Count Lucinean Galdana

Paritosh Jumbal's page

876 posts. Alias of Zahir ibn Mahmoud ibn Jothan (RPG Superstar 2014 Top 16).


Full Name

Paritosh Jumbal

Race

High Elf

Classes/Levels

Desert Rider 5 (AC: 3| HP: 46/47 | THAC0: 17 | Infravision 60')

Gender

Male

Size

63", 108lb

Age

117

Special Abilities

Station: 7

Alignment

Neutral Good

Deity

Najm

Languages

Midani, Elf, Gnome, Gnoll

Strength 18
Dexterity 16
Constitution 16
Intelligence 13
Wisdom 15
Charisma 11

About Paritosh Jumbal

Name: Paritosh Jumbal
Race: High Elf
Class: Desert Rider 5
AC:3 (Studded Leather (7), Shield (-1), Dex (-3))
THAC0: 16
XP: 14,000, +10%

STR: 18/83 +2/+4, WA: 185lb, Press: 330lb, Open Doors 14, BB/LG: 30%
DEX: 16 Reaction: +2, Missile: +2, AC: -3
CON: 16 HP: +2 SS: 95%, Res: 96%, Poison: +0
INT: 13 Languages: 3
WIS: 15 +1 Magic Defense
CHA: 11 Henchmen: 4

Attacks: 1/1 (3/2 with Khopesh) (2/1 with Shortbow)

Weapon Proficiency (4+1):

Khopesh (2)
Light Horse Lance (1)
Shortbow (1)
Dagger (1)

Non Weapon Proficiencies (3+1):

-1 on rolls when not in desert

[dice=Riding Camel Spec.(*)]1d20[/dice] vs WIS+4
[dice=Survival (desert)(*)] 1d20[/dice] vs INT
[dice=Hunting (1)]1d20[/dice] vs WIS -1
[dice=Animal Training (1)]1d20[/dice] vs WIS

Camel Specialization(*)
Blindfighting (2)

Languages (3): Midani, Elf, Gnome, Gnoll

90% Sleep/Charm Resistance
+1 to hit with Bow (Elf)
+1/+2 with Khopesh (Specialization)

Gear: Camel*, Khopesh(10 gp), Composite Shortbow (+2)*, Light Horse Lance (6 gp), Medium Shield (7 gp), 60 sheaf arrow (3 gp), Studded leather armor (20 gp)

Combat Shortcuts:

[dice=Khopesh Attack]16-1d20-2-1)[/dice] Factor: 9; 3/2
[dice=Khopesh Damage]2d4+4+2[/dice] Type: S

[dice=Light Horse Lance Attack]16-1d20-2[/dice] Factor: 6; 1/1
[dice=Light Horse Lance Damage]1d8+4[/dice] Type: P

[dice=Shortbow Attack]16-1d20-2-1[/dice] Factor: 7; 2/1
[dice=Sheaf Arrow]1d8+2[/dice] Type: P

Saving Throws:

[dice=Paralyzation, Poison, or Death Magic]1d20+1[/dice] vs 11
[dice=Rod, Staff, or Wand]1d20+1[/dice] vs 13
[dice=Petrification or Polymorph]1d20+1[/dice] vs 12
[dice=Breath Weapon]1d20+1[/dice] vs 14
[dice=Spell]1d20+1[/dice] vs 14

NWP Blindfighting:
A character with blind-fighting is skilled at fighting in conditions of poor or no light (but this proficiency does not allow spell use). In total darkness, the character suffers only a -2 penalty to his attack roll (as compared to a -4 penalty without this proficiency). Under starlight or moonlight, the character incurs only a -1 penalty. The character suffers no penalties to his AC because of darkness.
Furthermore, the character retains special abilities that would normally be lost in darkness, although the effectiveness of these are reduced by one-half (proficiency checks are made at half the normal score, etc.). This proficiency is effective only against opponents or threats within melee distance of the character. Blind-fighting does not grant any special protection from missile fire or anything outside the immediate range of the character's melee weapon. Thus, AC penalties remain for missile fire. (By the time the character hears the whoosh of the arrow, for example, it is too late for him to react.)
While moving in darkness, the character suffers only half the normal movement penalty of those without this proficiency.
Furthermore, this skill aids the character when dealing with invisible creatures, reducing the attack penalty to -2. However, it does not enable the character to discover invisible creatures; he has only a general idea of their location and cannot target them exactly.

