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Profile
About Al' KazeerEssential game stats
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HP 7 (d6 +1con) AC 18 -10 + 3(Master work Studded leather) +4(Dex) +1(size)
Initiative 4 (dex)
Fortitude 2
BAB 0
Experience 600
Racial Bonuses
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Small, +1 Ac, +1 Att, +4 Hide +2 Climb, Jump, move silently +1 to all saving throws +2 Vs fear +1 attack with thrown weapons/slings +2 ilsten Special abilities
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Sneak attack 1d6 Trapfinding Feats
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Additional Traits Traits
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Gnoll Killer: +1 attack and damage against Gnolls. Rich Parents: 900 starting gp. Dirty Fighter: +1 Dmg when flanking. Desert Child: +4 saving throws to resist effects of hot conditions, +1 to resist fire effects. Skills
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Appraise 3 (2+1+0) Balance 5 (4+1+0) Bluff 6 (+2+4+0) Climb 4 (1+1+2) Diplomacy 3 (2+1+0) Disable Device 6 (2+2+2) Disguise 6 (2+2+2)Disguise Kit Escape Artist 8 (4+4+0) Gather Info 4 (2+2+0) Jump 4 (1+1+2) Local Knowledge 6 (2+4+0) Open Lock 8 (4+2+2) Perception 6 (0+4+2) Ride 6 (+4+2+0) Sense Motive 2 (+0+2+0) Slight of Hand 6 (+4+2+0) Stealth 14 (+4+4+6)Camouflage Kit Tumble 8 (+4+4+0) Use Rope 5 (4+1+0) Weapons and armour
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Daggers (2) Attack Bonus +2 (+5 thrown) Dmg 1d3+1 Critical 19-20x2 Range Increment 10ft Sling (20 bullets) Attack Bonus +5 Dmg 1d3+1 Critical x2 Range 50ft Master work Rapier Attack Bonus +3 Dmg 1d4+1 Critical 18-20x2 Master Work Studed Leather Armour +3 AC Armour check penalty 0 Max dex bonus +5 Total weight 17 lb.
Equipment
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Backpack Bedroll Winter Blanket Flint and Steel Oil x2 Belt Pouch Rations x4 Sack x2 Waterskin x2 Whetstone Travelers Outfit Masterwork Thieves Tools Alchemists Fire Clear water tablets x5 Trail Bar x5 Endurance elixir x3 Camouflage kit Potion of Cure light wounds x2 Potion of Shield of Faith Gold 1 Weight 16.5 lb.
Carrying Capacity
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Light load: 37.5 lb. Medium load: 38-75 lb. Heavy load: 76-112.5 lb. Current Weight: 33.75 lb. Treasure
Background
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Al’Kazeer was born in Southern Katapesh, in a small village with large hafling population. His grandfather was a wealthy landowner, growing and exporting large amounts of Pesh to the ever ready markets of Katapesh and beyond, and thus Al grew up in relative luxury amid the searing dessert. Despite lacking for little in terms of possessions, Al’Kazeer’s home could be a dangerous place, the dangers of the desert never far, and he began to learn to fight from an early age, taught by his father. When ever a threat to the village or Pesh crop arose, the two were well practised at fighting in unison, and could be quite deadly in their flanking manoeuvres. Al’s father, Rah’Ishak, was not content with the small village lifestyle, having formally adventured and worked in the city of Katapesh in his youth, only moving back to his home village when starting a family. With an older brother to take over the family business, and increasing boredom with his current lot in life, Al’s father moved back to the nations capitol, his wife, son and young daughter in tow. Al was 16 at the time, and took to the city life with great enthusiasm. Rah’Ishak picked up his old trade, acting as a broker for his fathers Pesh, but mostly doing freelance work, in a range of different fields. Picking up some old contacts, and making many new ones, Rah restarted his lucrative business, from information gathering and selling, to tour guide of the city and surrounding area and body guard for visitors with enough coin to hire him. Along with generous percentages of his fathers business, Rah prospered in the city, while Al worked along side him, learning the business. Al took to the work with ease and enjoyment, proving to be a competent tour guide early on, having a story to tell of every street corner, and a jest to go with it. Al was extremely content with his life. Whilst on an out of town job, taking some foreign merchants to Solku to introduce them to some contacts there, disaster struck. Knowing the danger of the roads, Rah always hired extra guards for longer trips, but the band of gnolls that struck their caravan was large and well organised, and overwhelmed Al and the rest of his group. His father, along with several others were killed in the battle, with the rest of the group taken prisoner. After several days with the Gnoll band, who planned to ransom or sell their captives, Al managed to slip his bonds and escape, fleeing back to the city. Returned, he was a changed man, wracked with anger and sorrow. After some time of grieving, Al tried to continue his fathers work, but did poorly at it, his anger all but consuming him every time he so much as spotted a Gnoll. His mother and sister decided to move back to his grandfathers village, and urged him to do the same, but he knew he could not do so. His life was torn, wanting revenge but knowing there was little he could do to get it, wishing to work, but now finding little joy in his profession . Thus his remaining family moved from the city, his mother leaving him with a large sum of funds. Soon after this word of Garavel’s expedition to Kelmarane reached Al. Jumping at the chance to exact some vengeance on gnolls, any gnolls, Al soon signed up.
Other
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Clearwater Tablets: These small black pellets smell strongly of Tar. Dropping a Clearwater tablet into a gallon of water cleans the water of disease, poison and other befouling toxins. Water so treated has a vaguely tarry smell and leaves a slimy black deposit on a surface it touches, but is safe to drink. Magic liquids and liquids based on oil or alcohol are not affected. Cost 1GP Endurance Elixir: Imbibing this chalky-tasting green liquid instantly acclimates a creature to its surroundings. For the next 12 hours, the drinker gains a +4 alchemical bonus on all ability checks, skill checks and saving throws made to resist natural environmental extremes, such as hot or cold weather.
Trail Bar: This tough, 4-inch-long bar of vegetable matter provides the equivalent of one days worth of food. A creature that has consumed a bar (which takes about 10 minutes) receives all the nutritional and stomach filling value of a full days food- if none of the flavour. However, consuming a second trail bar before 24 hours has passed sickens the creature for one hour. Cost 1GP
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