Duqaq Al-Kaf
From FATE
Duqaq Al-Kaf is a character in the Open Skies campaign. Duqaq was part of Qadir Kivi al-Masheem's crew in the original expedition. As one of the Invisibles, the Golden Oracle represents her with a unique tarot card: The Knight.
Duqaq is a follower of Alexander.
Character Sheet
Duqaq al-Kaf, the Knight
Lawful Good Human
32 Paladin, 10 Knight of the Chalice
STR 22: +6
DEX 20: +5
CON 22: +6
INT 23: +6
WIS 22: +6
CHA 32: +11
BA: +33/+28/+23/+18/+13/+8/+3
HP: 499
AC: 18
tAC: 11
fAC: 17
Init: 9
FORT: +35
REFL: +29
WILL: +30
SPEED: 30ft
ATTACKS:
+41 Longsword, 1d8+2 19-20x2
+52 Smite Longsword, 1d8+198 19-20x2
+39 Light Crossbow, 1d8, 19-20x2
vs Evil
+additional +2d6 all
vs Evil Outsiders
+45 Longsword, 1d8+6d6+2 19-20x2
+56 Smite Longsword, 1d8+6d6+198 19-20x2
+43 Light Crossbow, 1d8+6d6, 19-20x2
SPECIAL ABILITIES:
Languages: {Common, Celestial, Abyssal}
Aura of Good: {With Detect Good, Duqaq's aura is level 20.}
Detect Evil: {As per the spell, at will.}
Smite Evil: {7/day, +CHA to attack, +paladin level to damage}
Divine Grace: {+CHA on all saves}
Lay On Hands: {Heal 352 damage per day through lay on hands. Standard action.}
Aura of Courage: {Immune to fear, all allies within 100 ft get +8 morale bonus vs it.}
Divine Health: {Immune to diseases.}
Turn Undead: {16/day, turn undead as a 17th level cleric}
Special Mount: {--When Duqaq gets a mount, use this--}
Remove Disease: {9/week, as the spell}
Spellcasting: {caster level 10, 5/5/5/4 per day}
Fiendslaying: {+4d6 damage, +4 AR, Listen, Sense Motive, Spot vs evil outsiders.}
Censure Demons: {30 ft, Will DC 27, else stunned 1 round. >20 HD, Will DC 27 or dismissed (one only).}
Courage of Heaven: {All allies in 20ft are immune to fear, enchantments from evil outsiders.}
Consecrated Cast: {Spells against evil outsiders have +2 save DC, +2 vs SR.}
Holy Aura: {1/day, as spell but only vs evil outsiders, as 10th level cleric}
Spellcasting: {3/3/2/1}
FEATS:
1. Eyes in the Back of Your Head {Attackers gain no +2 bonus from flanking.}
1. Power Attack {Trade AR for damage.}
3. Weapon Focus (Longsword) {+1 AR with longsword}
6. Rapid Reload {light, free action to reload now, provokes AoO though}
9. Improved Critical {Longsword.}
12. Sacred Boost {Can spend a turn undead attempt in order to maximize all nearby cure spells for 1 round.}
15. Combat Reflexes {Multiple AoOs per round.}
18. Improved Initiative {+4 INIT}
21. Great Constitution {+1 CON}
23. Widen Aura of Courage {Aura of Courage expands to 100ft}
26. Improved Aura of Courage {Aura of Courage goes to +8 moral bonus.}
29. Great Smiting {Add 2x your class level on smite attempts to damage.}
32. Great Smiting {Add 2x (total 3x) your class level on smite attempts to damage.}
35. Great Smiting {Add 2x (total 4x) your class level on smite attempts to damage.}
38. Extended Life Span {Duqaq will live 1.5x as long as most humans.}
41. Epic Prowess {+1 AR on all attacks.}
23. Great Smiting {Add 2x (total 5x) your class level on smite attempts to damage.}
26. Great Smiting {Add 2x (total 6x) your class level on smite attempts to damage.}
29. Holy Strike {Any weapon held is a holy weapon (+2d6 dmg vs evil, good-aligned).}
32. Positive Energy Aura {All undead level HD 19 or below within 15 feet automatically turned, HD 9 or below destroyed no save.}
SPELLS:
1: Create Water {Create 32 gallons of drinkable water.}
1: Create Water {Create 32 gallons of drinkable water.}
1: Create Water {Create 32 gallons of drinkable water.}
1: Bless {Allies gain +1 AR, +1 save vs fear, 16 minutes.}
1: Divine Favor {+3 AR, DMG. 1 minute}
2: Shield Other {Target gets +1 AC, saves, takes half damage. Duqaq takes the other half. 16 hours, within 50 ft.}
2: Zone of Truth {20ft radius, will negates, creatures can't tell lies and know it. 16 minutes.}
2: Shield Other {Target gets +1 AC, saves, takes half damage. Duqaq takes the other half. 16 hours, within 50 ft.}
2: Bull's Strength {+4 STR for 16 minutes.}
2: Eagle's Splendor {+4 CHA for 16 minutes.}
3: Magic Crcle vs Evil {10ft radius from touched creature, 2.75 hours, +2 AC vs evil, +2 saves vs evil, immunity to possession, enchantment (charm / compulsion), natural weapon attacks of summoned creatures fail (SR-dependant)}
3: Discern Lies {Detects deliberate falsehoods of subject of concentration, 16 rounds.}
3: Remove Blind/Deaf {Cures blindness or deafness, whether magical or not.}
3: Remove Curse {Removes object or creature from curse.}
3: Daylight {60 foot daylight, 120 ft low light, 2.75 hours.}
4: Cure Serious Wnds {Cures 3d8+16 damage.}
4: Death Ward {Immunity to negative energy, magical death effects, energy drain, etc. 16 minutes.}
4: Break Enchantment {Frees target from enchantments, transmutations, curses. 1d20+10 vs 11+CL of spell. 1 minute to cast.}
4: Holy Sword {Weapon becomes +5, +2d6 damage vs evil, Magic circle vs evil, 16 rounds}
----
1: Divine Favor
1: Divine Favor
1: Divine Favor
2: Bull's Strength
2: Bull's Strength
2: Bull's Strength
3: Searing Light
3: Invisibility Purge
4: Dismissal
SKILLS: ranks
Diplomacy 45
Heal 45
Knowledge (Religion) 45
Knowledge (The Planes) 34
Sense Motive 45
INVENTORY:
Longsword
Light Crossbow
Crossbow Bolts (x20)
Chain Shirt
Heavy Wooden Shield +1