Card Caster

Shaf-men-Kep Khuenaten's page

7 posts. Alias of Roycilo.


Race

| HP: 9/9| AC: 15 (15 Tch, 13 Fl) | CMB: +2, CMD: 17 | F: +3, R: +2, W: +5| Init: +2 | Perc:+7, SM:+7

Classes/Levels

| Speed 30ft | Phrenic Pool 4/4 | Spells: 1st 3/3 | Active conditions: None.

Gender

Male LN Human (Osiran) Psychic 1

Languages

Ancient Osiriani, Draconic, Kelish, Osiriani, Taldane, Terran

Strength 15
Dexterity 15
Constitution 15
Intelligence 19
Wisdom 16
Charisma 14

About Shaf-men-Kep Khuenaten

Personality and Appearance:

Spoiler:

PC Name: Shaf-men-Kep Khuenaten
Race: Human
Sex: Male
Age: 32 Years
Height: 6’0” Weight : 195 lbs
Skin: Bronze-Colored
Hair: Dark Brown
Eyes: Dark Blue
Size: Medium
Alignment: Lawful Neutral

Shaf-men-Kep is a friendly soul, albeit not an especially loquacious one. Unless the subject is Osirian, in which case one sees him change from a reserved, even distant man, into a being of childlike wonder. His mannerisms change, and he becomes incredibly enthusiastic. As he has recently changed his purview from information and education to actual exploration, he is prone to taking souvenirs.


Background
Spoiler:

Short Version: Shaf-men-Kep, or Shaf for short, has always been fascinated by his country's history. Feeling drawn to the ruins and legends, he often says he was born in the wrong era. He has dedicated his life to understanding the history of his people, and has even made a career of it. He teaches classes to adventurers who come to explore, and has recently decided that he needs to branch out into exploration himself. He feels his unique education will make him a valuable resource for any group, and he is a very skilled companion.

Long Version:
Born in Wati, Shaf has lived there his whole life. He has never had a desire to leave, owing to his absolute love of his homeland. Growing up in the Asp district, he knew the love and affection of both of his parents for most of his youth. Though very poor, they maintained enough of an income to stay out of the barge district. He was rather blindsided when his parents decided to divorce. However, they remained amicable, and both went on to have another child with their new spouses.

As far back as Shaf-men-Kep can remember he was been a devout worshipper of the Gods. His family always worshipped a handful of the Gods, feeling some adherence to many Gods preferable to strict devotion to one. Primarily his parents prayed to Irori for his dedication to knowledge, that their children may become well-educated, and to Pharasma to protect them from death, and give them a restful afterlife. Iriori always struck a chord with Shaf-men-Kep, and it was unto him that he dedicated himself. He still occasionally says prayers to other deities, when appropriate, but he has modeled his life after Irori’s teachings of self-perfection through physical and mental training. He sought further education, above and beyond what he was provided. He read everything he could get his hands on, and was certain to spend hours every day training his body. He would often sit beside the water, and marvel at the abundance and diversity of life along the river, as it wound through the otherwise desolate desert. He saw the hand of divinity in this natural course of the elements, and realized the true power Irior had granted him. He was able to grasp difficult subjects with ease. Shaf-men-Kep had never realized his own natural intelligence, but it was there, nevertheless. He came to enjoy the physicality and mental discipline of the training. Shaf-men-Kep always showed a strong ability for athletics, particularly climbing onto the rooftops and jumping down off of them. He loved to explore the city. It gave him an entertaining outlet for his exercise.
Everything changed in his 15th year. It was his a few months after his fifteenth birthday. He’d been reading well into the night, and normally Shaf-men-Kep was better about getting a full night’s sleep. His usual regimen consisted of reading for several hours, and then training for as many hours as he read.

This night he was foolish.

This night he was careless.

Shaf-men-Kep went for a run, across the roofs of the Asp district, and in his greatly fatigued state, wasn’t as alert has he should have been. He missed a jump, and fell. He crashed into the side of a building, and fell the remaining nine feet to the ground. It was then that his latent powers manifested, forming an armor around him. It didn’t cushion the fall, but it did protect his organs from the sharp rock upon which he fell. He limped away from the experience, confused and sore.
To this day, he has long regarded the experience as Irori’s Blessing. His educated mind knows the truth, but believes that his God was the force behind their activation.

Shaf-men-Kep had found an aptitude for using his innate powers to assist him in great physical acts he would have otherwise been unable to accomplish. He was never a tremendous swimmer, but his mind and magic allowed him to push past that limitation. He was versed in gymnastics, but this new power pushed him into newer and greater heights. This awakening of his innate powers has allowed him to ensure that he can truly blend his various studies into one complete whole.


