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  1. #1
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    Isida Kep'Tukari's Avatar

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    May 2002
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    Davenport, IA
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    ø Ignore Isida Kep'Tukari

    Heirs to the Burning Thrones Rogue's Gallery

    Out of Character Thread, In Character Thread.

    Please put your characters in the following format (you don't have to get as detailed as I did with this character, but do keep the format):

    Atiya, Guildmaster of The Lost
    Female Human Genie-Kin Rogue 9/Sorcerer 9/Lord of Silence 4/ King of Thieves 5

    Character level: 15
    Alignment: Chaotic Neutral
    Chosen Spirits: Spirits of Luck and Chance
    City: Binum
    Height: 5' 4''
    Weight: 135lbs
    Hair: Black
    Eyes: Amber
    Age: 148

    Str: 13 (+1) [3 points, +2 racial]
    Dex: 26 (+8) [13 points, +2 racial, +3 levels, +4 gloves]
    Con: 15 (+2) [5 points, +2 amulet]
    Int: 19 (+4) [13 points, +2 racial]
    Wis: 12 (+1) [2 points, +2 racial]
    Cha: 16 (+3) [10 points]

    Class and Racial Abilities
    Genie-Kin abilities - Natural AC +1. Spell-like abilities - 1/day enlarge person, invisibility, reduce person, speak with animals as a first level caster. Save is 10 + spell level + Cha mod. Planar Jaunt (Sp): 1/day a genie-kin can travel to any elemental plane, the Astral plane, or the Material Plane as though using planeshift cast by a 13th level caster. The genie-kin and any willing creatures brought along appear at a random location on the destination plane. The genie-kin and the creatures brought on the planar jaunt remain on the other plane (or any location on any plane they go from there) for 1 minute per racial HD of the genie-kin (minimum 1 minute). When this duration expires, the genie-kin and all creatures on the planar jaunt return to their original positions on their origin plane. An effect that suppresses or dispels planar jaunt sends the genie-kin back to the exact places from where they left. If the space where a creature on the planar jaunt is occupied upon its return, it appears in the nearest unoccupied space. Fire resistance 5. +2 Str, +2 Dex, +2 Int, +2 Wis. Improved Initiative as a bonus feat.

    Rogue abilities- Sneak attack +5d6, trapfinding, evasion, trap sense +3, uncanny dodge and improved uncanny dodge.

    Sorcerer abilities – Summon familiar, spells

    King of Thieves abilities - Hide in a basket (+4 to Hide checks), Steal Dreams, Scent Wealth, Hide in a sack (additional +4 to Hide checks), Bandit hideout

    Lord of Silence abilities – Sound of silence 3/day, silent thrust 1/day, +1d6 sneak attack, steal voice.

    Total sneak attack: +6d6


    Hit Dice: (3d8) + 15d6 +36
    HP: 121
    AC: 24 (+8 Dex, +3 armor [from bracers], +1 natural, +2 deflection [from ring])
    Init: +12 (+8 Dex, +4 Improved Initiative)
    Speed: 35ft

    Saves
    Fortitude +9 [+5 base, +2 Con, +2 from cloak]
    Reflex +19 [+9 base, +8 Dex, +2 from cloak]
    Will +11 [+7 base, +2 Wis, +2 from cloak]

    BAB: +9/+4
    Melee Atk: +11/+6 (1d4+2/19-20/x2/P, Wasp [+1 distance, returning dagger])
    Ranged Atk: +18/+14 (1d4+2/19-20/x2/20 ft./P, Wasp [+1 distance, returning dagger])

    Skills
    Appraise +10 [6 ranks, +4 Int]
    Balance +15 [5 ranks, +8 Dex, +2 synergy]
    Bluff +8 [5 ranks, +3 Cha]
    Climb +6 [5 ranks, +1 Str]
    Concentration +7 [5 ranks, +2 Con]
    Craft (glass-blowing) +9 [5 ranks, +4 Int]
    Decipher Script +9 [5 ranks, +4 Int]
    Diplomacy +12 [5 ranks, +3 Cha, +4 synergy]
    Disable Device +21 [15 ranks, +4 Int, +2 Nimble Fingers]
    Disguise +10 [5 ranks, +3 Cha, +2 synergy]
    Escape Artist +18 [10 ranks, +8 Dex]
    Forgery +9 [5 ranks, +4 Int]
    Gather Information +16 [6 ranks, +8 Dex, +2 synergy]
    Hide +26 [10 ranks, +8 Dex, +8 size]
    Innuendo +6 [5 ranks, +1 Wis]
    Intimidate +10 [5 ranks, +3 Cha, +2 synergy]
    Knowledge (arcana) +12 [8 ranks, +4 Int]
    Knowledge (the planes) +4 [4 cc ranks, +4 Int]
    Knowledge (local) +14 [10 ranks, +4 Int]
    Listen +18 [15 ranks, +1 Wis, +2 Alertness]
    Move Silently +28 [15 ranks, +8 Dex, +3 Skill Focus, +2 familiar]
    Open Lock +27 [15 ranks, +8 Dex, +2 Nimble Fingers, +2 MW tools]
    Search +14 [10 ranks, +4 Int]
    Sense Motive +6 [5 ranks, +1 Wis]
    Spot +16 [13 ranks, +1 Wis, +2 Alertness]
    Tumble +20 [12 ranks, +8 Dex]
    Spellcraft +13 [7 ranks, +4 Int, +2 synergy from Knowledge (arcana)]

