Sheriff Belor Hemolock

Kalb's page

17 posts. Alias of heliopolix.


Human Ranger;

HP 13/13; AC 20/12/16; CMD 17; F+5/R+4/W+2; Init +2; Perc +6

About Kalb

Kalb al-Solku
CG Human Ranger (Trapper/Infiltrator) 1
Init +2; Perception +6

HP 13 (10+3)
AC 20 T 12 FF 16 (+6 armor, +2 dex, +2 shield)
BAB +1 CMB +5 CMD 17
For +5 Ref +4 Will +2 (+2 vs hot weather)
Str 18 Dex 14 Con 17 Int 14 Wis 14 Cha 10
Speed 30 (20 in armor)

*Longspear +5 (1d8+4/x3) piercing, brace, reach
*Scimitar +5 (1d6+4/18-20) slashing
*Heavy Shield +5 (1d4+2) bludgeoning
*Javelin +1 (1d6+4/x2) piercing

*Javelin +3 (1d6+4/x2) piercing [5/5]

Favored Enemy (gnolls): +2 to attack, damage, Bluff, Knowledge, Perception, Sense Motive, and Survival
Gnoll Killer: +2 to attack and damage


5'3", 208 lbs. Brown skin. Brown eyes. No hair or beard.

Gnoll Killer: +2 trait bonus on attack & damage rolls vs gnolls
Solku Scout: +1 trait bonus to Acrobatics, class skill

Favored Class
Ranger: +1 Skill Point

Common, Kelish, Gnoll

Racial Features
Standard Human features
Heart of the Wildnerness: Humans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces skilled.


11 skill points (6 class + 2 int + 2 dex + 1 favored)

Acrobatics* +7 = 1+2+3+1
Climb* +8 = 1+4+3
Craft (Traps) +6 = 1+2+3
Disable Device* +9 = 1+2+3+2+1
Heal +6 = 1+2+3
K(dungeoneering) +6 = 1+2+3
K(geography) +6 = 1+2+3
K(nature) +6 = 1+2+3
Perception +6 = 1+2+3 (+1 vs traps)
Stealth* +6 = 1+2+3
Survival +6 = 1+2+3 (+1 to track)

* = -3 ACP for armor, -2 ACP for shield.


Power Attack (non-feat)
You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Cleave (1st)
As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

Cleaving Finish (human)
If you make a melee attack, and your target drops to 0 or fewer hit points as a result of your attack, you can make another melee attack using your highest base attack bonus against another opponent within reach. You can make only one extra attack per round with this feat.

Class Features:

A trapper ranger adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A trapper ranger can use Disable Device to disarm magic traps.

Favored Enemy (humanoid(gnolls))
At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher

A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

Wild Empathy
A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.


[wt] Item (#)

[ 9] longspear
[ 4] scimitar
[10] javelins (5)
[10] heavy wooden shield
[40] chainmail
[ 4] hot weather outfit
[ 2] backpack
[ 5] bedroll
[ 1] blanket
[10] trail rations (10)
[ 4] waterskin
[ 2] thieve's tools, mwk
[ 5] crowbar
[20] hemp rope (100')
[ 1] common lamp
[10] lamp oil (10)
[.1] coins (4g, 6s)

Encumbrance: M 137.1
Carrying Capacity: L 100 M 200 H 300 OH 600 P 1500

Farouq grew up in the village of Tarba, a peaceful farming community a day's walk east from Solku. His father Nassim was a carpenter and cabinet-maker and his mother Yasmin worked in the pesh fields. The youngest of five children, his life was a bit easier than his siblings. By the time he was ten, it was obvious that he would take after his mother - his braun at that tender age let him wrestle with boys almost twice his age. He spent some time studying woodcraft with his father, but he preferred making mischevious pranks with levers and springs more than building practical things like doors and dressers.

His happy childhood was cut drastically short the summer he turned thirteen. His mother's piercing scream woke him from a deep slumber. Startled awake, he looked around, trying to determine if the sound was real, or just part of his dream. Then he noticed the smell of smoke. A thick, cloying, stinking smoke was rolling in through his bedroom window. As he staggered out of bed, choking and coughing, and hurried over to it, he saw figures moving in the night, silhouetted by the light of burning buildings. Peering outside, he saw feral, furry beastmen stalk the streets, bashing and burning and killing. Sobbing from the smoke and the brutality, he turned away and tried to flee through the door, but something heavy was lodged on the other side, and he could not open it. He pounded on the door to no avail, at last sinking to the floor with bloody hands and ragged, gasping breathing. There, darkness enveloped him, shutting out the terrors of the night.

He woke with the dawn to a world gone mad. Taking up his meager posessions, he struggled his way out through the window and looked over the ruins of his village. There was no one left. The gnolls had killed many, and taken the rest. The rest of his house had collapsed in the fire, and did not know his family's fate - were they dead or enslaved? His attempts to dig in the ruins were futile and left him with burned fingers and blotchy bruises. He prayed to Sarenrae for their souls, and left.

He spent the rest of summer in the hills, surviving by his wits until the cold winter winds drove him into the city. He joined the other orphaned urchins on the streets of Solku, but found no family there. He grew increasingly angry as he fought to survive on discarded scraps and charitable coppers. He wanted to fight, to avenge his family, not live as a beggar and thief. He was tall and strong enough to pass for a young man, and he used that to the best advantage he could. He sought out the marshall of Solku's scouts and enlisted in their ranks. Convincing the marshall that he was old enough was easy; the marshall had lost many scouts in the Siege and needed men.

In the next four years, Farouq honed his skills. With single-minded purpose, he learned to track, to trap, to kill. He would range out from Solku into the mountains, looking for trails and tribes. He was ruthless and unrelenting, and his near-suicidal attacks on the gnoll bands earned him the name Kalb from the other scouts, for he was like a dog after a bone. Since earning that moniker, he has gone by Kalb al-Solku. He began to disobey his orders in order to travel further and further from Solku, ever in search of new tribes to kill.

On his latest venture, he ranged further from Solku than he had ever gone, further even than he had traveled with his father as a boy. He was hot on the trail of a gnoll band when the sandstorm overtook him. For three days, he waited while the storm poured its fury out on the world. When the storm vanished, so had most of his supplies. With the trail and his landmarks obliterated by the sand, he set out, marking his best guess for Solku and survival.

When his water ran out, desperation set in. He struggled on through the scorching sands, cursing and lamenting the fact that he would die in the sands. It was not his looming death that angered him, but rather the though that the gnolls might avoid the death they so richly deserved.

The last thoughts to pass through his mind as he fell unconscious from heat exhaustion were of his family, of his peaceful childhood.

Kalb is built like a bulldog. He is short in stature, but heavily muscled. His olive skin is tanned a deep brown from the desert sun, and his eyes are constantly shifting.

His garmets might once have been white, but numerous stains and smudges dilute their color to a murky tan. His chainmail is well oiled, though the metal has been inked so it does not gleam.

He carries an oval shield made of heavy wood, layered together in slats. His spear and javelins are lashed to his back and a well-used scimitar hangs from his belt.