Counterfeit Mage

Badr Al-Urik's page

60 posts. Alias of wehrpig.


Full Name

Badr Al-Urik

Race

Human

Classes/Levels

Rogue (Knife Master) 1; Perception+6, Init+4, AC 17, HP 15, Fort +3, Ref+6, Will +3; dagger +4 (1d4+1)

Gender

M

Size

M

Age

25

Alignment

CN

Deity

The Desert

Location

Urik

Languages

Urik

Occupation

Slave

Strength 13
Dexterity 18
Constitution 16
Intelligence 12
Wisdom 14
Charisma 10

About Badr Al-Urik

Background:

Badr is of the desert. His soul is irrevocably bound to the bleak desolation of the Tablelands. Like the athasian ibix or black-horned king snake, he is a creature of the untamed sands. Compared to his contemporaries, he is equally feral and chaotic. But, like the endlessly shifting dunes of the trackless, burning wastes, Badr Al-Urik will not be suppressed by any man, templar or slave lord. Above all, Badr's life has forged him to be resolute in the face of adversity and fearless against the forces of tyranny.

Badr is a survivor and twice escaped slave. He was enslaved by his fellow humans before eventually being captured by marauding elves. Having escaped twice, his fate would eventually lead him back to the sweltering streets of Urik. Here, after spending several years in the city's underground, he would eventually be called out and identified as a run away slave by his vengeful guild mates. The cruel slave lords of Urik were all too willing to collar Badr and return him to the city's infamous slave markets. Badr would spend the remainder of his youth like he spent his adolescence - as a shackled slave. Fortune would smile on him this time in that his new owner was Master Ninshabur of House Eannatum - a man of ways and means. Eventually the Master would provide him the keys to his own manacles ... but at a perilous price.

To fully understand Badr, though, one must understand the desperate nature of his past. Badr was born in the arid hinterlands of Urik - a forlorn settlement called the Black Water Salt Mines. Badr's father, a struggling trader turned indentured servant, would be killed by marauding elves when Badr was just an infant. Badr's mother, a thief and cunning grifter, had neither the time nor compassion to care for Badr or his older sibling. Badr would be sold into slavery while still in utero to finance his mother's wanton ways. Born into bondage, Badr was doomed to a life of toil and desperation.

The elven raids on Black Water were the defining events of Badr's childhood. Badr vividly recalls the horde of elven raiders attacking the settlement and delivering death to all those who stood before them. The craven elves would then kill any survivors that they did not value for labor or for food. As a result, Badr harbors a deep resentment and enmity towards all elf-kind - and particularly towards the elves of the northern Forest Ridge. These elves, a particularly cruel and insidious faction, would transfer their animalistic brutality to their new found slaves. Badr would be forced to develop an iron will and unbreakable strength under the deprivations of his elf masters. Unlike his fellow captives, whom were often short-lived, Badr would go on to survive the trial by fire and would eventually emerge stronger for it.

Badr's trajectory as a rogue has been a slow evolution stoked by the fires of slavery. When your next meal is dependent upon you sneaking past the pantry guards, you learn to become proficient in stealth. If your freedom is contingent on unlocking your shackles and cell door, you become a master of lock picking. Such was Badr's training until he escaped the elves and temporarily regained his freedom in Urik.

One fateful smolder night in Urik, an event occurred that would forever change Badr's life. Shortly after the witching hour, while he slept in the shadows of a back alley, he was approached by four cloaked guilds men with daggers drawn. The men demanded blood for his life. The required blood was to come from a rival guild thug in the service of a recently exiled defiler. With little choice, Badr made the hard choice required for survival, as he had done his whole life. It was to be the first of many lives he would take in service of the guild. And it was easier than he suspected. Afterward, other individuals and groups started paying Badr to kill for them. He limited his killing to only those nefarious few with their own blood soaked hands - but it was killing all the same. Such was the life in the dog-eat-dog streets of Urik. And thus Badr would begin down the dark path of the assassin.

Badr would leverage his contract killing to become a member of a prominent thieves guild in service to the Urik templars. The guild would teach him not only the art of stealing, deceit and extortion, but also the essential skills required for self-defense in combat. But the guild's way of fighting was not the stationary combat that his slaver guards practiced on him - the guild taught Badr the art of the sneak attack. For in the rogue's world, survival required fighting dirty - the balance between life and death required every conceivable advantage. Badr, having always been a survivor, became an apt pupil.

But, in the Urik underground, Badr would find that there is no honor among thieves. His guild mates would sell him out to rival templars in league with the local slave lords. Within a fort night, Badr's brief tenure of freedom was over - once again he was a slave. As fate would have it, his new master was the Master Ninshabur of House Eannatum.

Within the Master's compound, Badr would come to find spiritualism. But his religion was not to be the official worship of the Fire that was expected of the settlement commoners, whom traded heavily in obsidian, or worship of the dragon-god Hamanu. Badr would embrace the Desert worship that he found among the settlement's cults. Worship of the Desert suited both his fatalistic tendencies and his obsessions with the after life, since the cult preached that all souls were inextricably tied to the Desert that spawned all of humanity. In a way, Badr would come to rationalize his life as an assassin by equating himself to be an athasian psychopomp of sorts - a vessel for the delivery of souls to their final destination, the Desert that had created them. The cult principles of the Desert would thus become the moral compass that would allow him to compartmentalize the death that filled his life.