    Feats:
    Improved Initiative (genie-kin bonus)
    Nimble Fingers (human bonus)
    Skill Focus (Hide) (1st level)
    Quick Draw (3rd level)
    Leadership (6th level)
    Flick of the Wrist (9th level)
    Dash (12th level)

    Languages: Keldev (Common), Nessarine, Atiik, Ignan, Auran.

    Spells Per Day: 0th – 6. 1st – 7. 2nd – 7. 3rd – 7. 4th – 4.
    Spells Known
    Save DC +3
    0th - dancing lights, detect magic, flare, ghost sound, mage hand, open/close, quick boost (BoEM II), read magic, prestidigitation.
    1st - charm person, disguise self, expeditious retreat, shocking grasp, spider climb.
    2nd - alter self, blur, glitterdust, rope trick.
    3rd - dispel magic, flame arrow, major image.
    4th - confusion, dimension door.

    Equipment

    Wasps – four +1 distance returning daggers (73,208gp)
    Bracelets of Ironheart (as bracers of armor +3, 9,000gp)
    Warding Word (ring of protection +2, 8,000gp)
    Heward's Handy Haversack (2,000gp)
    wand of magic missile (5th level, 3,750gp)
    wand of detect secret doors (750gp)
    Luck's Favor (cloak of resistance +2, as necklace, 4,000gp)
    Bag of Holding III (7,400gp)
    Carpet of Flying (5x5, 20,000gp)
    Silken gloves of dexterity +4 (16,000gp)
    Amulet of health +2 (4,000gp)
    Belt of Many Pockets (11,000gp, Tome and Blood)
    Ring gates (40,000gp)
    Bedroll 5sp
    Acid (5 flasks) 50gp
    Alchemist's fire (3 flasks) 60gp
    MW thieves' tools 300gp
    Waterskin 1gp
    50 ft. silk rope 10gp
    Silver dagger 20gp
    Paper (10 sheets) 4gp
    Ink (two vials) 16gp
    Inkpen 1gp
    Trail rations (20 days worth) 10gp
    Belt pouch 1gp
    Courtier's outfit with jewelry 80gp

    Money
    2,638gp, 5sp

    Note – Atiya uses some of her money to pay informants and bribes each month.

    Layla, mouse familiar: Fine magical beast; HD 12: hp 44; Init +0; Spd 10 ft., climb 10 ft.; AC 19, touch 18, flat-footed 19; Base Atk +0; Grp -21; Atk --; Full Atk --; Space/Reach 1/2 ft./0 ft.; SA --; SQ scent, deliver touch spells, improved evasion, speak with master, Alertness, share spells, empathic link, speak with master, speak with animals of kind; AL CN; SV Fort +4, Ref +8, Will +9; Str 11, Dex 11, Con 13, Int 10, Wis 12, Cha 10.

    Skills and Feats: Balance +8, Climb +10, Hide +20, Move Silently +15; Alertness.
    Layla is a small brown mouse that stays in Atiya’s pocket nearly all the time. Occasionally she will poke her head out and run of Atiya’s sleeve to sit on her shoulder.

    Appearance: Atiya is an elegant woman with a long fall of night-black hair and eyes like warm amber. She moves with a fluid grace in her robes of dark rose and gold, and those that see her on the street often comment on the way she holds herself and moves.

    When she’s at work, however, she will wear the clothing of a man, particularly a beggar, both to facilitate movement and to remain anonymous.

    Personality: Atiya is very fond of wealth and also of challenge. She once stole Ala’Kamal’s current favorite harem-girl for five full days before returning her, unharmed, to the harem. The girl claims to remember nothing. Atiya is very commanding in the presence of other thieves, using her formidable reputation and skill to overcome her cultural handicap of being female.

