Ninja

Saleh el'Dinn's page

490 posts. Alias of Nikolaus de'Shade.


Full Name

Saleh el'Dinn

Race

RETIRED

Strength 14
Dexterity 13
Intelligence 10
Wisdom 11

About Saleh el'Dinn

Saleh el’Dinn
Male Human Ex-Slave Warrior/Fighter/Brute

Age: 29
Height: 6’3”
Weight: 160lbs
Hair: Light brown, grey streaks. Worn short.
Eyes: Dark.
Skin: Weathered, heavily tattooed.
Languages: Common, Dark Speech, High Archaic

Strength: 14
Agility: 13
Intellect: 10
Will: 11

Perception: 10
Defense: 21
Health: 56
Healing Rate: 18 (1/3 of health, rounded down.)

Size: 1
Speed: 10

Power: 0
Damage: 0
Insanity: 4
Corruption: 0

Profession: Martial (Slave) - You joined the army, law enforcement, or the local militia.
Martial (Officer) - You led men, setting an example and encouraging them to do as you do.
Common (Nurse) - You have worked in a hospital or sanitarium, providing basic care to those unable to do so for themselves.

Determined: When you roll a 1 on the die from a boon, you can reroll the die and choose to use the new number.

Warrior Abilities:
Catch Your Breath: You can use an action or a triggered action on your turn to heal damage equal to your healing rate.
Once you use this talent, you cannot use it again until after you complete a rest you can use this talent twice before you need to complete a rest.
Weapon Training: When attacking with a weapon, you make the attack roll with 1 boon.
Combat Prowess: Your attacks with weapons deal 1d6 extra damage.
Forceful Strike: When the total of your attack roll is 20 or higher and exceeds the target number by at least 5, the attack deals 1d6 extra damage.
Warrior Defense: Expert warriors get +1 defense.
Combat Expertise: When you use an action to attack with a weapon, you either deal 1d6 extra damage with that attack or make another attack against a different target at any point before the end of your turn.
Combat Mastery: When you use an action to attack with a weapon, you either deal 1d6 extra damage with that attack or make another attack against a different target at any point before the end of your turn. This stacks with Combat Expertise.

Fighter Abilities:
Fight with Anything: If you attack with a weapon or improvised weapon whose damage die is less than 1d6, you treat the damage die as 1d6. In addition, when you attack with a weapon or improvised weapon, you make the attack roll with 1 boon. Finally, your Strength counts as 2 higher for the purpose of meeting armor and weapon requirements.
Fight with Two Weapons: When you attack with two weapons, you reduce the number of banes from the attack by 2.
Defense: Fighters gain a +1 bonus to defense.
Durable: Your healing rate equals your Health divided by 3.
Defensive Expertise: Increase your defense by 1.

Brawn: You make Strength attack rolls and challenge rolls
with 1 boon.

Equipment:
Enchanted Longsword (d6+2) {The sword can never break or be lost. When you succeed on an attack roll using this weapon, you can use a triggered action to fill the target of the attack with dread. The target becomes frightened for 1 round unless it gets a success on a Will challenge roll.}
Battleaxe (d6+2)
Full Plate Armor (Def 18) 25gc
Staff
Basic Clothing
Backpack
Rations (1 week)
Waterskin
Tinderbox
3 torches
Pouch.
90 gp, 26 sp, 3cp
A folding knife that always stays sharp

Background:
Sold as a youth in the slave markets of Dis, City of Chains, Saleh was purchased by an enterprising officer in the Imperial Army to serve in the ‘conscripted’ orc units. The army used human slaves as the links between the officer class and the orc soldiers who formed the backbone of the Imperial Army and so Saleh lived with, and learned much of, his orc comrades.

When the orcs rose up and hurled the Emperor from the Alabaster Throne Saleh rose with them. After stealing what items he safely could from the carnage (including his commander’s favourite pocketknife) he fled north, intent simply on getting as far away from the carnage as he could.