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Khaleel

Khaleel was rescued by a group of strangers from a magical cyst on the plane of Occipitus, which had apparently cocooned him there in a slowly digestive stasis for several hundreds of years. He was cut out of his carnivorous womb and was awakened using powerful divine magic to break the stasis-like coma. Khaleel awoke naked and sheathed in a slimy layer of pus, knowing nothing of himself save for his name. Perhaps a name is just one of those things which stick with you.

His rescuers spoke in his tongue, and were generous. He was washed down, cleaned up, dressed and armed. They explained they were on some minor plane of existence and allowed him to join their group, at least until they returned to the main material plane. Determined to prove himself worthy of their generosity, Khaleel pledged himself to their cause.

The feeling of steel weaponry in his hands brought back a strange familiarity, and his hands seemed to remember the grip and weight of the weapon as if he were a blind pianist practising his scales. Holding a greatsword for the first time was like greeting an old friend at a homecoming. As his strength slowly returned, parts of his nature slowly became apparent. The abhorrence of Kaurophon’s betrayal, and the cowardice of his flight shocked Khaleel. As time passed it seemed he had much in common with his new companions. They all stood for causes and gods unknown to him, but their actions spoke in alignment with his intuitions. His combat abilities began to return to him; only as automatic reflexes at first, and later as recollections triggered by certain situations in his subconscious. He preferred a direct approach to combat, meeting his opponent head-on and knocking him back with hard hitting strikes which cleave through man and metal alike.

Since his return to the material plane, he has learned the following about himself:

Stats

Sir Khaleel: Fighter 14
Abilities: STR 24, DEX 15, CON 16, INT 10, WIS 10, CHA 8
AC: AC32 (Touch 15, Flat Footed 22)
HP: Max HP 123
Saves: Fort 15, Reflex 9, Will 8
BAB: Base Attack 14/9/4, Grapple 21
+3 Greatsword: +29/+24/+19 2d6+17 damage (17-20/x2 crit), Sunder +36
+1 Adamintine Greataxe:+25/+20/+15 1d12+13 (20/x3 crit), Sunder +32
+1 Wounding longspear: +23/+18/+13 1d8+11 damage + 1 con damage (20/x3 crit)
Skills: Climb +19, Jump +24, Swim +14
Feats: Power attack, Dodge (free), Improved bull rush, Improved initiative, Mobility, Weapon focus (greatsword), Weapon specialization (greatsword), Elusive target, Improved sunder, Melee weapon mastery (slashing), Improved critical (greatsword), Combat brute, Shock trooper, Improved weapon focus (greatsword), Slashing Flurry
Special Abilities: Chaotic Luck (as an immediate action, grants allies evasion for 1 round or improved evasion if they already have it)

Equipment: