Winter Klazcka

Ahel's page

29 posts. Alias of Chobo.


About Ahel

Image (Ktambo)

“I’ve crossed the Tablelands, survived the Ivory Triangle, slipped away from Hamanu’s half giant thugs, and sold sand to a tarek. I’ve fought bloodthirsty raiders, greedy slavers, and hordes of inhuman savages overrun the wastelands. I’ve seen it all, and there isn’t much left that can surprise me.” – Anonymous Dune Trader

Background:

The Tablelands, a vast expanse of burning sand, salt, and rock, where water means life. It is a hard and unforgiving land that has produced hard and unforgiving people that stalk its wastes. Ktambo is one such product, a Dune Trader considered by many to be the life blood of Athas.

Kitambo was born to the trader’s life and spent his childhood in crowded marketplaces or in caravans traversing the difficult wastes to isolated settlements and the trading hubs between the great city-states. Regardless of the location his family was always pushing their wares on anyone they encountered. When times were good they primarily dealt in grain, ceramics, and obsidian with some small trade in hardwood, and exotic animals. However, when money became scarce and their debts mounted they weren't averse to dealing in slaves, stolen cargo, or other contraband. When things were really tough they earned coin collecting bounties on thieves, murderers, and runaway slaves.

His mother, Thiana, died at the hands of bloodthirsty raiders before the boy could walk and he was raised by his father and the ever changing faces of those who traveled in their caravan. Khalik, his father, was a large and massive man with a fierce and imposing demeanor who often bragged of the giant blood running through his veins. Under his father’s heavy-handed tutorage Ktambo learned the skills he needed to survive as a trader in the Tablelands. He spent much of his childhood wishing he was bigger and more like his father. Hard time and steady work surviving as they traveled the Tablelands helped with his youthful desire to be bigger and his steadfast determination helped with the latter.

Overtime, Ktambo learned to survive the dangers of both the marketplace and the wastelands gaining his father’s trust and taking on more responsibility within the caravan. In spite of the pair’s skill, and success, the small family of Dune Traders found it increasingly difficult to compete with the great dynastic houses of the city states and had to take on more dangerous and less lucrative cargo. As a result, their precarious financial situation grew worse, and his family became indebted to one of Urik’s princes, Ninshabur of House Eannatum.

Ninshabur was a harsh and demanding taskmaster and not one to let a debt go unpaid or let a resource be unprofitable. To that end the prince would often task Ktambo and his father with the procurement of a much desired antique or crumbling map from a faraway market. As Prince Ninshabur’s confidence in the pair grew he required more and more of their time, as a result trading became a part time enterprise. As fate would have it, few months ago, his father, Khalik, died while trying to retrieve an artifact from the dead city Yaramuke for the prince. As a relult of his father’s demise the family’s debt fell onto Ktambo’s shoulders.

Grudgingly, Ktambo continued to work off his debt to the prince but despite his best efforts he did not make any real progress in paying it off. Eventually, the prince devised a way for Ktambo to discharge the debt once and for all. It was a dangerous, and highly illegal assignment, but it could be the windfall Ktambo needed to start over. The task sounded simple enough, smuggle water into the city, without paying the taxes, and both he and the prince would profit. Unfortunately, the intrepid smuggler was caught when he stepped on a wasps nest and the irate insects attacked him and the animals pulling his wagons. The ensuing commotion drew the attention of the Templars and Ktambo wound up in chains.

Hamanu's Oppressive Code called for a severe punishment for those who stole water. The offender would be submerged in a pool of water for ten minutes, a virtual death sentence. Although the Templars extensively questioned Ktambo about his employer he held his tongue despite their best efforts to extract the information. However, Ktambo didn't hold his tongue due to any great sense of loyalty to the prince. Rather, he was unable to speak due to several wasps stings that had swollen his tongue, throat, and mouth shut.

