Mekarumu

Jibril Johan Sameh's page

Organized Play Member. 549 posts (4,752 including aliases). No reviews. No lists. No wishlists. 11 aliases.


Full Name

Jibril Johan Sameh

Race

Half-elven

Classes/Levels

Ranger 6th level | HP 51/51 | AC 17(18)/T14(15)/F13 | Fort +6 Ref +9(10) Will +4 | BAB +6/+1 CMB +7/+2 CMD 22 | Per +13 SM +6

Sp. Saves:
Immune to sleep spells and effects/+2 saves vs enchantment

Age

29

Alignment

Chaotic Good

Deity

Sun Worshiper (Sarenrae)

Location

Wanderer

Languages

Common, Elven, Sylvan

Occupation

Mortician/Embalmer

Strength 12
Dexterity 18
Constitution 13
Intelligence 12
Wisdom 14
Charisma 9

About Jibril Johan Sameh

Size: Medium (6' tall, 150lbs)
Gender: Male
Eyes: Dark Grey
Hair: Blonde and straight like straw

HP: 51/51
Initiative: +4(+5) (+6 in forests)
AC: 17 (+4 dex, +3 leaf armour)
Touch: 14 Flat-footed: 13

Fortitude Save: +6 (+5 +1con)
Reflex Save: +9(10) (+5 +4dex)
Will: +4 (+2 +2wis)
*Immune to magic sleep effects
*+2 saves vs enchantment spells and effects

Base attack bonus +6/+1 (+7/+1 melee, +10/+5 thrown, +10/+5 projectile)
CMB +7/+2 CMD 21(22)

Weapons
Long Composite Bow(+1) - attk +10/+5 or +11/+6(30'pbr) . crit x3 . type P . range 110' . special: rapid shot

7 Durable Arrows damage 1d8+1 (+1 damage<30')
1 Ashtoe Arrow (+1 to hit, and +1d6 damage. 0-25% fire damage, 26-50% ice damage, 51-75% electricity damage, 76-100% force damage.)

Warhammer attk +7/+2 . crit x3 . type B . damage 1d8+1

Dagger attk +7/+2 . crit 19-20/x2 . type P . damage 1d4+1 . range 10'

SKILLS:

(C) Acrobatics rnks 4 bonus +11
Appraise rnks 0 bonus +1
Bluff rnks 0 bonus -1 (+3 vs undead)
(C) Climb rnks 2 bonus +6
(C) Craft-Bowmaking (background skill) rnks 6 bonus +10
Diplomacy rnks 0 bonus -1 (+0 undead info gathering, +1 calming creatures)
Disable Device rnks 0 bonus n/a
Disguise rnks 0 bonus -1
Escape Artist rnks 0 bonus +4
Fly rnks 0 bonus +4
(C) Handle Animal rnks 2 bonus +7 (+9 when calming)
(C) Heal rnks 3 bonus +8 (+10 w/ healing kit)
(C) Intimidate rnks 0 bonus -1
Knowledge (arcana) rnks 0 bonus n/a (+3 magical creatures)
(C) Knowledge (dungeon.) rnks 2 bonus +6
Knowledge (engin.) rnks 0 bonus n/a
(C) Knowledge (geog.) rnks 2 bonus +6 (+8 in forests)
(C) Knowledge (The Great Game) rnks 1 bonus +5
Knowledge (history) ranks 0 bonus n/a
Knowledge (local) rnks 1 bonus (+1int) +2
(C) Knowledge (nature) rnks 2 bonus +6 (+8 forests)
Knowledge (nobility) rnks 0 bonus n/a
Knowledge (planes) ranks 0 bonus n/a
(C) Knowledge (religion) rnks 2 bonus +7 (+12 undead)
Linguistics rnks 0 bonus n/a
(C) Perception rnks 6 bonus +13 (+15 forests/+15 magical beasts/+17 undead)
Perform rnks 0 bonus -1
(C) Profession (mortician/enbalmer - background skill) rnks 5 bonus +10
(C) Ride rnks 1 bonus +8
(C) Sense Motive rnks 1 bonus +6 (+10 undead)
(C) Spell Craft rnks 1 bonus +6
(C) Stealth rnks 5 bonus +12 (+14 forests)
(C) Survival rnks 6 bonus +11 (+13 forests)
- Tracking +14 (+16 forests/+19 undead/+21 undead in forests)
(C) Swim rnks 3 bonus +7
Use Magic Device rnks 0 bonus n/a

TRAITS
Elven Serenity - +2 diplomacy/handle animal to calm creatures
Hunter's Blood - +1 diplomacy (info gather), know (religion), survival tracking - Undead; know (religion) is a class skill
Attached (to copper pendant) -1 will saves and -2 vs fear effects when pendant is in danger or in another's hands - loss results in 'Attached' becoming 'Doubt'

FEATS
Eagle Eyes: reduces penalties for seeing far away up to -5 points
Endurance: +4 save vs breathing/exposure/etc.
Keen Senses: +2 perception
Point Blank Shot: +1 to hit & damage at up to 30'
Precise Shot: doesn't receive -4 for shooting into melee
Skill Focus: handle animal +3
Two Weapon Fighting
Rapid Shot: can make one extra attack at highest BAB, all attacks are at -2 (+8/+8/+3 or +9/+9/+4 pbr)

