| Race |
|
| Classes/Levels |
|
| Gender |
Male Half orc Mamluk/Barber 1/1| AC 5 | 5/10 hp | THAC0 20| PPD 13 RSW 14 PP 12 BW 16 Sp 15 | |
About Maleek
Male Half Orc Fighter (Mamluk)/Thief (Barber)
Level: 1/1 Experience: 1000/1000 Bonus: +10%
Station: 8
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Statistics
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STR 18/36 +1 to hit, +3 dmg, wt 135, press 280, doors 12, bars/gates 20%
DEX 16 +1 missiles/reactions, -2 AC
CON 18 +4 hp/HD, SS 99%, Res 100%
INT 16 +5 bonus proficiencies
WIS 09
CHA 11
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Defense
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HP: 10
AC: 5
Saving Throws
Paralyzation, Poison, Death Magic - 13
Rod, Staff, Wand - 14
Petrification or Polymorph - 12
Breath Weapon - 16
Spell - 15
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OFFENSE
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Move: 30
Melee:
Razor 1d2 (+1/3 Str, slashing, speed 2)
Khopesh 2d4 (+1/3 Str, +1/2 Weapon spec, slashing, speed 9)
Ranged
Shortbow (flight) 1d6/1d6 (+1 Dex, piercing, speed 7) ROF 2/1 S 50 M 100 L 150
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THIEF SKILLS
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PP: 15% OL: 25% F/RT: 25% HS: 05% MS: 05% DN: 25% CW: 65% RL: 05%
Discern general use/purpose of magical items: 03%
Back-stab: x2
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Weapon Proficiency
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Razor, Khopesh Sword (weapon specialization), short bow
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Non Weapon Proficiency
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Starting Proficiency 12 (4 kit bonus, 3 class, 5 intelligence bonus)
Bureaucracy (9) -cost free
Brewing (16) - cost 1
Debate (16) - cost 1
Endurance (18) - cost 2
Grooming (16)- cost 2
Healing (07) - cost free
Herbalism (14)- cost free
Reading/Writing (17) - cost free
Running (18) - cost 1
Tumbling (16) - cost 1
Languages: Midani
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Benefits & Hindrances
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Mamluk
* Chain of Command - Any higher-level mamluk can give lower- level mamluks of the same organization or nation an order. The superior mamluk can expect this order to be obeyed immediately by those who are three levels or lower in rank. Thus, 4th-level mamluks can command lst-level comrades. Those giving an order may then be held responsible by higher-ups, however.
Strange or foolishly dangerous orders call for an NPC morale check to see if the order is followed (morale = Elite for most mamluk organizations). Orders such as carrying messages, summoning reinforcements within the organization's home nation, and seeking priestly aid for wounded mamluks are followed immediately and unquestioningly.
* Large Scale Battle Experience - If individual experience point awards are given in a campaign, mamluks also receive experience points for participating in large-scale battles. A typical soldier receives 100 xp for taking part in a battle, over and above those awarded for other reasons. A midlevel officer (from sergeant to captain), or an officer commanding fewer than 100 men in action, receives a 1,000 xp bonus per battle. Generals and army commanders of the mamluks receive a 10,000 xp bonus per battle.
If the character's force is outnumbered by two to one (or more) during a battle, all of the above mamluk bonuses are doubled. If the character's force loses the battle, the bonuses are reduced to a quarter.
* Chain of Command - The chain of command works both ways; the greatest benefit of mamluks is also their greatest hindrance. A higher-ranked mamluk can call upon a character's services (even a PC's) and expect that character to comply. If the superior is three or more levels higher, orders are expected to be obeyed immediately and without question. Orders from mamluks fewer than three levels higher usually must be verified by a more powerful officer.
Noncompliance without a valid reason or excuse constitutes treason. Such a reason must be presented to a mamluk higher than the one who gave the original order, and that high-ranking mamluk determines whether the reason is valid. Personal business is never a valid excuse for refusing an order; all mamluks are assumed to have no personal business when their unit requires their services.
If a mamluk is accused of treason, a mamluk court determines the outcome. Death may be the punishment under two circumstances: if the mamluk deserted his or her unit, or if lives were lost as a result of the character's inaction. For lesser crimes, the punishment may be humiliation: the guilty party is drummed out of the mamluks, loses all special benefits, and his or her facial tattoos are painfully removed with brushes made of pumice (-3 to Charisma).
Treason trials are often performed in absentia. In such cases, a "guilty" verdict is likely. Guilty parties are outcast completely from their organizations. If they are ever caught by former comrades, punishment will be meted out according to the decision of the court, and applied immediately.
Half Orc
* infravision enables them to see up to 60 feet in darkness
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Equipment
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Total Starting Wealth: 100gp, free weapon, free armor
Studded leather, free, 30 lbs
Khopesh sword, free, 7 lbs
Short bow 30 gp, 2 lbs
Razor 4 sp, 1 lbs
Thieves picks 30 gp, 1 lbs
Bel pouch, leather, large, 1 gp, 1 lbs
Quiver small 7 sp, 1 lbs
12 arrows 3 sp
Grappling hook 8 sp, 4 lbs
Rope 100’ 2 gp, 40 lbs
Mess kit 8gp, 1 lbs
Bedroll 17 gp, 3 lbs
9 gp; 8 sp
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BACKSTORY
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Appearance: The young half-orc is small and squat with a build like an ox. Maleek is broad-shouldered, barrel chested while his arms are corded with muscle.
His skin is green, the color of palm leaves, and he has a small tattoo on the right side of his face marking him as property. Maleek has thick dark hair which he keeps cut short and is usually covered with a keffiyeh. He has a pronounced jaw that is covered with a well-groomed and braided beard with a clean shaven upper lip. His grey eyes are deep set and sit below thick bushy eyebrows. He always appears to be grinning even with his two protruding incisors.
He can often be seen mumbling or talking to himself and frequently laughs at his own jokes.
Background: Maleek, a young nomad living on the vast Zachariah steppe, is captured during a raid and forced into a life of servitude as a Mamluk. Purchased by Akila Abd al-Amin, his destination is Qudra, filled with similarly enslaved strangers and one merciless instructor—a man determined to purge the weaklings from his ranks and forge the survivors into Mamluks, unmatched in wielding sword, arrows, and spear.
Upon maturity and completion of his training Maleek was assigned to the third cohort where he distinguished himself and served as Nudar Abd al-Amin’s, the commander, aide-de-camp. He served as a barber for the commander and the cohort gaining their trust with his skillful ministrations and brews. He also was given special assignments that required more thought.