With little fanfare Ktambo was taken to the great walled fortress in the center of Urik, known as Dedstiny’s Kingdom, where the Templars were headquartered. There, in accordance with the law, the smuggler was bound and submerged in the pool for the required time. His lifeless body was removed and unceremoniously dumped on the ground by the efficient Templars. It came as a surprise to all when Ktambo prone form took a deep and ragged breath, followed by him throwing up, and taking another breath, and then another.

Inexplicably, the smuggler had survived the drowning and according to the law was legally born again, all of his previous life's possessions confiscated and his old debts discharged. Naked and coinless, like a newborn babe, Ktambo began his new life. However, his new freedom from debt was short lived, with few other prospects he returned to Prince Ninshabur's estates. Fortunately the prince mistook Ktambo's silence under interrogation for loyalty and was willing to give him a small loan at a reasonable interest rate. Thus, Ktabmo’s debt and service to Prince Ninshabur continued.

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Personality:

Ktambo is a product of the Tablelands and the brutal City-States interspersed throughout the wasted land. As a result he is opportunistic, moving from place to place, always happy to take whatever comes along to make some easy money. He believes that ethics are for the squeamish, and morals for the weak and Ktambo is neither. He will exploit, lie, steal and, if necessary, kill if it is in his own benefit. The Dune Trader is first and foremost a survivor, slow to trust, always looking out for his own self-interest. He has no great compulsion to keep his word or stick his neck out for others. Despite his selfish nature Ktambo understands the value of working with others and is willing to use his companion’s talents to help him survive. Ktambo is also quick of tongue and wit which often lands him in trouble at inopportune moments. He enjoys sharing a good joke, strong drink, and a nice smoke with his companions, preferably in the shade.

Appearance:

Ktambo is a giant and massive man standing a full head over six feet, broad shouldered and deep of chest, with a massive corded neck and heavily muscled limbs with gnarled callused hands that attest to a life of hard labor. The dune trader is well tanned, from constant exposure to the elements, with walnut colored, weathered skin, that accentuates the hard, dangerous lines of his body.

The large man has sinister, yet handsome face that always looks like he’s about to laugh or scowl. His face is framed by slicked dark flowing hair with a luxurious mustache and a well-trimmed beard the same color. His gaze is knowing and penetrating with grey eyes, the color of the sky right before a storm, that appear to miss little.

The imposing Dune Trader looks older than his years and carries himself with an air of confidence. He usually stands with his head cocked to the side and eyes darting as if always scanning for danger. He walks with the swagger of a veteran, usually on the balls of his feet, judiciously picking his path, while producing little sound when he chooses.

Ktambo favors loose linen clothing in shades of tan and brown that is usually worn over armor made from the hide of one of the great dessert beasts. Around his head is wrapped a long sandstone colored scarf, to protect him from the desert sun and sand, and a fringed girdle the same color adorns his waist. There is usually an assortment of pouches, bandoleers, scroll cases, and containers strapped to his body and he always has a weapon within easy reach.

Ktambo
Male Human Slayer (Bounty Hunter) 1
N Medium Humanoid (Human)
Init +3; Senses Perception +4;
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DEFENSE
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AC 17, touch 14, flat-footed 14 (+3 armor, +3 dex, +1 enhance )
hp 12 (10 class, 2 con)
Fort +4, Ref +5, Will +0
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OFFENSE
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Speed 30 ft.

Melee
Aklys [Attuned +1]: +6 (1d6+5) bludgeoning range: 20 trip
Dan Bong: +5 (1d3+4/19-20) bludgeoning range: 10 blocking, special
Obsidian dagger: +5 (1d4/19-20) piercing range: 10