Facts about Shaf-men-Kep:
Spoiler:

Both of his parents are alive.
He has a pair of full-blood brothers, one older, one younger.
His parents are both remarried, and both married non-humans. As such, he has a younger half-brother who is a half-orc, and a younger half-elf sister.
He was born in abject poverty, and had to work to put himself through school. He was able to pay for most of his way, with only a few small loans. He still owes a little to a well-off artisan, a family friend.
His parents are both entertainers; his father a painter, his mother a singer.
Was dead for almost two minutes, due to choking on food. He was eventually resuscitated by a skilled healer using chest compressions.
He has no preferred gender preference in a mate.


Character Sheet:
Spoiler:

Hit Points: 9

Armor Class: 15
Touch: 15
Flat-Footed: 13

Saving Throws:
Fort: +5
Reflex: +2
Will: +5

Base Attack Bonus: +0

Melee Attack: +2

Combat Maneuver Bonus: +2

Combat Maneuver Defense: 17

Feats:
Great Fortitude: You get a +2 bonus on all Fortitude saving throws.

Osirionology:
You gain a +3 bonus on all checks made using that skill in relation to Osirion or its people. In addition, you gain a +1 bonus on all other Intelligence-based skill checks made in relation to Osirion or its people.

Skills:
2 Skills from Class, +4 Int, +1 Favored Class Bonus, +1 Human Skilled Trait, +2 Background skills = 10 Skills

Acrobatics: +2 = +2 Dex
Bluff: +6 = 1 Rank, +2 Cha, +3 Class Skill
Climb: +3 = 1 Rank, +2 Str
Knowledge (Arcana): +8 = 1 Rank, +4 Int, +3 Class Skill, +1 for Osirion-related Checks
Knowledge (History): +8 = 1 Rank, +4 Int, +3 Class Skill, +3 for Osirion-related Checks
Knowledge (Local): +8 = 1 Rank, +4 Int, +3 Class Skill, +1 for Osirion-related checks
Knowledge (Religion): +8 = 1 Rank, +4 Int, +3 Class Skill, +1 for Osirion-related checks
Linguistics: +8 = 1 Rank, +4 Int, +3 Class Skill, +1 for Osirion-related checks
Perception: +7 = 1 Rank, +3 Wis, +3 Class Skill
Sense Motive: +7 = 1 Rank, +3 Wis, +3 Class Skill
Spellcraft: +8 = 1 Rank, +4 Int, +3 Class Skill, +1 for Osirion-related checks

Traits:
Desert Nomad: You gain a +4 trait bonus on any saving throws made to resist the effects of being in hot conditions, and a +1 trait bonus on all saving throws against fire effects.

Life of Toil: You gain a +1 trait bonus on Fortitude saves.

Spells Known:
Knacks: Dancing Lights, Detect Magic, Telekinetic Projectile
1st Level: Borrow Skill, Expeditious Retreat, Mage Armor

Spells Per Day:
1st Level: 3

Class Abilities:
AC Bonus:
When unarmored and unencumbered, you add your Wisdom bonus to your AC and CMD. The bonus to AC applies even against touch attacks or when you're flat-footed.

Physical Push:
When you attempt a Strength-, Dexterity-, or Constitution-based ability check or skill check, you can gain a bonus on the check equal to your Wisdom bonus. You can use this ability a number of times per day equal to your Wisdom modifier. Using this ability is part of the action used to attempt the skill check (if any). If you succeed at the check, you regain 1 point in your phrenic pool.

Phrenic Amplifications:
Biokinetic Healing: When the psychic casts a linked spell from the transmutation school, she can spend 1 point from her phrenic pool to regain 2 hit points per level of the linked spell.

Equipment:
Hot-Weather Gear
Morningstar
Longspear
2 Candles
Chalk
Hammer
4 Pitons
50 Feet of Hemp Rope
Hooded Lantern
5 Flasks of Oil
2 Sacks
Spell Component Pouch
2 Torches
4 Tindertwigs
Backpack
Bedroll
Belt Pouch
Clay Mug
Dagger
2 Fishhooks
Flint and Steel
Sewing Needle
Signal Whistle
50 feet of String
50 feet of Thread
Waterskinx4
Whetstone
25 Days Rations
Bandolier

Breakdown of Outfit Contents:

Carried Currency
4 GP
4 SP
10 CP

GP Expenditures:
60 GP from class:
-5 to Spell Component Pouch
-15 to Dungeoneering Kit
-8 to Morningstar
-5 to Longspear
-12 To Pathfinder Kit
-8 for 16/day Rations
-3 for Extra Waterskins
-5 sp for Bandolier


Advancement Notes:
Spoiler:

I plan on initially using spells as a backup. As he levels, his spells will maintain his self-perfection feel, and he will eventually mold into a pure caster. He will take Improved Great Fortitude and Defensive Combat Training before beginning to expand upon his psychic abilities.