Varisian Barbarian

Mujahid Al-Asad's page

18 posts. Alias of sirgrail.


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Male Human (Kelishite) Ranger 1

And I as well. My apologies for disappearing for the past week. I have found that my computer time has dropped to almost nothing lately, and I expect it to stay like this for the next couple weeks. I am certainly still interested in playing, so if you don't mind running me as an NPC for a while, I'll be back when I can.


Male Human (Kelishite) Ranger 1

"Could be," Mujahid replied to Hadrah. He looked around the camp and saw that the others were talking with various people around the camp. They should probably get together and pool their information. Turning back to Hadrod and Hadrah, Mujahid smiled and said, "Thanks. I need to go, but I'll let you know if I turn up anything else about Rombard." He bowed to them and walked over to the burned and gutted wagon.


Male Human (Kelishite) Ranger 1

"Sorry, Hadrod." Mujahid said as he returned empty-handed to the camel driver. "It looks like he wandered away from camp out into the wastes. I'll see if I pick up his trail again once things calm down a bit here." He looked over to the wreckage of the astrologer's wagon. "Bad luck for the astrologer, if it was bad luck. Do you know if anyone had it in for him?"


Male Human (Kelishite) Ranger 1

Mujahid rolled his eyes when Hadrod wasn't looking, but then again the man was clearly distraught. Circling the camp, he looked around for any goat tracks that led away from the camp.

Survival (Tracking): 1d20 + 8 ⇒ (13) + 8 = 21


Male Human (Kelishite) Ranger 1

Good luck, MPL!

And welcome to our new GM!

Mujahid is still here and ready to play.


Male Human (Kelishite) Ranger 1

Personally, I like them. I vote Yes.


Male Human (Kelishite) Ranger 1

Mujahid paused to catch his breath and to work the kinks out of his muscles. His failed attempts at moving the wagon had left some of his muscles with knots. He was glad the fire got put out, though, especially since it had spread briefly.

As the camel driver passed by inquiring about Rombard, Mujahid ran to catch up to the man. "Someone named Rombard is missing? What does he look like?"


Male Human (Kelishite) Ranger 1

Mujahid heaved again at the stubborn wagon.

2nd Round STR Check (with +2 Aid bonus): 1d20 + 6 ⇒ (6) + 6 = 12

... and again...

3rd Round STR Check (with +6 Aid bonus): 1d20 + 10 ⇒ (9) + 10 = 19

... and again...

4th Round STR Check (with +6 Aid bonus): 1d20 + 10 ⇒ (12) + 10 = 22

... and one last time...

5th Round STR Check (with +6 Aid bonus): 1d20 + 10 ⇒ (5) + 10 = 15

... but the wagon refused to move.


Male Human (Kelishite) Ranger 1

One question, GM, before I try my luck. Are you using Hero Points in the game?


Male Human (Kelishite) Ranger 1

Grabbing the wagon's tongue, Mujahid dug his feet into the ground and heaved with all of his strength.

Strength Check (with +4 from help): 1d20 + 8 ⇒ (8) + 8 = 16


Male Human (Kelishite) Ranger 1

Thanks. Mujahid will shuttle some water over to the fire once and then will switch to helping the guardsmen move the wagon.


Male Human (Kelishite) Ranger 1

Though not inhospitable to the others, Mujahid kept mostly to himself during the journey from Solku. If asked questions directly, he would be attentive and hospitable and answer them as best he could, but he did not ask many himself. He preferred to watch and listen.

As the burning tree of the Sultan's Claw cast more light over the tableau, Mujahid jumped off his horse and ran to join the line of water-bearers taking buckets to the blazing wagon.


Male Human (Kelishite) Ranger 1

Nothing appears to be in the game thread yet. Should we wait for a scene start post? Or should we just start posting there in character?


Male Human (Kelishite) Ranger 1

"A pleasure to meet you all as well." Mujahid replied, bowing to Badi, Nasir, and Beatrix in turn. Then he turned to the slave. "And who might you be?" he asked before adding to her, "I am Mujahid."


Male Human (Kelishite) Ranger 1

Another man approached the caravan, his dark skin clearly bronzed by years in the sun and hardened by the harsh winds of the desert. Though his flowing robe danced in the wind, anyone looking closely enough could tell that he also wore hard armor underneath it. A greatsword rode on his back next to a quiver of several javelins. A turban mostly hid his straight black hair and he had a short beard and moustache. He was clearly in excellent shape, though he did bear some scars here and there. The most visible scar is a white line on right temple, pointing from his right ear to the top of his forehead.

"Good day," he said to the gathered throng, "Is this the caravan to Kelmerane? I am Mujahid Al-Asad. I wish to join you, if I may."

And may I also add my thanks to the GM for accepting me into his game. :)


Nasir al' Shahaadi wrote:

Interested here's my character from a previous attempt at the adventure path that didn't pan out.

Nasir, you might want to look at the skills you have listed on your character profile. It looks like she's built using D&D 3.5 rules and not Pathfinder. She has way too many skill points for a first level Pathfinder character.


Definitely interested. I've been looking forward to playing in a Legacy of Fire game for some time now. :)

Character Info:
Name: Mujahid Al-Asad
Race: Human (Kelishite)
Class: Ranger 1

STR: 18
DEX: 13
CON: 13
INT: 12
WIS: 13
CHA: 9

Traits:
Gnoll Killer: You gain a +1 trait bonus on attack rolls and weapon damage rolls made against gnolls. If you’re a ranger and you select humanoid (gnoll) as a favored enemy, your trait bonus on attack rolls and weapon damage rolls against gnolls increases to +2. If you’re a spellcaster, you gain a +1 trait bonus to spell save DCs for damaging spells against gnolls.

Desert Child: You are accustomed to high temperatures and gain a +4 trait bonus on any saving throws made to resist the effects of being in hot conditions, and a +1 trait bonus on all saving throws against fire effects.

Description:
Kelishite by ancestry, Mujahid's dark skin has been bronzed by years in the sun and hardened by the harsh winds of the desert. His straight black hair is shoulder-length that he usually keeps hidden under a turban or helm. He keeps a short beard and moustache, as he has found that the time to shave every day is sometimes not possible. He is in excellent shape, his body honed in the wilds through training and combat, though he does bear some scars from the latter. The most visible scar is a white line on right temple, pointing from his right ear to the top of his forehead.

Personality:
While laughter is not unknown to him, Mujahid tends to comport himself seriously. He tends to keep to himself and though he knows everyone in the Riders of the Sun, he knows few people outside of the group. Generally he is at least a little uncomfortable in social situations as he knows little about dealing with people outside of merchant transactions or paramilitary camaraderie. He bears a strong hatred towards gnolls due to childhood trauma and will show them no mercy.

Background:
Born into a moderately successful merchant family, Mujahid Al-Asad spend much of his childhood on the road as his family's trade caravan plied the trade routes across Katapesh. He was well-loved by his parents, but pushed hard for it took much to survive in the sands of Katapesh. The caravans were often waylaid by bandits, so Mujahid was taught how to fight. He was also taught about the desert, both of it's beauty and it's dangers. It looked like he was poised to continue the family business and do his family proud as he got older.

But when Mujahid was twelve years old, the Al-Asad caravan was waylaid by more than just bandits. This time it was attacked at night by a large gnoll tribe! Never encountered in such numbers, the Al-Asad guards were unprepared for the strength and ferocity of the gnoll's attack. One by one they were cut down until the gnolls were able to freely attack the merchants as well. Mujahid wanted to fight, but his parents forbid it even as his father went out to defend his family. The boy saw his father cut down, but not in one stroke but many. He could see the gnolls playing with his father, cutting him down by inches, letting his strength leak away into the sands by dozens of small wounds. Finally, his father died and the gnolls laughed, their hideous barking echoing out into the dunes. Overcome with rage, Mujahid grabbed for his small sword, but his mother still shielded him as the gnolls turned on them next. He saw his mother run through by a gnoll spear and displayed high in the air like a grisly trophy. He knew he was going to die. He knew it. But still, the need to fight, the need for revenge burned hotter than the wastes at high sun. He pulled out his meager weapon as the gnolls advanced and screamed his rage to the heavens. And the heavens answered.

Arrows flew in from the darkness, cutting down gnolls effortlessly. Riders came into the firelight and began cutting their way through the gnoll's ranks. The gnolls morale broke and they began to run. As one of the gnoll warriors turned away from him, Mujahid took the opportunity to stab the beast in the back. The monster sreamed in pain but did not fall. Spinning around, the gnoll backhanded the boy into the blood splatted sands and raised it's own fearsome blade. Stunned by the blow, Mujahid could only look up at his death as he tried to stay conscious. But the blow never fell. A rider decapitated the beast in the next instant, robbing the monster of any more victims. And with that, Mujahid fell into darkness.

When he awoke, Mujahid was overcome by surprise and then by despair as he remembered his parent's death. He found out soon after than he had been saved by the Riders of the Sun, a mercenary band of paladins, rangers, warriors, all faithful of Sarenrae, goddess of the sun. They had been following the trail of carnage that the gnoll tribe had been leaving in it's wake and had been determined to end it. Unfortunately, while they did so, they did so too late to save Mujahid's family. As the boy slowly recovered, the Riders offered to escort him back to Katapesh, the capital city, where he might find refuge with relatives. But Mujahid had other plans now. He asked the Riders if he could join them. This came as little surprise to the Riders. Several of them had joined under similar circumstances, orphaned by violence. And so Mujahid joined the Riders of the Sun, where he learned to overcome his grief and to focus his rage into clarity of purpose.

As Mujahid grew, he became a strong warrior and a valued member of the Riders. He pledged himself to Sarenrae, even though he never felt the calling to join her clergy. His calling was of the land and under the Rider's tutelage he learned it well. How to track, to hunt, and to survive in the desert, as well as in other lands for his time with the Riders took Mujahid to many places in Golarion. But even as he traveled, Mujahid's heart was always in Katapesh. WHile on the road with the Riders, word came to him from back in Katapesh that Garavel was looking for brave men and women to aid in retaking the village of Kelmarane from a tribe of gnolls in the service of the notorious Carrion King. Mujahid knew that he had to be part of the group. Breaking away from the Riders was hard for him, but they parted on good terms. Soon thereafter, Mujahid found himself back in Katapesh in pursuit of vengance and his destiny.


Throwing my hat into the ring.

Mujahid Al-Asad:
Name: Mujahid Al-Asad
Race: Human (Kelishite)
Class: Ranger 1

STR: 18
DEX: 13
CON: 13
INT: 12
WIS: 13
CHA: 9

Traits:
Gnoll Killer: You gain a +1 trait bonus on attack rolls and weapon damage rolls made against gnolls. If you’re a ranger and you select humanoid (gnoll) as a favored enemy, your trait bonus on attack rolls and weapon damage rolls against gnolls increases to +2. If you’re a spellcaster, you gain a +1 trait bonus to spell save DCs for damaging spells against gnolls.

Desert Child: You are accustomed to high temperatures and gain a +4 trait bonus on any saving throws made to resist the effects of being in hot conditions, and a +1 trait bonus on all saving throws against fire effects.

Description:
Kelishite by ancestry, Mujahid's dark skin has been bronzed by years in the sun and hardened by the harsh winds of the desert. His straight black hair is shoulder-length that he usually keeps hidden under a turban or helm. He keeps a short beard and moustache, as he has found that the time to shave every day is sometimes not possible. He is in excellent shape, his body honed in the wilds through training and combat, though he does bear some scars from the latter. The most visible scar is a white line on right temple, pointing from his right ear to the top of his forehead.

