Oriental/Western E6 game: RG

mfrench

First Post
The Rogue's Gallery for the Nakatura Valley campaign.

The recruitment thread is here. It is currently only seeking alternates.

The Traveler's Prologue is here.

The Ninja's Prologue is here.

The IC game thread is here.

The OOC thread is here
 

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GlassEye

Adventurer
[sblock=Kerim al-Asad]
Code:
[b]Name: Kerim al-Asad ibn Malik ibn Fahd Zahid al-Badiya[/b]
Class: Ranger
Race: Human
Size: Medium
Gender: Male
Alignment: LN

Str: 10 +0 (2p.)     Level: 2        XP: 
Dex: 16 +3 (10p.)    BAB: +2         HP/RP: 13/13 (2d8) [b][color=red]Current HP/RP: 13/13[/color][/b]
Con: 10 +0 (2p.)     Grapple: +3     Conviction: 6
Int: 16 +3 (10p.)    Speed: 30'      Death Flag: Down
Wis: 12 +1 (4p.)     Init: +3        
Cha: 12 +1 (4p.)     ACP: -0         

                   Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:              10    +3    +0    +3    +0    +0    +3    19
Touch: 16              Flatfooted: 13

                         Base   Mod  Misc  Total
Fort:                      3    +1    +0    +4
Ref:                       3    +3    +0    +6
Will:                      0    +1    +0    +1

Weapon                  Attack   Damage     Critical
MW Cutlass (one hand)    +6       1d6         19-20x2
MW Cutlass (TWF)         +4/+4    1d6/1d6     19-20x2
Lance                    +2       1d8         x3
Longbow, Comp.           +5       1d8         x3

Languages: Common, Al-Kabra, Imperial

Abilities:
Ranger Class Abilities
- Favored Enemy (?) +2 Bluff, Listen, Sense Motive, Spot, & Survival checks and +2 damage vs. these creatures
- Wild Empathy: 1d20+5 (+1 Cha, +2 level, +2 synergy Handle Animal)
- Combat Style (Ex): Two-Weapon Fighting

Feats:
Track (R1 bonus)
Two Weapon Fighting (R2 bonus)
Mounted Combat (human bonus)
Weapon Finesse (1st)

Skill Points: 50       Max Ranks: 5/2
Skills                Total  Ranks  Mod  Misc  
Handle Animal          +6     5     +1    +0
Heal                   +6     5     +1    +0
Hide                   +8     5     +3    +0
Knowledge (geography)  +5     2     +3    +0
Knowledge (nature)     +8     3     +3    +2 (syn. – Survival)
Listen                 +6     5     +1    +0
Move Silently          +8     5     +3    +0
Ride                   +10    5     +3    +2 (syn. - Handle Animal)
Search                 +8     5     +3    +0
Spot                   +6     5     +1    +0
Survival               +6     5     +1    +0
	Add +2 to find/follow tracks (syn. – Search)

Equipment:                      Cost  Weight
Naheri al-Fulad, the Rivers of Steel – MW watered blades
-Cutlass                        315     3
-Cutlass                        315     3
Studded Leather armor            25    20
Traveler's outfit                -      5

Riukh, Windsister – desert bred warhorse of the Tayyib breed
-Warhorse, light                150     -
-Bit & bridle                     2     1
-Saddle                          10    25
Lance                            10    10
Longbow, Comp.                  100     3
-20 arrows                        1     3	
Saddlebags                        4     8
-Healing potion (x2)            100
-Waterskins(2)                    2     8
-Rations(2)                       1     2
Small wool rug                   25     5
Ancestral relics                 25     2
-small box with funeral ash
-5 small statuettes of carved stone
Total Weight: 31 lb      Money: 115 gp

                           Lgt   Med   Hvy  Lift  Push
Max Weight:                33    66    100  200   500
[sblock=Background]
“I am Kerim, Lion of the Wastes, son of Malik, son of Fahd the Ascetic, descendant of Naaman the Smith who forged the Rivers of Steel which I bear to the honor of the House of Badiya.”

The House of Badiya has a long history but began with Naaman the Smith. He left an oppressive settlement for the edge of the wastes where he formed a small community with his family. Naaman set up his forge and crafted his finest work: the Naheri al-Fulad, a pair of gently curved blades of watered steel that became the heirloom of his house.

Over time scarce resources and nearby hostile settlements drove succeeding generations of the House of Badiya deeper into the wastes and a nomadic lifestyle. Finally, Kerim's grandfather, Fahd, travelled alone into the heart of the wastes. Many days later he stumbled back into the Badiya camp sun-sick and raving. After being nursed back to health Fahd left the camp to live in a cave as a holy man and ascetic.

