Duqaq Al-Kaf

From FATE
Jump to: navigation, search

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
Personal tools