Omoyani

Surubi al'Azad Khahaba's page

339 posts. Alias of Odea.


Full Name

Surubi al'Azad Khahaba

Race

Human

Classes/Levels

Spoiler:
Ranger (Woodland Skirmisher/Spirit Ranger) 2 / HP(15/15) / AC: 17, T:14, ff:13 / SV: F+4 (+8 heat&treat 1 lower, +6 swarms,vermin pois) R+7 W+0 / CMD 18 / Init +4 / Perc: +6, +1 more in Desert, +2 more vs. Undead, Human vision

Gender

Female

Size

Medium

Age

17

Alignment

Chaotic Neutral

Deity

Pharasma

Location

Wati, Osirion

Languages

Spoiler:
Common, Osiriani, Ancient Osiriani (Persian; http://mylanguages.org/farsi_romanization.php)

Occupation

Porter/Guide

Strength 14
Dexterity 19
Constitution 13
Intelligence 11
Wisdom 11
Charisma 11

About Surubi al'Azad Khahaba

Surubi al'Azad Khahaba
Female Human Ranger (Nirmathi Irregular/Spirit Ranger) 3
CN Medium Humanoid (Human)
Init +4; Perception +7 (+10) in Desert terrain.
XP: 0/??

{spoiler=Combat Status]
{ooc]HP 18/22
AC 17 (T14/F13)
{b]Arrows to search for after this combat: [/b]
{b]Effects:[/b]
Bless (3 min from start of fight with thugs in necropolis)

{b]Ranger Spells Prepared[/b]
None
[/ooc]
[/spoiler]

Basics:

--Defense--
AC 17, 14 touch , 13 flat-footed (+4 Dex, +3 Armor)
CMD 18
hp 18/22 (10+1 + 2 CON + 2 Fav Cls)
Fort +4, Ref +7, Will +0

--Offense--
BAB +3; CMB +5;
Melee Morning star +5 (1d8+3 / x2 / B and P); Bastard Sword +5 (2h) (1d10+3 / 19-20x2 / S)
Ranged Masterwork Longbow +8 (1d8 / x3 / P or B) (Ammo in inventory)
Ranger Spells Prepared(NONE YET!)
1 (--/day) SPACE RESERVED

Speed 30 (20) ft. -- Encumbered with Sack
Init +4 (6) in Desert terrain.
Languages: Common, Osiriani, Ancient Osiriani

Statistics:

Str 14, Dex 19 (17+2), Con 13, Int 11, Wis 11, Cha 11

Languages: Common, Osiriani, Ancient Osiriani

--Carrying Capacity--
Light: 58
Medium: 116
Heavy: 175
Lift Over Head: 175
Lift Off Ground: 350
Drag & Push: 875

Traits & Racial Features:

--Traits--
Trap Finder: You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.
Frontier Forged: You receive a +1 trait bonus on Perception checks and a +1 bonus on Survival checks made to get along in the wild.

--Racial Features (Human)--Heart of the Sun: Humans born in tropical climates treat hot climates as one category less severe. They also gain a +2 racial bonus on Fortitude saving throws against the effects of a hot climate, as well as against the poison and distraction ability of swarms and vermin. This racial trait replaces skilled.

Feats & Class Abilities:

--Feats--
Lvl 1 Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Lvl 1 (Human Bonus Feat) Rapid Shot: When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.
Lvl 2 Ranger Style Feat Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Lvl 3 Deadly Aim: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. CURRENT:-1 atk +2 dmg
Lvl 3 Ranger granted Feat Edurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.