Malik, Kerim's father, was a master of horses and the House of Badiya grew wealthy by breeding and training the hardy desert breeds.

Fearlessly catching scorpions and poisonous snakes, Kerim seemed a wild thing born of the wastes from the earliest age. Time and training (sometimes with a stick to the backside) tempered his wildness until he became a seasoned warrior of the wastes holding to the virtues of the desert: hospitality, piety, and freedom.

However, Fate turned Fortune away from the House of Badiya. Having firmly secured the tents and tended to the livestock, Kerim and the other members of the family waited for a fierce desert storm to blow itself out. He dozed to the low thrumming of taut ropes and high shrieking winds until the sound became more immediate as tents were slashed open. Kerim came abruptly awake but wind and blowing sand obscured his sight so that his only impressions were of something large moving through the tent, screams of his kin, the heat of fire, and the smell of burning wool. Fumbling to draw his sword Kerim moved to block the thing but a sharp pain in his face caused him to reel back. The tent collapsed and he was struck in the back of the head by a snapping tent pole and lost consciousness.

He woke with his face throbbing fiercely to find himself nearly buried in sand. The tent around him was half burnt and his kin killed. Wandering through the camp he found it nearly the same in every tent: his kin killed and their tents burnt around them.

Some time later Kerim, the crescent shaped cut on his face crudely stitched, was found sitting senseless in the middle of his father's ruined tent by a wandering holy man from the east, Otaru. Otaru managed to bring Kerim out from under his malaise of the spirit and the two performed the ritual for the dead and began to salvage what they could use to travel. Kerim collected the heirloom swords and the ancestral relics and found a half burnt map clutched in his father's hand. He also found a scroll of prophecy that survived intact.

[sblock=Scroll of Prophecy] The following came to the Prophet in a dream, from the lips of one who was wreathed in fire, and left charred everything in its path. But the Prophet was spared, and the fires cleansed him, and the spirit gave to him this message to be written on scrolls, and passed to his people . . .

For behold, the days shall come when the lot of your people shall be changed, and one will bring them back to the land which was given to their fathers; and they shall have it as their possession.

For the spirits hear your people: A cry of dismay is heard; fear reigns, not peace.

But you, the Prophet, fear not, be not dismayed! For behold, we shall deliver you from the far-off land, your descendants, from the land of their exile; again shall they find rest, shall they be tranquil and undisturbed, resting by the waters of peace. For we shall guide you to lands verdant and green, to deliver you. We shall make an end of all the nations among which you have been scattered; but your people shall not come to an end. You shall be chastised as you deserve, and we will not let you go unpunished.

For thus spoke the spirit: Incurable is your wound, grievous the disease which runs deep in your line; there is none to to come and plead your cause, no remedy for your sores, no healing for you. You were struck as an enemy would strike you, we have punished you cruelly; your pain seems without relief. Because of your great guilt, your numerous sins, we have done this to you.

Yet when the appointed time comes to pass, all who devour you shall be devoured, all your enemies shall go into exile. All who plunder you shall be plundered, all who pillage you shall be handed over to pillage.

For we shall restore those few to health; of your wounds you shall be healed. "The outcast" they have called you, "with none to avenge you." See! We shall restore the tents of your people, on their dwellings shall be pity; City shall be rebuilt upon hill, and palace restored as it was. From them will resound songs of praise, the laughter of happy men.

And of their leader, he shall be one of their own, and its rulers shall come from his kin. When we summon him, he shall approach us, with honor as his crown, and victory as his strong right arm.

See, the storm of the spirits shall rage! Their wrath shall break forth in a whirling storm that bursts upon the heads of the wicked.

Their anger shall not abate until they have done and fulfilled what has been determined in their hearts. When the time comes, you will fully understand.[/sblock]

Otaru recognized the map as Nakatura valley and lake. Kerim, unable to come up with any other option, decided to travel there to try to find answers. As the two walked away from the destruction, a whinney drew their attention to a surviving mare, Riukh. Long days of travel have healed him of the abuses of the attack and have finally brought him near the valley…[/sblock]

[sblock=Appearance]
Age: 30 years
Height: 5’7”
Weight: 145 lbs.
Eyes: dark mottled gray/black
Hair: black
Skin: deeply tanned

Though slightly below average in size Kerim makes up for it with a quickness of body and mind. A crescent shaped scar mars his cheek below his right eye and he bears the kinship tattoo of the House of Badiya on his brow between his eyes: three deep blue, wavy, vertical lines. He wears the traditional garb of the nomads of the waste: black flowing aba held closed with a sash and a turban that can be drawn down to veil his face from the sun and blowing sand.[/sblock]

