Thief

Amal Tabloorasa's page

42 posts. Alias of Snap44.


Full Name

Amal Tabloorasa

Race

Human

Classes/Levels

Rogue (Trapsmith 1)

Gender

Male

Size

5'5"

Age

21

Alignment

Neutral Good

Location

Wati

Languages

Common, Necril, Ignan

Strength 10
Dexterity 17
Constitution 12
Intelligence 14
Wisdom 13
Charisma 8

About Amal Tabloorasa

Amal Tabloorasa
Rogue (Trapsmith) 1
NG Medium Humanoid (Human)
Init +5, Senses Normal, Perception +5
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DEFENSE
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AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
HP 9 ((1d8+1))
Fort +1, Ref +5, Will +1
+2 trait bonus on saving throws against curses and curse effects (including mummy rot and spells with the curse descriptor) and a +2 trait bonus on saving throws against a mummy’s aura of despair.
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OFFENSE
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Melee Shortsword x2 Attack +3 Hit: 1d6 Crit: 19-20
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STATISTICS
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Str 10, Dex 17, Con 12, Int 14, Wis 13, Cha 8
Speed 30 ft.
BAB +0; CMB 0; CMD 13
Feats Weapon Finesse, Two Weapon Fighting
Skills Acrobatics +7, Appraise +6, Craft (Traps) +6, Disable Device +7, Escape Artist +7, Knowledge (Dungeoneering) +6, Perception +5, Sense Motive +5, Sleight of Hand +7, Stealth +7, Use Magic Device +3
Traits Mummy Cursed, Reactionary
Languages Common, Necril, Ignan
Possessions: Leather Armor, Two Short Swords, Hot Weather Outfit, Mask, Bedroll, Five Torches, 100ft of String, Masterwork Thieves Tools, Waterskin, Masterwork Backpack, 7 days Trail Rations.
Total weight: 56lb (Light)
Wealth: 40g, 3s, 3cp
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SPECIAL ABILITIES
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Weapon and Armor Proficiency
Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.
Sneak Attack
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

Trapfinding
A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

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BACKGROUND
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The Story So Far: Amal's story begins four generations ago, with his great great grandfather. His great great grandfather made many a bad decision in his life and was a very poor provider because of it, unable to feed his family through honest means he found himself joining a group of bandits with whom he wandered the sands plundering from the poor and rich alike.

It was during this time that Amal's great great grandfather and his fellow bandits accidentally stumbled across a hidden tomb. Overcome with greed and the pain behind the thought of their families going hungry, they decided to delve into the tomb, where they would find their doom.
As the group went deeper and deeper, they were overwhelmed with a feeling of dread. Eventually they reached the end of the tomb in which they had found no treasure and it was there that they found the sarcophagus. A coffin made of pure gold with gems encrusted into it, as the others became excited, only in Amal's grandfather did the feeling of dread still remained.

He wanted nothing to do with it, so Amal's grandfather began to wander back to the outside, the sounds of his comrades opening the coffin in the background echoed throughout the entire tomb. As he neared the entrance of the tomb he noticed something odd, absolute silence. The silence was not to be however as he soon heard the terrible screams of his dying comrades. Completely filled with fear, he rushed back down into the depths with his sword drawn. All he found was an open coffin and all of his comrades wasted away to nothing but bone.

Amal's great great grandfather left that tomb and never looked back as he attempted to make his way home. It was during this time that the Mummy's Curse took a hold of him, and he slowly wasted away to rot. Unaware of his death, his wife grieved for her husband that never returned and raised their daughter, Amal's great grandmother, by herself.

The family curse hadn't become apparent until Amal's grandfather was born. He was born with much of his body a withered ruin akin to the flesh of a mummy. Fortunately, this was easily covered up by a simple robe, and no one outside of his family learned of their terrible curse. Knowing the consequences of allowing knowledge of the curse to spread the family kept it a dark secret and managed to live a peaceful life despite the curse.

Nearly fifty years passed, Amal's father was born with the curse as well and unfortunately for his family he found it more difficult to hide his damaged face as he grew older. Rumor spread quickly, at first Amal's family was feared, but that soon turned into a kind of disgust. Amal's father was attacked and killed by fanatics who saw the curse as akin to being undeath itself. Amal's grandfather and his mother took the young Amal and fled.

Forced to become a nomad of the desert, Amal had an incredibly harsh upbringing as he faced starvation and bandits on a day to day basis. His mother forced him to wear a metal mask to hide the curse that plagued his face so that he would not meet the same fate as his father. Amal learned how to wield a blade to help defend his family against the hardships of the desert. It was also during this time that Amal began to fiddle with junk salvaged by his family, he found himself taking apart and creating devices and puzzles for fun, the mental exercise a kind of competition that was non life threatening.
Eventually his family found a way to make money and live a slightly better existence. They traveled as an entertainment caravan, Amal used his dexterity and skill with devices to wow the crowd and act out the tales his grandfather would tell, often of a family cursed by a mummy. They hid the truth right under their audience's noses. When his grandfather passed Amal and his mother could no longer continue the shows, neither of the charismatic enough to keep the attention of an audience.

Once again finding themselves in poverty, Amal was forced to take on underhanded and dirty business to survive. As pickpocket and thief he did what it took to make sure his mother was taken care of. They were stopped in Wati for a time when he heard of the opening of the tombs and of the dangerous traps, ancient lore, and boundless treasure to be found within. Amal had a brilliant idea, he would give up his life of crime to delve within these ancient tombs in search of a way to reverse the curse that had plagued his family for generations allowing him to never wear a mask again, and then return with bountiful loot so his mother could finally settle down and live the rest of her days in complete wealth and comfort.

And there was another thought he tried not to consider too strongly. One of the wondrous devices and traps he could find in the depths of the ancient tombs, the puzzles he could defeat and the battle of wits he could have against those now long dead.

Appearance: Amal wears a metal mask that covers the entirety of his face, never being seen with it off due to the mark of the curse that lies underneath. He seems to give off a rather ominous radiance that faintly flows about him. Amal stands at about 5'5" and his skin a darker tanned color. His hair is jet black yet it his hardly seen as it is covered by rough bandages to protect his head from the heat of the sun.

Personality: Amal -never- talks about himself. He constantly dodges questions directed at him that are about his past by putting the conversation on others. He can come off as touchy at times if you push too much, but seems rather polite if the subject is left alone. He constantly seems to be interested in traps and puzzles, acting as though they're more of a game rather than a dangerous situation.