--Class Abilities--
Ranger
Archetypes:
Woodland Skirmisher
Spirit Ranger

Weapon and Armor Proficiency: A woodland skirmisher is proficient with all simple and martial weapons and with light armor.
Focused Enemy (Ex) -- UNDEAD: At 1st level, a woodland skirmisher selects one favored enemy (usually “humanoid [human]”). He does not gain additional favored enemies at higher levels. He does get to increase his favored enemy bonus by +2 at 5th, 10th, 15th, and 20th level. This otherwise acts as and replaces the standard favored enemy ability.
Favored Enemy (Ex) -- UNDEAD: At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
(-Forest-) Desert Ghost: At 1st level, a woodland skirmisher adds a bonus equal to 1/2 his level on all Perception and Survival skill checks he makes while located in (-forest-) desert terrain. This ability replaces wild empathy.
Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Combat Style: Archery: At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.
If the ranger selects archery, he can choose from the following list whenever he gains a combat style feat: Far Shot, Point Blank Shot, Precise Shot, and Rapid Shot. At 6th level, he adds Improved Precise Shot and Manyshot to the list. At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list.
The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.
Endurance: A ranger gains Endurance as a bonus feat at 3rd level.
Focused Terrain (Ex) -- DESERT (sand and wastelands): At 3rd level, a woodland skirmisher selects one favored terrain (usually “forest”). He does not gain additional favored terrains at higher levels. He does get to increase his favored terrain bonus by +2 at 8th, 13th, and 18th level.

This otherwise acts as and replaces the standard favored enemy* ability.
*EDITOR'S NOTE: Both focused enemy and focused terrain are listed as acting as and replacing the favored enemy ability. This is likely in error, and GMs are encouraged to treat focused terrain as a replacement for favored terrain.
Favored Terrain (Ex) -- DESERT (sand and wastelands): At 3rd level, a ranger may select a type of terrain from the Favored Terrains table. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.

If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Skills (*=ranks):

+4 Acrobatics*
+0 Appraise
+0 Bluff (+2 vs Undead: See Favored Enemy)
+5 Climb*
+0 Craft
+0 Diplomacy
+12 Disable Device*** (Includes the +2 from MW Tools)
+1 Disguise*
+3 Escape Artist
+3 Fly
-- Handle Animal
+0 Heal
+0 Intimidate
+4 Knowledge (Dungeoneering)*
+4(+6) Knowledge (Geography)* (+2 in Desert Terrain: See Favored Terrain)
+4 Knowledge (Nature)*
+1(+3) Knowledge (Religion)* (+2 ONLY TO IDENTIFY UNDEAD: See Favored Enemy)
+1 Linguistics*
+7(+10; +2 more vs. Undead) Perception*** (+3 in Desert Terrain: See Favored Terrain & (-Forest-) Desert Ghost; +2 vs Undead: See Favored Enemy)
+0 Perform
+4 Profession: Desert Guide*
+3 Ride
+0 Sense Motive (+2 vs Undead: See Favored Enemy)
-- Sleight of Hand
+4 Spellcraft*
+9(+11) Stealth*** (+2 in Desert Terrain: See Favored Terrain)
+6(+10;+10;+9 generic in desert; +2 more vs. Undead) Survival*** (+1 Get along in wild; Tracking; +3 to all in Desert Terrain: See Favored Terrain & (-Forest-) Desert Ghost; +2 to track Undead: See Favored Enemy) (GM Ranks)
+1 Swim
-- Use Magic Device

Gear (55.6/58 lbs. WITHOUT SACKS OR 96.6/116 (Med Enc) WITH SACK-A OR 105.1/116 WITH BOTH SACKS (Heavy Enc)); Weights proportional from Rogue's Kit for the items with no weights listed (e.g. first waterskin).:

--Combat Gear--
1 Hot weather gear 4 lbs
1 Studded leather armor 20 lbs

1 Masterwork Longbow 3 lbs
.....With a ___ ribbon tied to the bottom
10 Arrows 1.5 lbs
20 Blunt Arrows 3 lbs
1 Bastard Sword 6 lbs
1 Morningstar 6 lbs
0 Alchemist's Fire 0 lb
0 Acid Flask 0 lb

--Other Gear--
1 Pouch, belt (3.48 lbs CONTAINING THE FOLLOWING):
10 Chalk, 1 piece
1 Flint and steel
1 Mirror, small steel
1 Masterwork Thieves' tools 2 lb
1 Ring inscribed "To Akar from Panhet, Love Eternal."
CASH (Total below) .6 lb