[sblock=Code of Honor]
The Naheri al-Fulad are the embodiment of my family honor: I shall wield them with honor and bravery.
Brave Riukh is my sister and Fortune’s gift: To her I owe my kinship and life.
My life shall embody the virtues of the desert: Hospitality, piety, and freedom.
The freedom of my enemies will be curtailed: May Fortune grant me this gift, may Fate guide my step, may my family honor be restored through the Naheri al-Fulad.[/sblock]

[sblock=Riukh]
Umm...nothing yet.[/sblock]

[sblock=Advancement]
None yet![/sblock]
[/sblock]
 
Last edited:

mfrench

First Post
[sblock=Master Chen]
Code:
[b]Name: Old Master Chen[/b]
Class: Wu Jen
Race: Human
Size: Medium
Gender: Male

Str:  8 -1 (1p.)     Level: 2        XP: 
Dex: 14 +2 (6p.)    BAB: +1         HP: 8 (2d4+2) [b][color=red]Current HP: 8[/color][/b]
Con: 12 +1 (4p.)     Grapple: +0     Conviction: 6
Int: 16 +3 (10p.)    Speed: 30'      Death Flag: Down
Wis: 10 +0 (2p.)     Init: +2        
Cha: 12 +1 (4p.)     ACP: -0         

                   Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:              10    +0    +0    +2    +0    +0    +1    13
Touch: 13              Flatfooted: 10

                         Base   Mod  Misc  Total
Fort:                      0    +1    +0    +1
Ref:                       0    +2    +0    +2
Will:                      3    +0    +0    +3

Weapon                  Attack   Damage     Critical
Darkwood quarterstaff  +0      1d6-1          x2
q-staff (TWF)         -2/-2    1d6-1/1d6-1   x2
Chopsticks                 +0       1d3-1         x2
Chopsticks (ranged)     +3       1d3-1         x2  -- range 20'

Languages: Common, Imperial, Oni, Abyssal, Celestial

Abilities:

Feats:
Improved Unarmed Strike (campaign bonus)
Extend spell (wu jen bonus)
Dodge (human bonus)
Jack-of-All-Trades (1st)

Skill Points: 50       Max Ranks: 5/2
Skills                Total  Ranks  Mod  Misc  
Concentration       +6     5     +1    +0
Knowledge (arcana)  +8     5     +3    +0
Knowledge (spirits)   +8     5     +3    +0 
Jump                   +1     2.5    -1    +0
Spellcraft            +8     5     +3    +0
Craft (origami)     +8    5     +3    +0 

Equipment:                      Cost  Weight
Traveler's outfit                -      5
scroll of invisibility 150
potion of cure light wounds 50
scroll of comprehend languages 25
darkwood quarterstaff 340
10 sheets of paper 4
spell component pouch 5
monk's outfit (well similar sort of clothing, he ain't no monk!) 5
lacquered chopsticks 4sp (these are the good ones, y'hear?) - 
potion of bull's strength 300
backpack (wicker basket with shoulder straps) 2
ceramic bowl 2cp 
Waterskin 1 - 4lb
trail rations (rice cakes) 1 day's worth 5sp
2 smokesticks 40
caltrops 1
scroll of protection from arrows 150
Potion of protection from taint
Origami frightened crane (Talisman of expeditious retreat) 50 [if you'll allow Talismans from OA p135-136)

26 gp 8cp
                           Lgt   Med   Hvy  Lift  Push
Max Weight:                xx    xx    xxx  xxx   xxx
[sblock=Background/Appearance]
Old Master Chen used to be much more powerful than he is now. Adventures against demons and undead left him burned out and destroyed most of his knowledge of the arcane (permanent level drained), as well as leaving him a little unhinged... not that he wasn't already... He continues to combat evil, and aiding younger adventurers (although his advice and knowledge is often incomplete), but always with a wary eye out for supernatural foes who might be too powerful for him, as well as old rivals who might take advantage of his weakened state.

He is also very fond of food, and will often keep fighting or spellcasting whilst eating. Despite this, he is as skinny as a rake.

Chen is headed from Katsuki Ford upriver to a small roadside village that has the best noodles in the valley. You are familiar with Katsuki Ford more than the deeper parts of the valley.

Age: 67 years[/sblock][sblock=Code of Honor]-Help those who need help (provided they do not use the help for evil ends).
-Punish those that harm or threaten innocents. (although humiliation is often funnier)
-Try not to kill human opponents - much better to let them live to learn the error of their ways
-Don't abandon your friends
Taboo: Cannot eat meat[/sblock][sblock=Advancement]None yet![/sblock]
[sblock=Spells]Spells known
0 - All
1st - Jump, Magic Missile, Shield, Iron Scarf, Elemental Burst, Firey Eyes, Spider Climb, Scales of the Lizard[/sblock][/sblock]
 

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