of stamina points you spent. Combat Reflexes: When you miss with an attack of opportunity, you can spend 5 stamina points to make a second attack for the same provoking action. That second attack of opportunity takes a –5 penalty on the attack roll and costs one of your attacks of opportunity for the round. Combat Stamina: After you make an attack roll with a manufactured weapon, unarmed strike, or natural weapon attack with which you are proficient, but before the results are revealed, you can spend up to 5 stamina points. If you do, you gain a competence bonus on the attack roll equal to the number of stamina points you spent. If you miss with the attack, the stamina points you spent are still lost. Deadly Aim: When using this feat, you can spend 4 stamina points to reduce the penalty to attack rolls imposed by the feat by 1 until the beginning of your next turn. You can’t reduce the penalty below 0. Improved Initiative: Before rolling initiative, you can spend 10 stamina points to use 20 as the number rolled. Power Attack: When using this feat, you can spend 2 stamina points to gain the benefits and the hindrances of that feat until the end of your turn, instead of until your next turn. Weapon Focus: Once per round, you can spend 2 stamina points to gain your Weapon Focus bonus on attack rolls with a weapon with which you don’t have Weapon Focus. This bonus lasts until the start of your next turn. Common Actions: 1 minute
• regain martial focus • regain stamina Full round
Standard
Move
Swift
Immediate
Opportunity
Free
No action
Good martial spontaneity feats: Advanced Weapon Training (options here; especially Item Mastery feats taken with the Item Mastery option: Concealment Mastery (vanish), Curative Mastery (cure light wounds/cure moderate wounds), Energy Mastery (burning hands/lightning bolt), Illusion Mastery (minor image), Restoration Mastery (lesser restoration), Vision Mastery (darkvision/see invisibility); or Warrior Spirit for any weapon special ability)
Blind-Fight (darkness or concealment) Dedicated Adversary (favored enemy) Disruptive (vs spellcasters) Extra Blended Training Talent (especially Barrage, Boxing talents, or Shield talents; Duelist or Fencing for extra damage; Athletics, Fencing, Scout, Scoundrel, or Warleader for bonus skill ranks; specialized [momentum] talents like Cooperative Momentum, Demoralizing Momentum, or Favorable Momentum) Ghostslayer (vs incorporeal) Rat Catcher (vs swarms) Macros:
BARRAGE (two attacks)
[dice=Attack (Quickspiral), Barrage, Deadly Aim, Deific Obedience, Melee Archer]1d20+16-1-2+2+1[/dice] [dice=Damage (magic, piercing/slashing), Deadly Aim, Melee Archer; -2 DR]1d8+9+4+1[/dice] [dice=Bonus (Barrage) attack (Quickspiral), Barrage, Deadly Aim, Deific Obedience, Melee Archer]1d20+16-1-2+2+1[/dice]
BARRAGE (three attacks, martial focus) [dice=Attack (Quickspiral), Barrage, Deadly Aim, Deific Obedience, Melee Archer]1d20+16-3-2+2+1[/dice]
[dice=Bonus #1 (Barrage) attack (Quickspiral), Barrage, Deadly Aim, Deific Obedience, Melee Archer]1d20+16-3-2+2+1[/dice]
[dice=Bonus #2 (Barrage) attack (Quickspiral), Barrage, Deadly Aim, Deific Obedience, Melee Archer]1d20+16-3-2+2+1[/dice]
PERFORMANCES
Whenever an enemy enters the threatened area of a dancer, the dancer may spend an attack of opportunity to force the enemy to succeed at a Reflex save (DC 16) or become entangled until they leave all the dancers’ threatened areas (or until the dance ends). (By default, Mahmoud does this for every enemy who comes into his threatened area.)[/spoiler spoiler=Guarded Twist (dance)]Mahmoud: move action (optionally move 5'-15') to start, move 10'-15' to maintain; allies within 15': move action (optionally move up to half speed) or 5-ft step to join A creature can pick up an item from the ground, retrieve a stored item, sheathe a weapon, or stand up from prone as part of the movement required to join or maintain this dance. Dancers taking the actions listed above do not provoke an attack of opportunity (including when they initially take the action to become a dancer). Additionally, whenever you begin or maintain a dance with this talent, roll a Perform (dance) check with a circumstance bonus equal to the number of dancers, which cannot exceed your operative ability modifier (minimum +1). All dancers may use your Perform (dance) check result in place of any Acrobatics check to avoid provoking an attack of opportunity for as long as they continue the dance. If you have at least 6 ranks in the associated skill for this package, the dancers also get a +1 dodge bonus to AC for every 6 ranks you possess. (+0)[/spoiler SHIELD spoiler=Active Defense]If you are using a shield and you are attacked by a creature you are aware of while not flat-footed, you may spend an attack of opportunity to increase your shield bonus to AC against that attack by +2. This decision must be made before the roll is made. For every 4 points of base attack bonus you possess, the increase to your shield bonus provided by this talent increases by 1. (By default, Mahmoud uses this every time he is attacked in melee.)[/spoiler spoiler=Momentum Pool (12 points)]Allies within 30' can spend 1 point, free action: move 5' (provokes, 20' max per round)
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