Personality:
While laughter is not unknown to him, Mujahid tends to comport himself seriously. He tends to keep to himself and though he knows everyone in the Riders of the Sun, he knows few people outside of the group. Generally he is at least a little uncomfortable in social situations as he knows little about dealing with people outside of merchant transactions or paramilitary camaraderie. He bears a strong hatred towards gnolls due to childhood trauma and will show them no mercy.

Background:
Born into a moderately successful merchant family, Mujahid Al-Asad spend much of his childhood on the road as his family's trade caravan plied the trade routes across Katapesh. He was well-loved by his parents, but pushed hard for it took much to survive in the sands of Katapesh. The caravans were often waylaid by bandits, so Mujahid was taught how to fight. He was also taught about the desert, both of it's beauty and it's dangers. It looked like he was poised to continue the family business and do his family proud as he got older.

But when Mujahid was twelve years old, the Al-Asad caravan was waylaid by more than just bandits. This time it was attacked at night by a large gnoll tribe! Never encountered in such numbers, the Al-Asad guards were unprepared for the strength and ferocity of the gnoll's attack. One by one they were cut down until the gnolls were able to freely attack the merchants as well. Mujahid wanted to fight, but his parents forbid it even as his father went out to defend his family. The boy saw his father cut down, but not in one stroke but many. He could see the gnolls playing with his father, cutting him down by inches, letting his strength leak away into the sands by dozens of small wounds. Finally, his father died and the gnolls laughed, their hideous barking echoing out into the dunes. Overcome with rage, Mujahid grabbed for his small sword, but his mother still shielded him as the gnolls turned on them next. He saw his mother run through by a gnoll spear and displayed high in the air like a grisly trophy. He knew he was going to die. He knew it. But still, the need to fight, the need for revenge burned hotter than the wastes at high sun. He pulled out his meager weapon as the gnolls advanced and screamed his rage to the heavens. And the heavens answered.

Arrows flew in from the darkness, cutting down gnolls effortlessly. Riders came into the firelight and began cutting their way through the gnoll's ranks. The gnolls morale broke and they began to run. As one of the gnoll warriors turned away from him, Mujahid took the opportunity to stab the beast in the back. The monster sreamed in pain but did not fall. Spinning around, the gnoll backhanded the boy into the blood splatted sands and raised it's own fearsome blade. Stunned by the blow, Mujahid could only look up at his death as he tried to stay conscious. But the blow never fell. A rider decapitated the beast in the next instant, robbing the monster of any more victims. And with that, Mujahid fell into darkness.

When he awoke, Mujahid was overcome by surprise and then by despair as he remembered his parent's death. He found out soon after than he had been saved by the Riders of the Sun, a mercenary band of paladins, rangers, warriors, all faithful of Sarenrae, goddess of the sun. They had been following the trail of carnage that the gnoll tribe had been leaving in it's wake and had been determined to end it. Unfortunately, while they did so, they did so too late to save Mujahid's family. As the boy slowly recovered, the Riders offered to escort him back to Katapesh, the capital city, where he might find refuge with relatives. But Mujahid had other plans now. He asked the Riders if he could join them. This came as little surprise to the Riders. Several of them had joined under similar circumstances, orphaned by violence. And so Mujahid joined the Riders of the Sun, where he learned to overcome his grief and to focus his rage into clarity of purpose.

As Mujahid grew, he became a strong warrior and a valued member of the Riders. He pledged himself to Sarenrae, even though he never felt the calling to join her clergy. His calling was of the land and under the Rider's tutelage he learned it well. How to track, to hunt, and to survive in the desert, as well as in other lands for his time with the Riders took Mujahid to many places in Golarion. But even as he traveled, Mujahid's heart was always in Katapesh. WHile on the road with the Riders, word came to him from back in Katapesh that Garavel was looking for brave men and women to aid in retaking the village of Kelmarane from a tribe of gnolls in the service of the notorious Carrion King. Mujahid knew that he had to be part of the group. Breaking away from the Riders was hard for him, but they parted on good terms. Soon thereafter, Mujahid found himself back in Katapesh in pursuit of vengance and his destiny.