1 Backpack (6.11 lbs CONTAINING THE FOLLOWING):
2 Piton
1 Torch
1 Rations, trail (per day)
1 Waterskin

1 Sack-A 0.5 lb (39.03 lbs CONTAINING THE FOLLOWING; DROP WHEN COMBAT STARTS/Using DEX/STR skills):
1 Bedroll
1 Caltrops
1 Grappling hook
1 Pot, Iron
1 Mess Kit
8 Piton
1 Rope, hemp (50 ft.)
1 Soap
1 Thieves' tools
7 Torch
4 Rations, trail (per day)
1 Empty Waterskin 2 lb
21 Arrows ~3 lb
18 Blunt Arrows ~3 lb

1 Sack-B 0.5 lb (10.5 lbs CONTAINING THE FOLLOWING; DROP WHEN COMBAT STARTS/Using DEX/STR skills):
5 Empty Waterskin 10 lb

--Money, Gems & Jewelery--
17 pp 6g 3s 4c
1 Onyx Gem worth 25g Sleight of Hand 19 to hide on person
1 Star Rose Quartz worth 50g Sleight of Hand 19 to hide on person

Appearance, Personality & Background:

--Appearance--
17 yrs old; 5' 10"; 170 lb; olive skin that has been darkened by the sun, raven black hair, almond-shaped hazel eyes.

--Personality--
Surubi is a typical human teenager. She is impulsive, selfish, a know-it-all, coquettish and more. That said, she keeps most of that bottled up inside due to her circumstances. She is on the run from her family, and if she is found she knows that (what she considers to be) a terrible fate awaits her. She has taken to masking her voice and hiding in clothes that mask her femininity and her face. She refers to herself as "This one" to get others to perceive her as being from the lower caste and thus not worth watching closely. She hopes to make her way in the world as an adventurer and possibly--hopefully!--meet a man (TALLER than she is) to marry. She thinks she may very well have found him already...

--Background--
Surubi is the second child of seven. Her family used to be one of the best and most well-off families of porter/guides; with her father coordinating many expeditions. Her older brother took over the business five years ago when their father died of a strange cursed rot he caught while assisting adventurers on an expedition to the nearby pyramids. In the way of many youths, Surubi swore vengeance on the creatures that cursed her father, not that she ever thought she would have an opportunity to get such vengeance.

After several years of declining profits (and declining influence), her mother and brother decided that their best bet to maintain the family's status was to marry her off to a short, chubby (and in her opinion ugly) local rich merchant. She wanted nothing to do with the man ("What self-respecting woman would marry someone shorter than she is?!"), and so late at night a few days after the deal was all-but certain, she grabbed what she could carry and fled her home. That was two years ago.

In her youth, Surubi had learned a bit about the family business--she started getting to go along with her father occasionally after she wasted a charge from the family business' Wand of Endure Elements--though everyone had been surprised by her ability to activate the wand (meant for use by wealthy clients only, for a mere 40g per charge!), they were unsurprised to find that she had no talent for magic when brought to a spellcaster to learn. Still, not every wealthy client could activate the wand themselves, so Surubi got to learn the ways of the desert from her father. On the not-infrequent trips she also learned how to use a bow and knife to defend herself, and how to watch out for the many dangers of the desert.

After she ran away from home, she spent some time plying her family's trade in another city under an assumed name. She gained more experience while working for various adventurers as a porter, and sometimes even as a guide--always disguised as a young man. She hadn't intended to become an adventurer until after her most recent job showing a group around the desert and into Wati. The group included a tall, soft-spoken and polished paladin. The paladin, 'Gus' as he called himself, made a big impression on the young girl, and she surreptitiously followed him around once the group got into the city. After overhearing him discussing "the Pharaoh opening the tombs" and the upcoming lottery to decide which groups get to go into which tombs, she changed up her disguise a bit, went out and bought a big two-handed sword ("It's JUST LIKE his!"), and approached him asking if his group had any need of a local partner in their travels.