Valeros

Zaheed Rahim's page

89 posts. Alias of Therenger.


Full Name

Zaheed Rahim

Race

Human

Classes/Levels

Warrior (Faris) / 2 | AC:4 HP:14/14 THAC0:19 Attacks:3/2 | Two-Handed Sword +2/+4, 1d10 vs M, 3d6 vs L, Spd:7 | PPD:14 RSW:16 PP:15 BW:17 Sp:17

Gender

M

Size

5'7", 171

Age

19

Alignment

NG

Strength 17
Dexterity 14
Constitution 14
Intelligence 13
Wisdom 14
Charisma 13

About Zaheed Rahim

Zaheed Rahim
Human Warrior (Faris)
Disciple of Brave Hajama (https://forgottenrealms.fandom.com/wiki/Hajama)
Nuetral Good
Level 2

STR 17, +1 To Hit, +1 Damage
DEX 14
INT 13
WIS 14
CHA 13
CON 14

AC: 4
HP: 14
Height: 5'7"
Weight: 171
Age: 19
XP: 3095
THAC0: 19
GP 0
Station 9

Melee: Two-Handed Sword (1d10 vs M, 3d6 vs L), +2 To-Hit, +4 Damage (Mamluk crafted, +1 sharpness), Speed 7

Weapon Specialization, Two-Handed Sword (+1 To Hit, +2 Damage)
Specialized Fighting Style, Two-Hander (Reduce weapon speed factor by 3)

Non-Weapon Proficiencies:
Seamanship, Dexterity +1
The character is familiar with boats and ships. He is qualified to work as a crewman, although he cannot actually navigate. Crews of trained seamen are necessary to manage any ship, and they improve the movement rates of inland boats by 50 percent.

Survival (Desert), Intelligence +0
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!

Swimming, Strength +0
A character with swimming proficiency knows how to swim and can move according to the rules given in the Swimming section (Chapter 14: Time and Movement). Those without this proficiency cannot swim. They can hold their breath and float, but they cannot move themselves about in the water.

Equipment:
Two Handed Sword, 50 GP
Katar (punch dagger), 3 GP
Whip, 1 SP
Splint Mail, 80 GP
Scabbard, 6 GP
Knife Sheath (common), 3 CP
Silk Shirt, 8 GP
Trousers, 2 GP
Sash, 2 SP
Keffiyeh (linnen), 2 CP
Gauntlets (leather), 1 GP
Belt, 3 SP
Boots (soft), 2 GP
Waterskin, 8 SP
2x Belt Pouches (small), 14 SP
Belt Pouch (Large), 1 GP
Large Sack, 2 SP
Good Meals (6 days), 3 GP
Sewing Needle, 5 SP
Whetstone, 1 CP
Torch, 1 CP