Duergar

Ra-Khefer's page

592 posts. Alias of Camris.


Full Name

Ra-Khefer

Race

Dwarf (Pah-Met)

Classes/Levels

Fighter (Unbreakable) L5 | AC19 (T10FF19) CMD 19 (23 bull rush) | hp 36/65 | Saves F8R1W1 | Percep +0 | Init: +0 | Status: OK

Gender

M

Size

Med

Age

88

Special Abilities

As Fighter (Unbreakable)

Alignment

LN

Deity

Pharasma (Anubis)

Languages

Common, Dwarven, Terran

Occupation

Bodyguard; ex-Royal Tomb Guardian on the run from mystery enemies

Strength 18
Dexterity 10
Constitution 18
Intelligence 13
Wisdom 10
Charisma 8

About Ra-Khefer

Ra-Khefer L4 (Penfold)

Male dwarf (Pahmet) fighter (unbreakable) 4 (Pathfinder RPG Ultimate Combat 49)
LN Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +0 (+2 to notice unusual stonework)

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Defense
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AC 19, touch 10, flat-footed 19 (+9 armor)
hp 65 (4d10+24)
Fort +8, Ref +1, Will +1 (+1 vs. mind-affecting effects); +1 trait bonus vs. the supernatural abilities of undead creatures., +2 vs. poison, spells, and spell-like abilities, +2 trait bonus against death effects.
Defensive Abilities defensive training, unflinching +1

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Offense
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Speed 20 ft.
Melee +1 earth breaker +10 (2d6+7/×3) or
. . gauntlet (from armor) +9 (1d3+4) or
. . short sword +9 (1d6+4/19-20) or
. . unarmed strike +9 (1d3+4 nonlethal)
Special Attacks hatred

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Statistics
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Str 18, Dex 10, Con 18, Int 13, Wis 10, Cha 8
Base Atk +4; CMB +4; CMD 18 (22 vs. bull rush, 22 vs. trip)

Feats
Agile Maneuvers,
Cleave,
Combat Expertise,
Deadly Aim,
Diehard,
Endurance,
Great Cleave,
Point-Blank Shot,
Power Attack,
Shield Of Swings[APG],
Toughness

Traits
deathkeeper (pahmet)-You gain a +1 trait bonus on saving throws against the supernatural abilities of undead creatures.,
resurrected - You gain a +2 trait bonus on saving throws against death effects. In addition, you do not die until your hit points drop to a negative amount equal to or lower than your Constitution score + 4.

Skills
Acrobatics -5 (-9 to jump),
Appraise +2 (+4 to assess nonmagical metals or gemstones),
Climb +9,
Craft (armor) +7,
Intimidate +5,
Knowledge (dungeoneering) +6,
Knowledge (engineering) +8,
Linguistics +2,
Perception +0 (+2 to notice unusual stonework),
Profession (soldier) +4,
Ride -1,
Survival +4,
Swim +3;
Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Goblin, Osiriani

SQ
armor training 1

Combat Gear
oil of magic weapon,
potion of cure light wounds (7),
potion of enlarge person,
potion of jump,
potion of protection from evil,
potion of shield of faith +2 (2),
acid (2),
alchemist's fire,
antitoxin,
bone burn (2),
holy water (3),
smokestick (5);
Other Gear
+1 agile half-plate[APG],
heavy wooden shield,
+1 earth breaker[UE],
short sword,
hand crossbow, 20 bolts,
adventurer's sash,
backpack, bedroll, belt pouch, fighter's kit[UE], flint and steel, hemp rope (50 ft.), masterwork armorsmithing tools, mess kit[UE], pot, reinforced scarf[UE], soap, torch (5), trail rations (5), waterskin, climber's kit, crowbar
403 gp, 8 sp, 8 cp

Tracked Resources
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Acid - 0/2
Bone burn - 0/2
Holy water - 0/2
Oil of magic weapon - 0/1
Potion of cure light wounds - 0/6
Potion of enlarge person - 0/1
Potion of jump - 0/1
Potion of protection from evil - 0/1
Potion of shield of faith +2 - 0/2
Smokestick - 0/5
Torch - 0/5
Trail rations - 0/5

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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
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.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
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.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Shield of Swings During a full-round attack with a 2-handed weapon, you may halve your damage to gain +4 AC and CMD until the beginning of your next turn.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Unflinching +1 (Ex) Gain +1 bonus to Will saves vs. mind-affecting effects

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Deathkeeper (trait)
Source People of the Sands pg. 13
Category Race
Requirement(s) Dwarf - Pahmet
You have lived for a time deep inside the necropolises of the pharaohs. Your exposure to undead creatures and their necromantic energies has strengthened your ability to resist the powers of the unliving. You gain a +1 trait bonus on saving throws against the supernatural abilities of undead creatures.

Resurrected (campaign trait)
Source Mummy's Mask Player's Guide pg. 10, People of the Sands pg. 31
Category Campaign
At some time in the recent past you died, but you were brought back to life—whether because of magic, a blessing of the gods, a destiny you have to fulfill, or perhaps it just wasn’t your time to die yet. Whatever the nature of your resurrection, your experience gave you a fascination with death, and you hope to find some insight into the nature of mortality by exploring the tombs of Wati’s famous necropolis. You gain a +2 trait bonus on saving throws against death effects. In addition, you do not die until your hit points drop to a negative amount equal to or lower than your Constitution score + 4.

Background:
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.