NWP Survival (Desert):
This proficiency must be applied to a specific environment--i.e., a specific type of terrain and weather factors. Typical environments include arctic, woodland, desert, steppe, mountain, or tropical. The character has basic survival knowledge for that terrain type. Additional proficiency slots can be used to add more types of terrain.
A character skilled in survival has a basic knowledge of the hazards he might face in that land. He understands the effects of the weather and knows the proper steps to lessen the risk of exposure. He knows the methods to locate or gather drinkable water. He knows how to find basic, not necessarily appetizing, food where none is apparent, thus staving off starvation. Furthermore, a character with survival skill can instruct and aid others in the same situation. When using the proficiency to find food or water, the character must roll a proficiency check. If the check is failed, no more attempts can be made that day.
The survival skill in no way releases the player characters from the hardships and horrors of being lost in the wilderness. At best it alleviates a small portion of the suffering. The food found is barely adequate, and water is discovered in minuscule amounts. It is still quite possible for a character with survival knowledge to die in the wilderness. Indeed, the little knowledge the character has may lead to overconfidence and doom!

NWP Riding Camel Specialization:
This proficiency resembles the one above, but rather than riding and keeping horses, camelriders become masters of camels. A character with this proficiency gains the following skills:
• The rider can fall from a camel and suffer no damage upon making a successful proficiency check.
• The character can vault onto a moving camel upon making a successful check—assuming there are ropes, saddles, or patches of fur to allow such mounting. (This feat is more difficult than vaulting onto a horse.) Failure indicates that the individual is sprawled in the dust, but suffers no damage beyond a battered pride.
• Upon making a successful proficiency check, the camel-rider can grab an item while riding past it, provided the item is within reach (typically having a handhold at least 3 feet above the ground). Living targets can fight back, and if they succeed in striking the rider, the attempt to grab is foiled.
• The character can ride a camel without a saddle and suffer no discomfort or loss in ability. The character can even use spears or lances while riding bareback.
• The rider can persuade a camel to move at twice its normal daily movement rate for up to 10 days without ill consequence, provided that a proficiency check is made each day. This does not mean that the rider's camel is moving faster—only that the character has urged an otherwise recalcitrant beast to keep to its path.

A rider with this proficiency is also a master at caring for camels, able to identify camel afflictions and immediately discern the quality of a camel. {See Chapter 6 in the DMG.) A camel-rider who also has the animal training proficiency can break a camel of unpleasant traits in Id4 weeks, provided both proficiency checks are made. Similarly, an individual with both proficiencies can train a camel to perform a particular trick in Id4 weeks (such as "come when called" or "don't bite unless I give the command"). Such a trick is not a bonus; it counts toward the total number of feats (2d4) that any camel can learn.

This proficiency refers only to camels; if any other mount is used, the benefits do not apply. (To receive those benefits, the character must take the land-based riding proficiency for the new mount.)

NWP Riding (Camel):
Riding, Land-Based: Those skilled in land riding are proficient in the art of riding and handling horses or other types of ground mounts. When the proficiency slot is filled, the character must declare which type of mount he is proficient in. Possibilities include griffons, unicorns, dire wolves, and virtually any creatures used as mounts by humans, demihumans, or humanoids.
A character with riding proficiency can perform all of the following feats. Some of them are automatic, while others require a proficiency check for success.
• The character can vault onto a saddle whenever the horse or other mount is standing still, even when the character is wearing armor. This does not require a proficiency check. The character must make a check, however, if he wishes to get the mount moving during the same round in which he lands in its saddle. He must also make a proficiency check if he attempts to vault onto the saddle of a moving mount. Failure indicates that the character falls to the ground--presumably quite embarrassed.
• The character can urge the mount to jump tall obstacles or leap across gaps. No check is required if the obstacle is less than three feet tall or the gap is less than 12 feet wide. If the character wants to roll a proficiency check, the mount can be urged to leap obstacles up to seven feet high, or jump across gaps up to 30 feet wide. Success means that the mount has made the jump. Failure indicates that it balks, and the character must make another proficiency check to see whether he retains his seat or falls to the ground.
• The character can spur his steed on to great speeds, adding 6 feet per round to the animal's movement rate for up to four turns. This requires a proficiency check each turn to see if the mount can be pushed this hard. If the initial check fails, no further attempts may be made, but the mount can move normally. If the second or subsequent check fails, the mount immediately slows to a walk, and the character must dismount and lead the animal for a turn. In any event, after four turns of racing, the steed must be walked by its dismounted rider for one turn.
• The character can guide his mount with his knees, enabling him to use weapons that require two hands (such as bows and two-handed swords) while mounted. This feat does not require a proficiency check unless the character takes damage while so riding. In this case, a check is required and failure means that the character falls to the ground and sustains an additional 1d6 points of damage.
• The character can drop down and hang alongside the steed, using it as a shield against attack. The character cannot make an attack or wear armor while performing this feat. The character's Armor Class is lowered by 6 while this maneuver is performed. Any attacks that would have struck the character's normal Armor Class are considered to have struck the mount instead. No proficiency check is required.
• The character can leap from the back of his steed to the ground and make a melee attack against any character or creature within 10 feet. The player must roll a successful proficiency check with a -4 penalty to succeed. On a failed roll, the character fails to land on his feet, falls clumsily to the ground, and suffers 1d3 points of damage.