And thus Badr's story comes to his final "escape" from slavery. His master, Prince Ninshabur, would come upon several undiscovered tombs in the waste. As luck would have it, the Master's findings would manifest into an opportunity for Badr to regain a degree of increased freedom. Ninshabur sought among his slaves those with the fortitude and wherewithal to survive and exploit the new found tomb. Badr's history as a skilled operator and a ruthless killer is well known, even to the minders of his sublime Master. Badr would be released from slavery on the condition that he put his skills to work for the glory of House Eannatum. Badr Al-Urik, the eminent survivor, accepted the contract without hesitation - for he knew that no man, templar or slave lord would suppress his fate's design.

Personality:

Badr's boundless determination burns like the desert sun. Though he is craven in the face of overwhelming danger, he embodies the nomadic philosophy of living to fight another day. Badr suspects all and trusts no one. A life of betrayal and treachery has taught him that all in this world are suspect. Badr's personality shifts like the deserts sands to transform into what is called for at the moment. He calculates every action and conversation based on what he perceives can be gained by the exchange. Thus Badr is purely transactional when dealing with both comrades and adversaries alike - he only seeks to maximize his position and further his own goals.

And what then are Badr's goals? First and foremost - survival. Make it to the next meal. Wake up to see another day. Live to experience another season. A history of close calls with death have taught Badr to assume absolutely nothing from life. The cruel fates of this world care nothing for a poor slave like Badr Al-Urik. If his life is to be lived, he must make it. If his fortune is to be gained, he must take it.

Appearance:

Out of necessity, Badr has learned to be a minimalist when it comes to material items. Through much of his life he was a scavenger whom made do with whatever tools he could find. His clothes and weapons reflect this mentality. He wears patched leather armor and a wind frayed robe and head scarf. His weapons are functional but are worn, rusted and chipped. His equipment is second hand and often stolen or damaged. Badr cares only for the functionality of his items - not their value. Badr knows that in a fleeting life, material wealth is a mirage that he cannot afford to harbor.

Stats:

Badr Al-Urik
Human unchained rogue 1 (Pathfinder RPG Ultimate Combat 72, Pathfinder Unchained 20)
CN Medium humanoid (human)
Init +4; Senses Perception +6
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Defense
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AC 17, touch 15, flat-footed 12 (+2 armor, +4 Dex, +1 dodge)
hp 15 (1d8+7)
Fort +3, Ref +6, Will +3
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Offense
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Speed 30 ft.
Melee dagger +4 (1d4+1/19-20) or
. . dagger +4 (1d4+1/19-20)
Ranged shortbow +4 (1d6/×3)
Special Attacks sneak attack (unchained) +1d6
--------------------
Statistics
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Str 13, Dex 18, Con 16, Int 12, Wis 14, Cha 10
Base Atk +0; CMB +1; CMD 16
Feats Dodge, Toughness, Weapon Finesse
Traits indomitable faith, trap finder
Skills Acrobatics +8, Bluff +4, Climb +5, Diplomacy +4, Disable Device +9, Escape Artist +8, Knowledge (local) +5, Linguistics +5, Perception +6, Sleight of Hand +8 (+8 to conceal a light blade), Stealth +8, Survival +3
Languages Common, Custom Language, Elven
SQ hidden blade
Other Gear leather armor, arrows (40), dagger, dagger, shortbow, thieves' tools
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Special Abilities
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Hidden Blade +0 bonus on Sleight of Hand checks to conceal a light blade.
Sneak Attack (Unchained) +1d8/+1d4 +1d8 damage with a dagger-like weapon if you flank your target or your target is flat-footed.

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Racial Adjustments:

Athasian Human Racial Traits (18 RP)
Unless otherwise noted, Athasian humans possess the same racial traits as standard humans in Pathfinder.
Racial Modifiers: +2 to any two separate Ability scores.
Breadth of Experience: Athasian humans choose two skills at first level. These skills are always considered class
skills for them.
Emissary: Once per day, humans can roll twice when making a Bluff or Diplomacy check and take the better
roll.
Eternal Hope: Athasian humans gain a +2 racial bonus on saving throws against fear and despair effects. Also,
once per day, after a natural roll of 1 on a d20 roll, humans may reroll and use the second result.
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 (p. 45).

Equipment:

Leather Armor (10cp, 15 lbs)
2 x Obsidian Daggers (4 cp , 2 lbs)
Shortbow (30 cp, 2 lbs)
40 x Arrows (2 cp, 6 lbs)
Backpack (2 cp, 2 lbs)
Silk Rope (10 cp, 5 lbs)
Thieves Tools (30 cp, 1 lbs)
2 x Alchemist Fire (20 cp, 2 lbs)
2 x Antitoxin (50 cp, 0 lbs)
Waterskin (1 cp, 4 lbs)
31 cp
-11 cp food/water
-20 cp caravan stake

Net (209 cp, 39 lbs)

Level Progression:

WT: Detect Psionics
T1: Trap Finder
T2: Indomitable Faith
1. Toughness, Dodge,
2. Rogue Talent (Resiliency)
3. Iron Will
4. Rogue Talent (Combat Trick - Mobility)
5. Great Fortitude
6. Rogue Talent (Certainty - Acrobatics)
7. Lightning Reflexes
8. Rogue Talent (Trap Spotter)
9. Improved Iron Will
10. Rogue Talent (Defensive Roll)
11. Improved Great Fortitude
12. Rogue Talent (Slippery Mind)
13. Improved Lightning Reflexes
14. Rogue Talent (Improved Evasion)
15. Spring Attack
16. Rogue Talent (Feat - Wind Stance)
17. Lightning Stance
18.
19.
20.

scripts:

Badr again sneak attacks the guard.

[dice=Attack] 1d20 + 4 + 2 [/dice]
[dice=Damage] 1d4 + 1 + 1d8 [/dice]