Mithral Scarab

Zuhra el Frajuh's page

22 posts. Alias of TheCelticCircle.


About Zuhra el Frajuh

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Info:
Init +1 | HP 13, Con: 14 | AC 17, Touch 11, Flat-footed 16 | CMD 15 | Fort +4, Ref +1, Will 0 | Perception 0.

Link to image that inspired the character (the younger of the two picture).
Note that at first I wanted the character to look exactly the same, but somehow it feels wrong, so I will only say that they look similar.
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IMPORTANT NUMBERS
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Stat block:

Female Human (Keleshite)
NG Medium Humanoid
Favored Class: Cavalier (Strategist)
Init: +1
Senses: Perception +0.
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DEFENSE
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AC 17| Touch: 11 | Flat Footed: 16
HP 13
Fort: +4 Ref: +1 Will: 0
CMD: 15
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OFFENSE
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Speed: 30’
BAB: +1
Melee: Scimitar +4 (1d6+3, 18-20) +1 non-lethal
Lance +4 (1d8 + 3, x3).

Ranged: Shortbow +2 (1d6, x3)

CMB: +4
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STATISTICS
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Str: 17 | Dex: 12 | Con: 14 | Int: 13 | Wis: 10 | Cha: 13

Feats: Combat reflex, body guard, escape route.

Traits: Missionary (Campaign), Altruistic diplomat (regional), Blade of mercy (religion).

Skills:
Total/AbilityScore/Ranks/Class/Others
Skills/ Total/
Acrobatics -4
Climb -2
Diplomacy 8
Escape artist
Handle Animal 5/9
Perception 0
Ride 5/0
Sense motive 4
Stealth -4
Survival 1
Swim -2
Add 1 to skills with the -5 when not using shield

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FLUFF
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Strategy:

To be written.

Appearance:

Sitting on a camel, lance in hand, an ankh and a rising sun floating on her banner, a proud keleshite woman all covered in red and white robes and scarves rides by. She is light in build, yet has the strength to support the the heavy scale armor which shines from underneath her robes, her scimitar and her shield. Her skin is tanned, like all keleshite, yet, her eyes are green betraying ancestors from far away lands. Her gaze is piercing, looking right into the heart of the passerbys, yet it is not filled with anger.

Background:

Zuhra was born the seventh child of a family of nomads who made up a caravan traveling through Katapesh carrying trading goods. Her father was a merchant whereas her mother was a priest of Sarenrae. Life was hard, but they survived thanks to their strong ties with the other families making up their caravan. As she grew, Zuhra became interested in her mother’s teachings on Sarenrae. This interest led to her choosing to cheer up the nomads. Thus, she grew up always smiling and curious about others, always chatty, she would make the day of most of the members of the caravan. All changed when she was twelve. One fateful day, their convoy was attacked by bandits. Zuhra took up arm against them and, by a twist of faith, faced their leader. The inexperienced girl fell quickly to a hit to the head, losing consciousness. When he woke up, she found that her whole tribe was dead. She wandered the field until she found her dying mother. The priestess’ last action was to raise a hand toward her daughter, handing her one final gift. Yet, Zuhra was filled with anger and sadness. She ran to hug her mother who died in her arms. Zuhra never noticed that she wanted to give her one last gift.

Zuhra took the only surviving member of her tribe, a young camel, and rode him in pursuit of the murderers. Once she found then, she followed then until the bandits went their separate way. She then followed the leader to a lone house where he lived with his family. For days she spied on him, his wife and young kids, surviving from the rare insects of the desert. As she did so, she became more and more determined as she focused on planning her murder, out of guilt she repressed many of the teachings of her mother and her desire to follow Sarenrae. Finally, she saw her chance for revenge when the man left his house on foot carrying a heavy bag of the loot he had taken from Zuhra’s clan. She crept up on him once he was out of sight of his house and attacked him. It took a moment but the 12 year old was able to overpower him, mostly due to the fact that the man was unarmed and carrying a heavy bag of loot. As she was preparing the final blow, she heard laughter. A man was standing over them, a few bodyguards at his side, he had come to take the loot from his servant. He was the real crime lord. He saw revenge in Zuhra’s eyes and promised that he would let her kill the one who had slayed her family, one day. There was one condition though, she would need to join him and stay loyal to him for a few years. Having no choices, she accepted.