NWP Animal Training (camel):
Characters with this proficiency can train one type of creature (declared when the proficiency is chosen) to obey simple commands and perform tricks. A character can spend additional proficiencies to train other types of creatures or can improve his skill with an already chosen type. Creatures typically trained are dogs, horses, falcons, pigeons, elephants, ferrets, and parrots. A character can choose even more exotic creatures and monsters with animal intelligence (although these are difficult to control).

A trainer can work with up to three creatures at one time. The trainer may choose to teach general tasks or specific tricks. A general task gives the creature the ability to react to a number of nonspecific commands to do its job. Examples of tasks include guard and attack, carry a rider, perform heavy labor, hunt, track, or fight alongside soldiers (such as a war horse or elephant). A specific trick teaches the trained creature to do one specific action. A horse may rear on command, a falcon may pluck a designated object, a dog may attack a specific person, or a rat may run through a particular maze. With enough time, a creature can be trained to do both general tasks and specific tricks.

Training for a general task requires three months of uninterrupted work. Training for a specific trick requires 2d6 weeks. At the end of the training time, a proficiency check is made. If successful, the animal is trained. If the die roll fails, the beast is untrainable. An animal can be trained in 2d4 general tasks or specific tricks, or any combination of the two.

An animal trainer can also try to tame wild animals (preparing them for training later on). Wild animals can be tamed only when they are very young. The taming requires one month of uninterrupted work with the creature. At the end of the month, a proficiency check is made. If successful, the beast is suitable for training. If the check fails, the creature retains enough of its wild behavior to make it untrainable. It can be kept, though it must be leashed or caged.

Surprise:
]An elf can gain a bonus to surprise opponents, but only if the elf is not in metal armor. Even then, the elf must either be alone, or with a party comprised only of elves or halflings (also not in metal armor), or 90 feet or more away from his party (the group of characters he is with) to gain this bonus. If he fulfills these conditions, he moves so silently that opponents suffer a -4 penalty to their surprise die rolls. If the elf must open a door or screen to attack, this penalty is reduced to -2.

Infravision:
Elven infravision enables them to see up to 60 feet in darkness.

Secret Doors:
Secret doors (those constructed so as to be hard to notice) and concealed doors (those hidden from sight by screens, curtains, or the like) are difficult to hide from elves. Merely passing within 10 feet of a concealed door gives an elven character a one-in-six chance (roll a 1 on 1d6) to notice it. If actively searching for such doors, elven characters have a one-in-three chance (roll a 1 or 2 on 1d6) to find a secret door and a one-in-two chance (roll a 1, 2, or 3 on 1d6) to discover a concealed portal.

Special Benefit:
Desert riders are excellent judges of horseflesh (or camel flesh, as the case may be), and they are capable of bringing the best out of a mount. Members of this kit always judge the quality of a mount correctly; no proficiency check is required. Further, under a desert rider's expert care, a mount improves one level in quality—in just two weeks following the purchase. (See Chapter 6 in the DMG for definitions of quality. A nag becomes broken-down; a broken-down horse, average; an average mount, high-spirited; and a high-spirited mount, a charger.) This benefit lasts only as long as the horse remains in the desert rider's care. Thus, a desert rider may sell an "average" horse, which in a week reverts to its original broken-down stage in the hands of others. Such occurrences contribute to the belief that desert riders are unscrupulous. No mount can be improved more than one level above its original quality. Hence, if a desert rider purchases a mount directly from another desert rider, this benefit does not apply.

Special Hindrances:
Desert riders are uncomfortable outside their desert home. When not ina desert or desertlike area, they make all proficiency checks at - 1 . Combat rolls are not affected, however.