Arabian Knight

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Arabian Knight, PL 10

Str 15 (+2), Dex 18 (+4), Con 16 (+3), Int 12 (+1), Wis 13 (+1), Cha 15 (+2)

Skills: Bluff 3 (+5/+9), Climb 4 (+6), Concentration 5 (+6), Diplomacy 4 (+6/+10), Gather Information 4 (+6), Intimidation 6 (+8), Knowledge (current events) 5 (+6), Knowledge (theology and philosophy) 4 (+5), Language (Arabic), Notice 4 (+5), Profession (tribal leader) 8 (+9), Ride 4 (+8), Search 4 (+5), Sense Motive 4 (+5), Stealth 3 (+7), Survival 5 (+6)

Feats: Attack Specialization (carpet) 2, Attack Specialization (magical blasts) 2, Attack Specialization (sash) 2, Attack Specialization (scimitar) 3, Attractive, Benefit (tribal leader), Benefit (wealth), Connected, Defensive Roll 2, Improved Block, Improved Initiative, Luck 2, Power Attack

Powers:

  • Device 11 (Golden Scimitar, Easy to Lose, Blast 10 [Magical Force, Extra: Continuous Duration (Trigger Only), Power Feat: Triggered (Whenever someone wields the sword without his permission)], Strike 3 [Extra: Penetrating, Power Feat: Mighty])
  • Device 5 (Magic Carpet, Hard to Lose, Restricted [Only Him], Snare 10 [Power Feats: Reversible, Tether, Alternate Powers: Blast 10 (Acting as battering ram or whip), Flight 5 (100 MPH, Extra: Affects Others, Power Feat: Progression)]
  • Device 5 (Magic Belt-Sash, Hard to Lose, Restricted [Only Him], Snare 10 [Flaw: Touch Range, Power Feats: Extended Reach 8, Reversible, Tether, Alternate Powers: Boost 3 (+12 to Climb Skill), Strike 10 (Acting as whip, Power Feats: Extended Reach 8)]

Combat: Attack +6 (+10 magical blasts, carpet, or belt-sash, +12 scimitar), Grapple +12, Damage +2 (unarmed), +5 (scimitar), +10 (blast, carpet, or sash), Defense +12 (+6 flat-footed), Knockback -2, Initiative +8

Saves: Toughness +5 (+3 flat-footed), Fortitude +5, Reflex +6, Will +5

Drawbacks: Power Loss (Carpet and Sash can't be used for other purposes while they're Snaring a target, -2)

Abilities 29 + Skills 17 (68 ranks) + Feats 20 + Powers 73 + Combat 36 + Saves 8 - Drawbacks 2 = Total 181