Zuhra and the Camel lived for many years in Katapesh, serving the crime lord. Luckily, the girl’s determination to slay her family’s killer only grew stronger and she trained and became strong and endurant. Her body being so fit, she never became a prostitute like the crime lord intended. Instead, he groomed her to become his next bodyguard. He brought her along in his different businesses and she learned that being a crime lord was not about crime, but taking money from other people who did crimes and bribing the authorities. In other words, she learned about diplomacy. As she reached adulthood, the crime lord brought her to the one who had murdered her family. As she prepared to slay him, the man’s son came to protect his father. Still, it is not the boy’s action that stopped Zuhra, it is what the father said. With the little courage he had, he told her to take his life but spare his son. From the depth of repressed memories from the raid on her clan, Zuhra remembered her father doing the same and saving her.

She stood back, left the bandit and his family alive and rode away on her Camel. She wandered aimlessly in the desert until she came across an old battle ground. Among the skeletons, she found one dressed like her mother used to be, its arm outstretched, holding a wooden item. As she approached, Zuhra saw that it was a holy symbol of Sarenrae, the goddess her mother served and whom Zuhra had been though to follow. The memories flooded in, and at last the girl mourned her clan. She buried all of them properly and left to wander the desert.

Soon, Zuhra found herself following a group of itinerant priest of Sarenrae, there she finally learned to accept her lost. She learned to power of mercy and forgiveness. After a few months, she struck on her own. She decided to travel the desert and to protect travellers and make sure that any man turned toward violence in order to sustain his family was offered a new life devoid of war and killing.

General personality:

She was once broken, but love from Sarenrae has healed much of her wounds. She is now filled with patience and mercy. She is serious and takes her quest at heart, never letting her guard down and protecting the weak. Yet, when festivities come, some exuberance from her youth wells up and she can be quite the party woman, yet as always, with self-assurance.

Foreseen advancement:

Lvl 2 (Lore warden): Power attack
Lvl 3 (Lore warden): Combat expertise, Heavenly virtue, Furious focus
Lvl 4 (Cavalier from now on)
Lvl 5 Gang up.
Lvl 7 Vital strike
Lvl 8 Team up, Outflank?
Lvl 9 Improved unarmed strike (for archon style)
Lvl 11 Improved vital strike
Lvl 13 Archon style 1
Lvl 14 Archon style 2
Lvl 15 Archon style 3
Lvl 17 Devastating strike
Lvl 19 Some teamwork feat, some other feat.

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DETAILED INFORMATION
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Equipment:

Hot weather outfit: 4lbs +2 fort against hot climate.
  • Burgundy head scarf
  • Reddish long vest
  • White robe
  • Pointy shoes
    Scale mail (+5 ac, max +3 dex, -4 penalty, 50 gp) 30 lbs
    Light steel shield (+1 ac, -1 penalty, 9 gp) 6 lbs
    Scimitar (15 gp) 4 lbs
    Shortbow (20 arrows) (31 gp) 2 + 3 lbs
    Lance (10 gp) 10 lbs

    Weight: 59/86

    On camel
    Military saddle (20 gp) 30 lbs
    Bit and bridle (2 gp) 1 lbs
    Bedroll (0.1gp) 5 lbs
    Blanket (0.5 gp)3 lbs
    Saddlebags (4 gp) 8lbs
    Waterskin x 2 (2 gp) 8lbs
    Whetstone (0.02 gp) 1lbs
    Rations 7 (0.5 gp each) 7 lbs
    Feeding 7 (0.5 cp each) 70 lbs

    Weigth: 137/300

    Gp: 3.53

  • Race:

    +2 racial bonus to strength.
    Base speed 30’
    Language: Taldan (Common), Keleshite, Gnoll.
    Bonus feat: Combat reflex.
    Heart of the sun: Humans born in tropical climates treat hot climates as one category less severe. They also gain a +2 racial bonus on Fortitude saving throws against the effects of a hot climate, as well as against the poison and distraction ability of swarms and vermin. This racial trait replaces skilled.

    Class:

    Cavalier (Strategist)
    Proficiencies: Cavaliers are proficient with all simple and martial weapons, with all types of armor (heavy, light, and medium) and with shields (except tower shields).

