Ra-Khefer's page

507 posts. Alias of Camris.

Full Name





Fighter (Unbreakable) L4 | AC20 (T10FF20) CMD 18 (20 vs. bull rush) | hp 48/52 | Saves F7R1W1 | Percep +0 | Init: +0 | Status: Infected Con-1, Cha-1







Special Abilities

As Fighter (Unbreakable)




Pharasma (Anubis)


Common, Dwarven, Terran


Bodyguard; ex-Royal Tomb Guardian

Strength 19
Dexterity 10
Constitution 16
Intelligence 12
Wisdom 10
Charisma 6

About Ra-Khefer

Ra-Khefer L4 (Samys Mummy's Mask)

Male oread fighter (unbreakable) 4 (Pathfinder RPG Bestiary 2 205, Pathfinder RPG Ultimate Combat 49)
LG Medium outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +0

AC 20, touch 10, flat-footed 20 (+10 armor)
hp 52 (4d10+16)
Fort +7, Ref +1, Will +1 (+1 vs. mind-affecting effects); +2 trait bonus against death effects.
Defensive Abilities unflinching +1; Resist acid 5

Speed 20 ft. (15 ft. in armor)
Melee adamantine heavy flail +9 (1d10+6/19-20) or
. . light mace, silver +9 (1d6+4)
. . gauntlet (from armor) +8 (1d3+4) or
. . unarmed strike +8 (1d3+4 nonlethal)
Ranged throwing axe +4 (1d6+4)

Str 19, Dex 10, Con 16, Int 12, Wis 10, Cha 6
Base Atk +4; CMB +8 (+10 bull rush); CMD 18 (20 vs. bull rush)

Great Cleave,
Improved Bull Rush,
Power Attack

osirionologist (osirion),

Acrobatics -4 (-12 to jump),
Climb +4,
Diplomacy -1,
Disable Device +3,
Knowledge (dungeoneering) +5,
Knowledge (engineering) +9,
Profession (soldier) +4,
Survival +4
Languages Common, Dwarven, Terran

armor training 1,
stone in the blood[ARG],
treacherous earth[ARG]

Combat Gear
potion of bull's strength,
potion of cure moderate wounds,
alchemist's fire,
holy water;
Other Gear
+1 full plate,
adamantine heavy flail,
throwing axe (2),
backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, thieves' tools, torch (10), trail rations (5), waterskin,
393 gp

Tracked Resources
Alchemist's fire - 0/1
Earthsense (1/day) - 0/1
Holy water - 0/1
Potion of bull's strength - 0/1
Potion of cure moderate wounds - 0/1
Throwing axe - 0/2
Torch - 0/10
Trail rations - 0/5
Treacherous Earth (4 minutes, 1/day) - 0/1

Special Abilities
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Darkvision (60 feet) You can see in the dark (black and white only).
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Stone in the Blood Gain fast healing 2 for one round anytime you are subject to acid damage.
Treacherous Earth (4 minutes, 1/day) Transform a 10-ft. radius patch of earth into difficult terrain.
Unflinching +1 (Ex) Gain +1 bonus to Will saves vs. mind-affecting effects

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He was a thief.
A feral child who eked out a living pilfering the money chests of the Sand Dwarven mercheants that crossed the endless sand dunes of the Osiron outback. Driven to distraction by his predations, they hired a thief-taker to capture him.
It was a difficult task. The child was difficult to trace through the maze of blind alleys that was the criminal underworld. He had no name of his own, being referred to as ‘grub’ or ‘worm’ by the fences he furtively dealt with. But one day the child took one risk too many and he was caught.
The thief-taker was struck by the extreme youth and exotic features of his quarry and took him back to his home in Erekrus, home of the Sand Dwarves in Osirion. The thief taker, whose name was Mosir Al-Rebar, admired the boys enterprising nature and decided to adopt him. He gave the boy a new name; Ra-Khefer.
The boy thrived under his foster father’s tutelage and grew to be a respected building constructor. His exotic heritage as an Oread was a barrier to friendship among the very traditional dwarven culture; But there was one thing he wanted that would make him stand out and be respected.
The Sand Dwarven people were more properly known as the Pahmet. They were legendary warriors and advisors to the founding pharaohs of Osirion. Every four years, the Pahmet sent a regiment of their soldiers to be royal tomb guardians to the Ruby Prince, the only unit in Osirion to be trusted to guard the Royal Necropolis.
Through outstanding work, training intensely for combat and the religious ceremony dealing with the sacred dead, he qualified for and joined the Pahmet tomb guardians. His regiment was sent to the Necropolis and there he performed his duty with distinction for four decades, rising to the rank of Captain.

He woke up in blackness, lying on stone.
He tried to sit up, but cracked his head on the low ceiling. He felt around, and realized he was in a sarcophagus. Panicking, he screamed for help, but to no effect.
His memory was fuzzy; he couldn’t remember how he got here. He was only wearing the ceremonial burial armor, but the weapon laid next to him was his own hammer. It was hard to get a proper swing, but he was eventually able to shatter the stone lid and climb out.
He found himself standing in front of his own tomb in the Necropolis, but stripped of rank and honors. Puzzled, he walked the silent avenues of the City of the Dead, searching for any of his troopers. He ran into a pair on patrol, but instead of greeting him, they called out the warning for ‘Revenant!’ and attacked. He was able to beat them, but he barely escaped with his life.
What little he could uncover of his fate told a sordid tale of a commander (himself) having been caught stealing grave goods and committing suicide before he could be brought to justice. While his memory was fuzzy, he was absolutely certain that was not what happened. He had witnessed something, he knew, and had been killed for it. But what was it? And how came he to be resurrected? The uncertainties were maddening!
The more immediate problem was that there was a warrant out on himself as a revenant; being staked and beheaded was the least that would happen if he was caught.
He took a job as a guard on the first caravan out of the capital. It’s eventual destination hove into sight just ahead. The ancient city of Wati. Perhaps he could find work there until he could find a way to clear his name and find out what had actually ended up dead.