Ranged
Net: +4 (*special) range 10 Entangle as a ranged touch attack
Stone Bolas: +4 (1d4+4) bludgeoning Range 10 trip, nonlethal
Crossbow: light +4 (1d6) range 80
Dagger: +4 (1d4+4) range 10
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STATISTICS
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Str 18, Dex 16, Con 14, Int 13, Wis 10, Cha 12
Base Atk +1; CMB +5; CMD 18
Traits Resurrected [campaign], Fast Talker [social], Iron Tongue [race]
Drawback Paranoid
Feats Dirty Fighting (Bonus Race), Improved Dirty Trick (1st level)
Skills [ACP: -1] [6 class, 2 bg, 1 race, 1 int]
[+6] Appraise (1 rank, 1 int, 3 class)
.... +1 when attempting to bargaining for the price of goods[/ooc]
[+6] Bluff (1 rank, 1 cha, 3 class, 1 trait)
[+5] Knowledge (geography) (1 bg, 1 int, 3 class)
[+5] Knowledge (local) (1 rank, 1 int, 3 class)
[+5] Linguistics (1 rank, 1 int, 3 class)
[+4] Perception (1 rank, 3 class)
[+4] Profession (merchant)(1 bg, 3 class)
[+4] Sense Motive (1 rank, 3 class)
.... +1 when attempting to bargaining for the price of goods
[+7] Stealth (1 rank, 3 dex, 3 class)
[+4] Survival (1 rank, 3 class)
....+1 to follow tracks

Languages Urik, Tyr, Gulg

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SPECIAL ABILITIES
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Ability Scores Humans gain +2 to any two ability scores
Automatic Bonus Progression
* +1 armor, +1 weapon
Bonus Feat: Humans select one extra feat at 1st level
Breadth of Experience [Linguistics, K.Nature]Humans choose two skills at first level they are always considered class skills for them
Dirty Fighting When you attempt a combat maneuver check against a foe you are flanking, you can forgo the +2 bonus on your attack roll for flanking to instead have the combat maneuver not provoke an attack of opportunity. If you have a feat or ability that allows you to attempt the combat maneuver without provoking an attack of opportunity, you can instead increase the bonus on your attack roll for flanking to +4 for the combat maneuver check. This feat counts as having Dex 13, Int 13, Combat Expertise, and Improved Unarmed Strike for the purposes of meeting the prerequisites of the various improved combat maneuver feats, as well as feats that require those improved combat maneuver feats as prerequisites.
Ectoplasmic Trinket You shape raw ectoplasm into a non-magical, unattended object of nonliving matter.
Emissary: Once per day, humans can roll twice when making a Bluff or Diplomacy check and take the better roll.
Eternal Hope: Humans gain a +2 racial bonus on saving throws against fear and despaire effects. Also, once per day, on a natural roll of 1 on a d20 roll, humans may reroll and use the second result.
Fast Talker You had a knack for getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.
Favored Class Bonus: 1/6 slayer talent (1st),
Improved Dirty Trick You do not provoke an attack of opportunity when performing a dirty trick combat maneuver. In addition, you receive a +2 bonus on checks made to attempt a dirty trick. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries a dirty trick on you.
Iron Tounge (Human only) Dealing with merchants
and traders all your life, you've learned how to
spot a con or strike a bargain. You gain a +1 trait bonus
on Appraise, Diplomacy, and Sense Motive checks
made for business deals and transactions.
Resurrected +2 saves vs death effects plus you do not die until your hit points drop to a negative amount equal to or lower than your Constitution score + 4.
Studied Target can study a target as a move action to get +1 on attack, damage, Bluff, Disguise, Intimidate, Knowledge, Perception, Sense Motive, Stealth, and Survival rolls against that target. If he deals sneak attack damage to a target, he can study that target as an immediate action (and he gains the +1 to damage on that same damage roll). He can study one target at a time.
Paranoid You believe that someone or something is always out to get you, so you have a hard time truly trusting anyone. Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Track A slayer adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks.
Urbanite: Humans gain a +2 bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation.
Wild Talent: Humans begin play with a psionic talent, determined by a roll on the Wild Talent Table. You also gain 2 power points to manifest this power.