    Challenge: Once per day, as a swift action, the cavalier chooses one target within sight to challenge. This extra damage to melee is equal to the cavalier's level. The cavalier can use this ability one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.
    The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.
    +1 morale bonus on attack rolls made against the target of his challenge, if the target is an intelligent creature to whom the cavalier offered the chance to surrender (by taking astandard action to offer terms). This bonus increases by +1 for every four levels the cavalier possesses (to a maximum of +5 at 17th level).
    The challenge remains in effect until the target is dead or unconscious or until the combat ends.

    Mount: ___ the camel.

    Order of the Blue Rose:

  • Edict: The cavalier must guard against needless violence, protecting both the land and its people from wars they neither started nor wish to fight. He must seek to stop conflict with a minimum of bloodshed, to encourage peaceful resolutions to disagreements between intelligent creatures, and to mend the wounds opened by battle. He must also honor quarter when he gives it, protecting captives who have surrendered from his own allies if need be.

  • Skills: An order of the blue rose cavalier adds Knowledge (history) (Int) and Knowledge (nobility) (Int) to his list of class skills. Whenever an order of the blue rose cavalier uses Diplomacy to try to mediate a dispute between two parties that do not include him, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).

    Tactician: At 1st level, a cavalier receives a teamwork feat as a bonus feat. As astandard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.

  • Favored class:

    HP: 1
    SP:

    Traits:

    Missionary: Choose one of the following skills: Sense motive, You gain a +1 trait bonus on checks using that skill, and it is always considered a class skill for you.

    Altruistic diplomat: You gain a +2 trait bonus on Diplomacy checks. You must be Lawful Good, Neutral Good, or Chaotic Good to take this trait.

    Blade of mercy: When striking to inflict nonlethal damage with any slashing weapon, you do not take the normal –4 penalty on your attack roll, and gain a +1 trait bonus to any nonlethal damage you inflict with a slashing weapon.

    Feats:

    Combat reflex (race): You may make a number of additional attacks of opportunityper round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

    Bodyguard (lvl 1): When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally’sAC. You may not use the aid another action to improve your ally’sattack roll with this attack.

    Escape route (Cavalier 1): An ally who also has this feat provokes no attacks of opportunity for moving through squares adjacent to you or within your space.

    Detailed skills:

    Total/AbilityScore/Ranks/Class/Others
    Skills/ Total/ AbilityScore/ Ranks/ Class/ Penalty/ Others
    Acrobatics -4 1 0 0 -5
    Climb -2 3 0 0 -5
    Diplomacy 7 1 1 3 +2 trait, +1/2 when moderating two groups.
    Escape artist
    Handle Animal 5/9 1 1 3 +4 with Cameil
    Perception 0 0 0 0
    Ride 5/0 1 1 3 0/-5 No armore penalty on Camel
    Sense motive 5 0 1 3 +1 trait
    Stealth -4 1 0 0 -5
    Survival 1 0 1 0
    Swim -2 3 0 0 -5
    Add 1 to skills with the -5 when not using shield

    Mehjiya stat block:

    Mehjiya Female Camel
    N large animal
    Init: +3
    Senses: Low light vision, scent, Perception +0
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    DEFENSE
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    AC13 | Touch: 12 | Flat Footed: 10
    +1 natural, +3 dex, -1 size
    HP 20
    Fort: +5 Ref: +6 Will: 0
    CMD: 19 (23 vs trip)
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    OFFENSE
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    Speed: 50’ (35 with rider on)
    BAB: +1
    Melee: Bite +7 (1d4 + 6)

    Ranged: Spit, + 4 touch attack, (DC 10 + 1/2 hd + con) | Range 10 | Sickened 1d4 rd. (-2 at, dg, saves, skills).
    1/hour?

    CMB: +6
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    STATISTICS
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    Str: 18 | Dex: 16 | Con: 14 | Int: 2 | Wis: 11 | Cha: 4

    Feats: Light armor proficiency (extra), Toughness.

    Skills: Survival (2) = +5

    Tricks: Cambat riding trick (Attack, Come, Defend, Down, Guard, and Heel.), Forage.

    Link: A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animalchecks made regarding an animal companion.

    XP = 100;