Tamrat ul-Khedim's page

53 posts. Alias of Simeon.

About Tamrat ul-Khedim

Tamrat ul-Khedim
Chaotic Good Male Ifrit envoy
Init +4 Senses: Perception +10, darkvision 60’
EAC 22 KAC 23
SP 42 HP 46 RP 5
Fort +2 Ref +9 Will +5
Resistances: fire 5
Melee: Survival Knife +9 (1d4+6)
Ranged: Swagger handcannon +9 (1d12+6)
Str 11 Dex 18 Con 10 Int 14 Wis 10 Cha 20
Base Attk: +4
Feats: Antagonize, Fast Talk, Skill Synergy (Diplomacy, Bluff), Unfriendly Fire
Theme: Icon
Acrobatics +11 (4 ranks, +3 class, +4 ability)
Bluff +17 + 1d6+1 (7 ranks, +3 class, +5 ability, +2 feat)
Computers +12 (7 ranks, +3 class, +2 ability)
Culture +13 (7 ranks, +3 class, +2 ability, +1 theme)
Diplomacy + 17 +1d6+1 (7 ranks, +3 class, +5 ability, +2 feat)
Intimidate +15 (7 ranks, +3 class, +5 ability)
Perception +10 (7 ranks, +3 class)
Piloting +14 (7 ranks, +3 class, +4 ability)
Sense Motive +9+1d6+1 (7 ranks, +3 class)
Stealth +11 (4 ranks, +3 class, +4 ability)
Languages: Common, Ignan, Dwarven, Infernal
Equipment: Swagger handcannon, Survival Knife, D-suit II, Synaptic Accelerator (Charisma), Camera Drone, 2000 credits
Get ’Em (Ex) [language-dependent, mind-affecting, sense-dependent]
As a move action, you can choose one enemy within 60 feet.
Until the start of your next turn, you and your allies gain a +1 morale bonus to attack rolls made against that enemy. The bonus persists even if the enemy moves beyond 60 feet or out of line of sight or hearing.
At 6th level, you can spend 1 Resolve Point to grant this bonus to attack rolls and damage rolls against all enemies who are within 60 feet.

Not in the Face (Ex) [sense-dependent]
As a move action, you can choose one enemy within 60 feet. That enemy must succeed at a Will save or take a –4 penalty to all attacks it makes against you until the end of your next turn. At 6th level, you can spend 1 Resolve Point to make the enemy take the penalty with no saving throw allowed.

Hurry (Ex) [mind-affecting, sense-dependent]
As a standard action, you can grant a single move action to an ally within 60 feet. The ally can use that move action during her next turn to take a guarded step, move up to her speed, or draw or sheathe a weapon. The ally can use her extra move action in between her other actions, and she can even use it before or after a full action. A character can use no more than one extra action from hurry in a single round.

Improved Get ’Em (Ex)
Your morale bonus from get ’em increases to +2. As a standard action, you can make a single attack against a target within 60 feet. You and your allies within 60 feet gain the benefits of get ’em against that target (applying these effects before making the attack roll). As with get ’em, you can spend 1 Resolve Point to grant the benefits against all enemies within 60 feet. You must have the get ’em envoy improvisation to choose this improvisation.

Racial Abilities:
Ifrits have darkvision with a range of 60 feet.

Fire Affinity
Ifrits have an instinctive affinity for fire, subtly bending it to their will. Once per day, an ifrit making an attack that deals fire damage can roll a single attack roll twice and use the higher result.

Fire Resistance
The supernatural fire in ifrit blood grants them resistance 5 to fire.

Spell-Like Ability
Once per day, an ifrit can cast overheat as a spell-like ability. Save DC is 15.

Expertise: (1d6+1), Sense Motive, Diplomacy, Bluff

Expertise Talents:
Well Informed (Ex; Diplomacy)
You keep yourself as up to date as possible about the events and major figures of any region you are in. Once you have been in a settlement or region for at least 24 hours, when you attempt a Diplomacy check to gather information, you can forgo your expertise die to attempt the check as a swift action (rather than the normal 1d4 hours).

Convincing Liar (Ex; Bluff)
When you attempt a Bluff check, you can choose not to roll your expertise die until later. After you determine what the check’s result would be, you can choose to either roll your expertise die and add the result to the total or forgo the expertise die and reroll the check. At 9th level, you can spend 1 Resolve Point to reroll the check and add the result of your expertise die.

Theme Abilities:
Theme Knowledge (1st Level)
Choose a Profession skill. You are hooked deeply into the culture of your iconic profession. When attempting a Profession or Culture check to recall knowledge about other icons of your profession or details about your profession’s cultural aspects, decrease the DC by 5. You gain a +1 bonus to checks with your chosen Profession skill. Culture also becomes a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Culture checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.

Celebrity (6th Level)
You are famous enough that pretty much everyone has either heard of you or can quickly find information about you (it’s a DC 10 Culture check to recognize your name and a DC 20 Culture check for someone to recognize you out of context from your appearance alone). Among those who follow your iconic profession, you’ve built up both fans and detractors due to your celebrity. If you’re looking for a generic person like “a doctor who can treat this disease,” you can almost always find one who’s a fan and whose attitude starts as friendly or helpful to you; this takes 2d4 hours. At the GM’s discretion, fans might give you services (although not goods) for a discount or even for free.

Background Notes:

-Great-grandson of efreeti noble, raised in starkly authoritarian city of brass, loyalty to obedience was strictly enforced, court politics were filled with secrets and mistruths
-rebelled against the harsh ways of his family
-became an investigative war reporter, partly as rebellion, partly to spread the truth he didn’t have in his upbringing
-confident demeanor and exotic air rapidly brought him fame
-fame went to his head, became far more self-absorbed and in the business only for himself
-came to Zothune for his next big break
-Thrill-seeking reporter looking for his next big story
-Fairly cocky, he’s a big deal and he knows it
-Ultimately a good guy, but quite self-absorbed
-handcannon in holster on right hip
-bomber jacket worn over D-suit
-sunglasses behind which his fiery eyes are visible
-short, well-trimmed hair, and a pointed beard
-often followed by small camera drone
-air around him often smells of spices warmed by the sun