Master Soan

Isham Tabouri's page

649 posts. Alias of utopia27.


Full Name

Isham Tabouri

Race

Garundi

Classes/Levels

Ranger (Freebooter) 2 / Bard 4

Gender

male (HP43/43 AC 21 | T 14 | FF 17 | CMD 21 | F +6 | R +11 | W +6 | Init +3 | Per +10)

Size

med

Age

21

Alignment

NG

Languages

Aquan, Common, Osiriani, Polyglot, Skald

Occupation

Soldier

Strength 14
Dexterity 16
Constitution 10
Intelligence 14
Wisdom 13
Charisma 13

About Isham Tabouri

Isham Tabouri
Male Human (Garundi) Bard 4/Ranger (Freebooter) 2
NG Medium humanoid (human)
Init +3; Senses Perception +10
Aura freebooter's bane (1 ft.)
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Defense
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AC 21, touch 14, flat-footed 17 (+6 armor, +1 shield, +3 Dex, +1 dodge)
hp 43 (2d10+4d8+7)
Fort +6, Ref +11, Will +6; +4 vs. bardic performance, sonic, and language-dependant effects
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Offense
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Speed 30 ft.
Melee adamantine dagger +8 (1d4+2/19-20/×2) and
. . boarding axe +7 (1d6+2/×3) and
. . dagger +7 (1d4+2/19-20/×2) and
. . masterwork battleaxe +8 (1d8+2/×3) and
. . masterwork longspear +8 (1d8+3/×3)
Ranged longbow +8 (1d8/×3) and
. . masterwork composite longbow +9 (1d8+2/×3)
Special Attacks bardic performance, bardic performance: countersong, bardic performance: distraction, bardic performance: fascinate, bardic performance: inspire competence, bardic performance: inspire courage
Bard Spells Known (CL 4th; concentration +5):
2nd (1/day)—suppress charms and compulsions, tactical acumen
1st (4/day)—sow thought (DC 12), cure light wounds, flare burst (DC 12), unbreakable heart
0 (at will)—haunted fey aspect, detect magic, mage hand, dancing lights, read magic, prestidigitation (DC 11)
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Statistics
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Str 14, Dex 16, Con 12, Int 14, Wis 13, Cha 13
Base Atk +5; CMB +7; CMD 21
Feats Combat Reflexes, Dodge, Inspirational Commander, Quick Draw, Skill Focus (Knowledge (nature))
Traits pirate duelist, world traveler
Skills Bluff +7, Disable Device +2, Heal +7, Knowledge (arcana) +11, Knowledge (dungeoneering) +4, Knowledge (geography) +8, Knowledge (history) +9, Knowledge (local) +10, Knowledge (nature) +11, Knowledge (planes) +4, Linguistics +6, Perception +10, Perform (dance) +8, Perform (keyboard instruments) +7, Perform (oratory) +10, Perform (string instruments) +5, Profession (sailor) +5, Profession (soldier) +9, Ride +5, Spellcraft +9, Survival +7 (+8 to track), Swim +4, Use Magic Device +8
Languages Aquan, Common, Osiriani, Polyglot, Skald
SQ bardic knowledge, combat styles (two-weapon combat), track, versatile performance abilities (oratory), well versed, wild empathy
Combat Gear Feather token (anchor), Potion of cure light wounds, Potion of neutralize poison, Antiplague, Antitoxin, Healer's kit; Other Gear Mithral Breastplate, Buckler, Adamantine dagger, Arrows (40), Axe, boarding, Dagger (4), Longbow, Masterwork Battleaxe, Masterwork Composite longbow (Str +2), Masterwork Longspear, Belt of mighty constitution +2, Cloak of resistance +1, Chronicler's kit, Dungeoneering kit, Musical instrument, masterwork (accordian), Musical instrument (guitar), Pirate clothes, Pocketed scarf, Saddlebags (9 @ 38.5 lbs), Thieves' tools, 22 GP, 1 SP, 7 CP
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TRACKED RESOURCES
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Adamantine dagger - 0/1
Antiplague - 0/1
Antitoxin - 0/1
Arrows - 0/40
Bardic Performance (standard action) (11 rounds/day) - 0/11
Dagger - 0/4
Feather token (anchor) - 0/1
Healer's kit - 0/10
Potion of cure light wounds - 0/1
Potion of neutralize poison - 0/1
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Special Abilities
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Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Bardic Knowledge +2 (Ex) Add +2 to all knowledge skill checks.
Bardic Performance (standard action) (11 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (2 targets) (DC 13) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Competence +2 (Su) +2 competence bonus for one ally on a skill check.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Freebooter's Bane +1 (Ex) +1 to hit & damage vs. chosen target.
Inspirational Commander Army you command gains +2 bonus on command checks.
Pirate Duelist You've rubbed elbows with pirates of all stripes in Ilizmagorti's taverns and convinced a few to show off their swordfighting skills. You gain a +1 trait bonus on attacks of opportunity made with daggers, short swords, cutlasses, rapiers, scimitars,
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Track +1 Add the listed bonus to survival checks made to track.
Versatile Performance (Oratory) +10 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependent effects.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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As a son of a Rahadoumi fisherman, Isham was very fortunate to have taken ship on one of the armed merchantmen of the Rahadoumi merchant marine fleet. He was more fortunate to be one of the Rahadoumi seconded to Savol Kodiakborne as he struggled with pirates from the Mediogalti to the Shackles.

