Kyra

Namara al-Nasr's page

25 posts. Alias of tribeof1.


Full Name

Namara al-Nasr

Classes/Levels

AC 18 | HP 11/13 | Darkvision 60' | PP=13 | S +3 D +2 C +3 I +0 W +3 Ch +5 | Divine Sense 4/4 LR | Lay on Hands 0/5 hp LR | Hit Dice 0/1 LR

Gender

Female

Age

28

Alignment

NG

Deity

Vataqatal, Master of the Battlefield

Languages

Common, Elven, Orc,

Strength 16
Dexterity 14
Constitution 16
Intelligence 11
Wisdom 12
Charisma 17

About Namara al-Nasr

Namara al-Nasr
Half-elf Paladin 1
XP
Alignment Neutral Good
Init +2; Senses Darkvision 60'; Perception +3
DEFENSE
AC 18 (chainmail and shield)
hp 13 (1d10+3) HD 1d10
Saving Throws Strength +3, Dexterity +2, Constitution +3, Intelligence +0, Wisdom +3, Charisma +5
Special Advantage vs. charm, immune to sleep
OFFENSE
Melee Longsword +5 (1d8+3) or javelin +5 (1d6+3)
Ranged Javelin +5 (1d6+3; 30/120)
STATISTICS
Str 16, Dex 14, Con 16, Int 11, Wis 12, Cha 17
Proficiency Bonus +2
Proficiencies Light, medium, heavy armor and shields; simple and martial weapons; Wisdom and Charisma saves; lute
Skills Athletics +5, Insight +3, Perception +3, Persuasion +5, Religion +2, Survival +3
Languages Common, Midani (Zakharan common tongue), Elven, Orcish
Class Abilities Divine Sense (4/long rest), Lay on Hands (5 hp/long rest)
Equipment chain mail, shield, longsword, curved dagger, (5) javelins, holy symbol, traveler's clothes, explorer’s pack (backpack, bedroll*, mess kit, tinderbox, 10 torches*, 10 days rations, waterskin, 50’ hemp rope*, lute*, poorly wrought maps from Zakhara depicting the Sword Coast, pouch of average quality tea), ivory necklace (worth 10 gp) in the style of the desert nomads, 21 gp, 1 ep, 10 sp, 13 cp.

Encumbrance:

Using slot system
Max Light Load: 24 slot
Max Medium Load: 48 slots
* If you are medium loaded then reduce your speed by 10 feet.
Max Heavy Load: 60 slots
* If you are heavy loaded then reduce your speed by 20' and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.

Currently Carrying: 21.2 slots (weapons, armor, clothing, coins) + 11.4 slots (backpack, w/ everything else inside or strapped to outside)= 32.6 slots
Current Load: Light (w/o backpack) or Medium (w/ backpack)
Current Penalties: None or -10 speed

Background Far Traveler (Pursuing a Fugitive)
Feature: All Eyes on You Your accent, mannerisms, figures of speech, and appearance all mark you as foreign. You can parley this attention into access to people (noble lords, scholars and merchant princes) and places you might not otherwise have, for you and your traveling companions.
Personality Trait I have my own ideas about what is and is not food, and I find the eating habits of those around me fascinating, confusing, or revolting.
Ideal Inquisitive. Everything is new, but I have a thirst to
learn.
Bond Though I had no choice, I lament having to leave my loved ones behind. I hope to see them again one day.
Flaw I consider the adherents of other gods to be deluded innocents at best, or ignorant fools at worst.

Physical description: Tall and graceful, Namara has the dusky skin and long, black hair of her father, a desert rider, along with the fine features and pointed ears of her city-dwelling elven mother.

History: Namara was always a child of two cultures, although the conflict had nothing to do with race, as so often is the case among the barbarians of the north.
In Zakhara, race means little, and her human father's marriage to her elven mother warranted little notice. Instead, the union was noteworthy (and ultimately doomed) as a pairing between a member of the desert-dwelling Al-Badia and one of the city-bound Al-Hadhar. Her father, a second son of the al-Nasr clan chieftain, wooed and wed her mother while studying in the Pearl Cities. The marriage lasted several happy years, until the call of the desert was too strong.
Raised first with her mother, Namara joined her father as a young woman, learning the ways of the desert riders and taking the vows of one of the faris, holy warriors devoted to the gods, Fate and the words of the Loregiver.
On a pilgrimage to a desert shrine, she found the priests tending it slaughtered, its relics plundered by heathens from the far north. Swearing an oath to Vataqal, the war-god of her father's people, she set off in pursuit, intent on finding and punishing the transgressors.
Her journey has taken her deep into the lands of the pale barbarians, to a bustling city called Waterdeep. Here she searches for signs of the stolen relics, earning coin as she can to continue her quest.

Common phrases:

May peace be upon you. May peace be upon you also.

My liver!

May Fortune smile upon you.
May Fate guide thee to salt and myrrh.

____ is as rain is to the desert.

You are the son of dried camel dung.
You are the son of a dog's water.
Not even fleas seek the hospitality of your tent.

May you sleep with a restless heart and know a thousand nights of misery.

May even your tears lack salt, your camels lack milk and your manhood lack resolve.

I conjure you to do it!
The gods are merciful and all-knowing and I am but a humble slave before them.

He makes coffee from dawn until the dead of night.

You have baked your bread; now you must eat it.

As the mind expands, the tongue grows quiet.

When it begins to rain, he takes shelter in the fountain.

A man's head is like the desert; the hotter it gets, the emptier it gets.

It was in this fashion that the tale was told to me, so it is in this fashion that I tell it to you now.

Life without honor has no meaning.

There is no Fate but the Fate we are given.