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Psionic abilities
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Ectoplasmic Trinket:

Display: material
Manifesting Time: 1 standard action

EFFECT

Range: 0 ft.
Effect: Unattended, nonpsionic, non-magical object of nonliving matter, up to 1 cu. ft.
Duration: 1 minute/lvl. (D)
Saving Throw: None; Power Resistance: No
Power Points: psionic focus or 1
DESCRIPTION

You shape raw ectoplasm into a non-magical, unattended object of nonliving matter. The item created cannot exceed 1 cubic foot in volume or 1 gp in value. You must succeed on an appropriate Craft skill check to make a complex item. Coins and other objects of rare and precious materials (such as adamantine, cold iron, silver, etc.) cannot be created. Objects created in this manner may be used as tools, but have 1 hp and 0 hardness; they are too fragile to be used as weapons except for arrows, bolts, bullets, darts, and shuriken (manifesting this power will create up to three of such at once). Attempting to use any created object as a material component for spells causes the spell to fail.

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Equipment
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Weapons
Aklys; 5cp (2 lbs)
Obsidian Dagger; 2cp (1 lbs)
Crossbow, light; 35cp (4 lbs)
Net; 20cp (6 lbs)
Dan Bong; 1cb (2 lbs)
Stone Bolas; 5cp (2 lbs)

Armor
Hide Shirt; 20cp (18 lbs)
Buckler; 5cp (5 lbs)

Alchemical Items
Acid; 10cp (1lbs)
Alchemist’s fire; 20cp (1lbs)
Potion of Healing; 50cp (1lbs)

Containers & Storage
Backpack; 2cp (2 lbs)
Pouch, belt; 1cp (.5 lbs) x2

Backpack
Hemp Rope, 1cp (10lbs)

Belt Pouch
Sling, - (0lbs)
Flint and Steel, 1gp (0lbs)
Tinder Twig, 1gp (0lbs) x5
Thieves Tools, 30gp (1lbs)
Coins & Gems
GP: 91cp, 9 cb
Encumbrance
light: 100 lbs medium: 200 lbs heavy 300 lbs
Carried: 62. lbs

Crunch:

Ahel
Female human (Sal-Kavun) Inquisitor (Sanctified Slayer) 1
LN Medium humanoid (human)
Init +1; Senses Perception +9

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Defense
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AC 18, touch 11, flat-footed 17 (+5 armor, +1 Dex, +2 shield)
hp 11 (1d8+2)
Fort +4, Ref +1, Will +5
+2 saves vs charm and compulsion
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee bastardsword +3 (1d10+3/19-20) or
. . dagger +3 (1d4+3/19-20) or
. . heavy shield bash +3 (1d4+3) or
Ranged light crossbow +6 (1d8/19-20)
Special Attacks Studied Target,
Inquisitor Spells Known (CL 1st; concentration +3)
. . 1st - cure light wounds, magic weapon
.. 0 – acid splash, create water, detect magic, light
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Statistics
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Str 16, Dex 12, Con 14, Int 10, Wis 16, Cha 8
Base Atk +0; CMB +3; CMD 14
Feats Alertness (1st), Persuasive (bonus race)
Traits Birthmark [faith], Suspicious [social]
Skills [ACP: -4] (6 class, 2 background, 2 gm bonus)
[+9] Bluff (1 rank, 3 wis, 3 class, +2 race)
[+11] Diplomacy (1 rank, 3 wis, 3 class, 2 feat, 2 race)
[+10] Intimidate (1 rank, 3 wis, 3 class, 2 feat, 1 Ex)
[+4] Knowledge (religion) (1 rank, 3 class)
[+4] Knowledge (local) (1 rank, 3 class)
[+9] Perception (1 rank, 3 wis, 3 class, 2 feat)
[+11] Sense Motive (1 rank, 3 wis, 3 class, 2 feat, 1 trait, 1 Ex)
[+7] Survival (1 rank, 3 wis, 3 class)
Background skills
[+1] Linguistics 1 rank
[+1] Knowledge (Nobility) 1 rank