SPECIAL ABILITIES
Hunter's Bond - Companions
Favoured Enemy #1 - Undead: +4 to hit/damage, +4 bluff, knowledge, perception, sense motive, survival - tracking
Favoured Enemy #2 - magical creatures: +2 to hit/damage, +2 bluff, knowledge, perception, sense motive, survival - tracking
Favoured Terrain - Forests +2 intitiative, know (geography), perception, stealth, survival; walks without leaving any tracks
Wild Empathy - +5 to shift animal reactions (+1 magical beasts w/ int 1-2)
Low Light Vision - x2 human in dim light
Fey Thoughts - Acrobatics and Sense Motive are class skills (replaces multi-talented)

PREPARED SPELLS
1st (DC=13) x2
None prepared

EQUIPMENT:

Encumbrance: Light 43/50lbs . Moderate 51/100lbs . Heavy 130/150lbs
Basic Outfit
(n/albs) Elven Explorer's Outfit sturdy boots, cloth breeches with leather thigh pads, wide leather belt, long cloth shirt, leather vest, gloves, belt pouch (14gp, 3sp, 2cp)
(n/albs) Small Copper Pendant
Sub Total 0.5lbs - Total 0.5lbs - Encumbrance light

Armour and Weapons
(20lbs) Leaf armor
(03lbs) Composite Bow (+1str adj)
(02lbs) 7 Durable Arrows & 1 Ashtoe Arrow
(05lbs) Warhammer
(01lbs) Dagger
Sub Total 31lbs - Total 31.5lbs - Encumbrence light

(19lbs)Masterwork backpack, Summer-kin emblazen, Avie (15lbs)
Sub Total 19lbs - Total 50.5lbs - Encumbrance light

(36lbs) At Quinn's: bedroll (8 gems worth 50gp ea.), flint & steel, iron pot, messkit, fishing tackle
(_.6lbs) Healer's kit - 6 uses
(_7lbs) Elven Trail Rations - 5 days
(_1lbs) Bag of 20 arrowheads
(_3lbs) Raw materials for 20 durable arrows

(90lbs) Total Encumbrance - 20' move

TEN MINUTE BACKGROUND:

Description
Jibril Johan Sameh stands tall, maybe six feet, but is lithe with the muscles of a marathon runner. He has the presence of a boy waiting to be noticed dressed in a man’s clothes. There is some ancient rust coloured tattoo on his forehead barely legible.
It’s as though someone made a full sized doll in the likeness of an elf and stuffed it sparingly with straw. His long beige hair is like straw. His eyes are too small and dark to show off the glamour of the elven people. This doesn’t so much make him look ugly as it offends people’s expectation of what an elf should be. He looks like an elf … with the magic turned off.
He wears poor threads that are well fitted. Perhaps they were worth something once but now they are torn and unimpressive - isn’t it funny how that tear in his cloak is the size and shape of a bear’s claw? Over the torn cloak things are tied to his body … a clinking pouch, what looks like a curved rod ending in a sheath, a small leather roll, a large leather roll and a larger canvas roll.

Two defining life events
1) When Jibril was five his mother, Ealani, woke him early. She didn’t look worried, she looked proud. He dressed, she kissed his head, gave him a tiny copper medallion and walked him outside. Two men were waiting. No, not men, too tall for men, elves. He had never seen an elf before. On their cloaks were elaborately embroidered images of the sun. He left with them and never saw his mother again.
When he arrived he was introduced to a radiant elf - Jibril’s father. An excited group of young elves with tattooed faces welcomed him and offered to give him his elvish tattoo. When they were done he rushed to show his father who looked greatly dismayed. The tattoo was the symbol for ‘wasim’ the elven word for hansom.

2) Jibril had lived with the family tribe of elves for twelve years under the austere eye of his father, Hadthadalim. He discovered that his people are sun worshippers who are learned in the respectful rites of the dead. While out night-hunting with his father, Jibril was attacked by a ghostly elven rider. Hadthadalim saved his son and, after a lengthy battle, ‘becalmed’ the spirit he latter called a revenant. Within seven days Hadthadalim grew colder and colder until was gone.
The tribe saw this a terrible omen and banished Jibril. He has been on his own for the last twelve years trying to join groups of travellers and surviving off of the wild.

Three quirks
When Jibril is unconfident, embarrassed or unsure he grabs the straw like hair above his forehead. He is unconsciously hiding his tattoo.
Jibril will talk/introduce himself to peoples pets before he talks to the owners.
Jibril often forgets to tell people what he is thinking and assumes that they ‘just know’.

Three people tied to Jibril
Related: Jibril’s uncle (Ealani’s brother) Jaska had been looking in on Jibril through messengers since Jibril started living with his father. Jaska doesn’t know where his sister is and is now worried that he has lost track of Jibril after the banishment.
Friendly: Ri’dwan, Jibril’s father’s best friend, took a chance on teaching Jibril archery and has been the only advisor of Jibril’s youth, aside from his father. He helped Jibril retain some of his father’s things - now part altered to suite him or sold to pay for the entry fee.
Unfriendly: The tribe of his father are deeply suspicious of him - especially the leading council of the tribe - and, of that, especially the son of the tribal lore keeper.

A secret known to Jibril
Jibril discovered a worn ballot for The Game amongst Ri’dwan’s things. His father’s best friend was once a contestant but hid it.

A secret unknown to Jibril
Jibril’s last name is not his family name but another given name chosen by his mother. It is also his father’s ‘taboo’ name, a name chosen by an elf at the age of adulthood and only told to the most intimate of friends. Hadthadalim’s best friend, Ri’dwan, also knows it.

Jibril’s main goal in entering The Great Game
He thinks he is joining The Game to make a name for himself and to show the elves that rejected him that he is somebody but really he is looking for connections, friends, a surrogate family.