Khadia

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Khadia the Saurian Traveler played by Stacie_GmrGrl

  • Class: Martial Artist level 1, XP: 0
  • Specialty: Fighter
  • Action dice: 3d4
  • Recent changes to sheet:

Stats[edit]

  • STR 13 (+1) / DEX 18 (+4) / CON 13 (+1)
  • INT 12 (+1) / WIS 12 (+1) / CHA 11 (+0)

Combat

  • Init: +5 (1 Martial Artist + 4 Dex)
  • BAB: +1 / Melee +2 / Ranged +5 / Unarmed: +5
  • Defence: 17 (10 + 2 Martial Artist + 4 DEX - 0 Leather Armor DP +1 Saurian Agile Defense)
  • DR: 1 (Saurian Leather Armor)
  • Fort: +2 (1 +1 Con) / Ref: +5 (1 +4 Dex) / Will: +2 (1 +1 Wis)
  • Vitality Points: 13 / Wound Points: 13

Common Attacks/Defenses/Actions:

  • Unarmed: +5 attack, 1d6+4 lethal, Threat 19-20.
  • Bite II (Natural Attack): +5 attack, 1d8+1 lethal, Threat 19-20.
  • Tail Slap II (Natural Attack): +5 attack, 1d8+1 lethal, Threat 19-20.
  • Quarter Staff: +2 attack, 1d8+1 subdual, Threat 20, Qualities: Double, Trip, (Upgrade: Saurian (Lure, Grip)
  • Kukri: +2 attack, 1d6+4 lethal damage, Threat 19-20, Qualities: Finesse, Keen 4, (Upgrade: AP 2)
  • Razor: +2 attack, 1d6+4 stress damage, Threat 19-20, Qualities: Finesse, Bleed.

Social, Interests & Religion[edit]

Social:

  • Lifestyle: +0 (Panache 0 [+0 Appearance; Income 0 silver] / Prudence 0 [15% savings])
  • Legend: 0
  • Reputation: 10
  • Renown. Heroic: 0. Religious: 0. Temporal: 0.

Interests:

  • Language: Saurian (native)
  • Language: Alayan
  • Study: History of the Saurian Domination
  • Study: Saurian Mystic Symbolism & Tattoo Magic

Abilities, Feats & Proficiencies[edit]

  • Sau: Medium Size, Speed 30ft
  • Sau: Agile Defense: Base Defense increases by 1.
  • Sau: Natural Attack: Bite II, Tail Slap II
  • Sau: Low-light vision: You ignore the effects of dim and faint light.
  • Sau: Cold-Blooded: You require only 1 common meal per day but suffer 1 additional damage per die from cold and are sickened a number of rounds equal to 1/2 damage taken.
  • Fight: Bonus Feat: Armor Basics
  • Fight: Attribute Training: +1 Constitution
  • Fight: Extra Proficiency: Gain 4 Proficiencies.
  • Fight: Melee Combat Expert: You're considered to have 2 additional Melee Combat Feats for any ability based on the umber of Melee Combat Feats you have.
  • Martial Core: Unyielding: May spend up to 3 Action Dice when you Refresh, gaining 2 Wounds per action die spent and Vitality equal to sum of action die results. May Refresh when Unconscious or Dying.
  • Martial 1: Martial Arts Feat: Gain the Martial Arts Feat for free.
  • Lvl 1: Basic Skill Mastery (Athlete): Athletics and Resolve (+2 insight bonus and Threat 19-20).
  • Ultrafast Feat: Jungle Clutch: +2 racial bonus to Climb skill and always considered to have Climbers gear; may temporarily gain Chameleon I as a 1 minute action, matching is surrounding terrain. Lost when replaced with different terrain or unconscious.
  • Universal Campaign Feat: Blessed: 1st step on Secrets Path
  • Proficiencies: Unarmed (forte) / Edged (forte) / Blunt (forte) / Hurled / Bows
  • Trick: Mix Up - Grapple
  • Trick: Parry
  • Pa: Secrets I: +5 bonus to Bluff skill checks


Skills (ranks/stat/misc)[edit]

(4+Int 1 = 5/lvl) Max 4 Total (4x5)=20

  • Acrobatics +8 (4/4Dex/0)
  • Athletics +7 (4/1Str/2)
  • Notice +3 (2/1Wis/0)
  • Pretidigitation +5 (1/4Dex/0)*
  • Resolve +5 (2/1Con/2)
  • Sense Motive +3 (2/1Wis/0)
  • Survival +3 (2/1Wis/0)*
  • Sneak +7 (3/4Dex/0)


One asterisk = Origin skills

Gear[edit]

Loads (Strength 13 - Light Load <= 80; Heavy Load <= 210 lbs; Overloaded > 211 lbs)

Stake 100s

  • Armor: Saurian Leather Armor 6 lbs, 25s
  • Weapons:

Quarter Staff 7 lbs, 7s Kukri 3 lbs, 37s Razor 0.5 lbs, 5s SP spent = 74s Weight = 16 lbs

  • Pouch (50 coins) 2 lbs, 2s
  • Rations 7 uses 5 lb, 5s
  • Backpack 5 lbs, 5s
  • Bedroll 5 lbs, 5s
  • Garrote 1s
  • Waterskin 1 lb, 5s

SP Spent = 23s Weight = 18 lbs

  • Coin: 3s

Feats[edit]

  • Armor Basics: While wearing armor, Defense Penalty drops by 1, its ACP drops by 1, and its speed penalty drops by 1.
  • Martial Arts: Unarmed attacks inflict 1d6 lethal damage, Threat 19-20. Dexterity modifier used for Initiative, Defense, Unarmed attack and Unarmed damage rolls.
  • Jungle Clutch: see above.
  • Blessed: Secrets Path I, see above.
  • Basic Skill Mastery (Athlete):see above.


History[edit]

Born: 17th Day of Maruk and Pisistra (the 10th Month)

Info

Notes[edit]

She travels like the winds of fate, going where her heart and instincts take her. She is the whisper in the night, a being of silence till it is time to act, whereupon she is the tempest storm, a whirling dervish of slaughter that leaves the battlefield a crimson mess when she walks away from it, leaving the bodies of her fallen opponents behind to rot. She is the immovable statute, a pillar of thought, body and soul… till it is time to act, then she is a blur of motion, weaving through life as if life is a dance.

Her light brown cloak and mask hides her features, but beyond that it hides her identity. She is a follower of her own heart and the laws of man hold no sway over her. She comes and goes as she pleases, a true believer that people should follow their own path, their own souls stirrings, and not become another cog in the growing wheel of mankind, for that is how she views the Empire. She follows her own code, a code she keeps to herself, but if someone pays a close attention to this mysterious being, she has her own code of honor and justice, but it is not something she can share with others. Everybody must learn the code on their own, and then be true to themselves.

She speaks, but only when it is necessary. If she gives a name, it is the name that she feels is appropriate at the time of meeting, but her true name she has yet to discover. To many she is the nameless wanderer, a traveler who blends into the background and is in one moment unseen, than she is seen, visible, and wary. She gives her word, but only when it is most appropriate. If she kills, she has her own reasons. Stand by her side and she will stand by yours. Betray her, prepare to see the eternal Gods of the Nights Sky till you reincarnate.

Her current name is Khadia.


Her reasons for being at the abbey at the start of the campaign… she arrived with Zahra as they met previous to entering the abbey and while Zahra has taken a liking to the mysterious Saurian, which confuses Khadia to no end, since Zahra has proven herself a worthy combatant and traveling companion Khadia feels that traveling with Zahra will prove the wiser choice for the current time.