In the two years after Kodiakborne moved on, Isham chased purpose and opportunity. Military service to Rahadoum was beset with incompetence, private interests, nepotism, and corruption. Isham continued to serve - working with a small group of marines, and acting as a boarding and landing party for various squadrons of Rahadoumi ships. But Isham had no respect for any of the leadership, and was discouraged as rewards and promotions were handed to his squad-mates based on bribery or family connections.

Isham knew he had earned leadership positions. He was well regarded in the squad. But he was denied the training, the advancement, and the recognition he was due - even to the point of denying him and his squad opportunities to pursue conquest and plunder.

When Isham heard that the Kodiakborn was marchng, he did not hesitate. Isham wrote a letter to his parents, explaining his intentions. He bought out his contract when his ship was as far north as he anticipated it getting. He bought a coat in town, and turned his feet north, to the Land of the Linnorm Kings.

Journal:

Isham Tabouri

Isham Tabouri

Adventure: Date (game world): 1000/00/00; Date (real world): 2012/08/30
XP Reward: 2000 XP; Net Cash:

The body of Savol Kodiakborne's host advanced to a town called Tweyp. When the host arrived, the town was discovered to have been raided and torched. After a brief, tense review to determine that the raiders had left, the host set about recovery operations.

That evening, a small band set out in pursuit of the captured inhabitants of the village. Savol's outriders had gone in direct pursuit of the raiders, but not yet returned. The band set off in a different direction, following a different set of tracks.

They found a cave, guarded by a Weidjadr. Attempting to sneak up on the guard, Zethyris was spotted. A struggle ensued, with more Weidjadr pouring out of the cave. The group of adventurers made fairly short work of them, and moved rapidly into the cave.

Inside the cave, they encountered a Weidjadr leader of some sort - a troll like or Oni-like creature. After some struggle, the companions defeated the monster - after several major wounds, and Rutilux taking a poisoned blow. Within the cave, they discovered the abducted inhabitants of Tweyp.

The companions guided the refugees back towards town. Going was slow, Rutilux more hurt than he let on. The second day, Dagmar's owl flew on ahead with a message for Savol's host, several companions rode on ahead to guide Savol's host to the refugees, and the refugee train, guarded by a small portion of the companions, continued to make their slow way back toward town.

In the afternoon, the refugee train saw signs of pursuit by raiding Weidjadr. They pushed themselves and the refugees throughout the day, until they were beset in the early evening. Zethyris, Jediah, Dagmar, and Isham fought a rear-guard action against the Weidjadr. At the moment all seemed lost, Rutilux, Andreas, and Anastasiya returned at the head of a flying column of Ulfen warriors, and mowed down the raiders.

All were returned to Tweyp, and a great celebration of the heroic companions ensued.

The following day, Savol's lieutenants gave the companions several options to help advance the Savol's cause in the area. The companions decided to pursue an alliance with a neighboring tribe of horse lord Ulfen - the Oakrun. As a preliminary, the companions have determined to visit the Grungir Forest to collect some Black Oak as a guest-gift for the Oakrun leaders.

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Adventure: Date (game world): 0000/00/00; Date (real world): 2012/11/25
XP Reward: 0 XP; Net Cash: 179 GP 5 SP 7 CP

- no notes -

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Adventure: Date (game world): 0000/00/00; Date (real world): 2012/11/25
XP Reward: 3000 XP; Net Cash:

- no notes -

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Adventure: Date (game world): 0000/00/00; Date (real world): 2013/01/17
XP Reward: 0 XP; Net Cash:

Ana annoyed the locals, and we all went to jail. We pulled together the whole party, and mounted a legal defence that prevented us from entirely alienating the Oakrun.

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Adventure: Date (game world): 0000/00/00; Date (real world): 2013/01/17
XP Reward: 0 XP; Net Cash: 189 GP

After a trial, raiders were identified in the area. The party was allowed to help in the defense of an outlying settlement. Isham wrestles with a werewolf (well - the last werewolf, when all of the other wolves and human followers had been overcome... not as psychotic as it sounds). Isham picked up a moniker, 'Wolfsbane'. The werewolf raiders had some loot (base 157 gp), and we received a 'holiday bonus' from the GM of 189 gp. Isham invested loot $$ in trade to the party - all of the werewolf's longswords - and distributing them to Oakrun soldier/survivors.

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Adventure: Date (game world): 0000/00/00; Date (real world): 2013/01/21
XP Reward: 4000 XP; Net Cash:

Returning from Oakrun to Tweyd, the group encountered a winter wolf. Zethyris and Julian promptly slew the wolf - though Julian got most of the credit. Jediah was badly mauled, but incredibly soaked up a tremendous amount of damage.

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