Languages Common,
SQ Inquisition (conversion), Spells, Monster Lore, Stern Gaze
Other Gear scale mail, heavy wooden shield, bastardsword, dagger, light crossbow, bolts 10, bedroll, blanket, cleric's vestments, backpack, waterskin, 7 gp, 4 sp
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Special Abilities
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Alertness +2 to Perception and Sense motive checks
Birth Mark +2 saves vs charm and compulsion. Birthmark serves as divine focus.
Bonus feat Humans gain a bonus feat at first level.
Charm of Wisdom Wisdom modifier replaces Charisma on bluff, diplomacy, and intimidate checks.
Favored Class Bonus +1 hp.
Monster Lore (Ex) Add Wisdom modifier in addition to intelligence modifier to knowledge skill checks to identify monster abilities and weaknesses.
Persuasive +2 to diplomacy and intimidate checks.
Silver Tongued (Alt racial trait)+2 diplomacy and bluff checks. Can shift attitude 3 steps using diplomacy.
Spells Spontaneously cast Inquisitor spells.
Stern Gaze +1 (Ex) Add half level to intimidate and sense motive checks.
Suspicious +1 trait bonus to Sense Motive checks.
Studied Target (Ex) Move action to gain+1 to hit, damage, bluff, knowledge, perception, sense motive, and survival against one opponent.

Background:


Personality and Appearance:

Appearance
Ahel is tall and lanky, standing well over six feet tall, with a lithe but well-muscled build. She has long and ropey limbs of corded muscle and sinew. The willowy woman has a sinister, yet hauntingly beautiful face that always looks like she’s about to laugh or scowl. Her features are proportionate and pleasing, she possesses a straight nose and a full mouth, her large eyes framed by long, full lashes set off a gaze that is both knowing and penetrating. Ahel’s onyx eyes marks her Sal-Kavum heritage. Her alabaster skin is as flawless and milky as fresh cream and stands in stark contrast to the dark locks of hair that appear to absorb the light around it. Her raven colored hair is long and flowing, cascading down to the middle of her back. The slender long-limbed beauty is most often dressed in black.

Personality

Ahel has a strong, cold, and sardonic personality. Her training as an inquisitor has made her quite callous and blunt. She is tough and resilient with an icy demeanor that encourages people to mind their own business. However, she also capricious by nature and can charming and playful when the whim strikes her. The inquisitor has a cruel sense of humor and enjoys debating controversial issues. She treats people fairly but puts the need of her church first.


Questions from your GM:

1. Who are you and how are you doing?
I am doing very well! I am an avid gamer and I have been Gaming since the early 80’s (yes I’m old, almost 50, ouch). I have only been participating in pbp for six months and love the medium (wish I had started sooner). I currently live in the Midwest (USA) but have lived most of my life on the east coast (USA). Some of the games I have enjoyed over the years are D&D (and all its versions), Champions, GURPS, Star Frontiers, Call of Cthulhu, Boot Hill, Gang Busters, Shadow Run, Marvel Super Hero’s, Villains and Vigilantes, Rune Quest, Elf Quest, Savage Worlds, Traveller, the One Ring, Mouse Guard and a few other I have probably forgotten. I also enjoy reading and playing video games and I am currently replaying the elder scrolls Skyrim.

2. How often do you tend to post?
I am currently in 7 active pbp campaigns (although 2 are on life support) and post 1-3 times a day in each of them. I can commit to posting twice a day for this campaign.

3. What kind of tone are you looking for in this game? (I'll be honest, this one's going to be on the dark side.)
As advertised dark.

4. What do you expect out of your fellow players?
I really only have one expectation; post daily and communicate if you can’t.

5. What do you expect out of me (the GM)?
Same as above plus I don’t expect you to pull any punches.

6. What is your comfort zone? Where's the line for you in RP terms?
No lines its roleplaying. However if something bothered me or made me uncomfortable I would let you know but I wouldn’t throw a fit about it.

7. How do you see your character progressing as a character? In a short adventure like this I don’t see my PC changing much. The PC is arrogant, untrusting, and views everything through the prism of their religious beliefs and will probably stay that way.