    Background: Atiya was born the daughter of a beggar, a position that held bleak prospects for the future. The most one could look forward to was a short, miserable life followed by a hopefully happier rebirth after death. Atiya could feel the genie blood in her veins, and while her parents had ignored it to try to gain the favor of the spirits, Atiya seized the power and used it to leave her station in life.

    Her ability to change form, go invisible, and converse with animals made her an excellent potential thief. Right from the beginning, she went for the jobs considered for experts. Unlike other young thieves, she wasn’t going to spend her time stealing purses in the market and get her hand cut off for it. Using her ability to go unseen and her own magical abilities to change her face, she would disguise herself as a servant and ransack merchant’s and noble’s bedrooms for gold and jewelry.

    Within a year she had made an excellent reputation. With this confidence in mind, she tracked down members of the famed thieves’ guild known as The Lost. They were known to be masters of silence, and cat burglars without peer. Her audacity won over the heart of the current aged Guildmaster, and he taught Atiya everything he knew. When he died, Atyia took over control of the guild with an iron fist.

    It took a few assassinations in the beginning to assert her position over those thieves with more seniority, but her skill and luck eventually won them over. Atiya has been the Guildmaster of The Lost for nearly thirty years, and has proven to be a skillful and wary thief. Those looking to join The Lost must be certain of their skill, for Atiya won’t accept anyone who is less than perfect.
    Last edited by Isida Kep'Tukari; Saturday, 17th July, 2004 at 03:55 AM.

 

  • #2
    Samira, Radiant Jewel of Ala’Kamal
    Female Flamekissed Half-Nymph Unfettered 7/Rogue 5/Seductress 5


    Total effective level: 10
    Alignment: Neutral Good
    Chosen Spirits: Spirits of Luck and Chance
    City: Binum
    Height: 5' 10''
    Weight: 134lbs
    Hair: Red
    Eyes: Amber
    Age: 24

    Strength: 10 [2 Points]
    Dexterity: 18 +4 [10 Points, +2 Racial]
    Constitution: 14 +2 [6 Points]
    Intelligence: 18 +4 [6 Points, +4 Racial]
    Wisdom: 14 +2 [6 Points]
    Charisma: 26 +8 [16 Points, +6 Racial, 1st & 2nd ability bonus]

    Class and Racial Abilities
    Flamekissed - +2 Int, +2 Cha, -2 Wis; +1 racial bonus vs. fire spells and effects, which increases every five levels; control the intensity of fire 1/day (Any nonmagical flame source within 60 feet can have its radius of illumination up to doubled or down to half. This does not affect fuel consumption. This lasts 10 minutes); Fire resistance 5; Medium size; Speed 30 ft; Darkvision 60 ft; Native outsider; Ignan as a free bonus language.

    Half-Nymph abilities – +2 Dex, +2 Int, +2 Wis, +4 Cha; Awesome Beauty (DC= 10 + HP + Cha Mod = 28); Fey Bloodline; Low-Light Vision.

    Rogue abilities – 3 fighter feats; trapfinding; evasion; trap sense +1; uncanny dodge.

    Unfettered abilities – Simple and martial, and agile exotic weapons, (Featherblade, ribbon dagger, war fan) Parry melee/range attacks (add Int modifier to one opponent a round; 2 bonus feats; sneak attack +1d6.

    Seductress abilities – Alluring; Seduce 5/day (DC= 10 Seducer’s class level + Cha = 23) target behaves as if under the influence charm monster, 3 suggestions a seduction; Seducer’s Kiss III (2nd level spells as touch attacks); Exotic Defense (Charisma modifier to AC); Alchemy of Love.


    Hit Dice: 10d8 +20
    HP: 80
    AC: 28 [all] 34 [designated opponent] (+4 Dex, +3 armor [from bracers], +8 exotic defense, +3 Unfettered, +4 parry [one opponent] , +2 dodge bonus [from dodge, cloth dancing])
    Init: +4 (+4 Dex)
    Speed: 30 ft.

    Saves
    Fortitude +5 [+3 base, +2 Con]
    Reflex +10 [+7 base, +3 Dex]
    Will +5 [+4 base, +1 Wis]

    BAB: +9/+4
    Twin Featherblade: +11/+6/+11 (1d6+2/18-20/x2/P, Phoenix Feather and Stormslayer [+2 featherblades, Fever Iron and copper])
    Single Featherblade: +13/+8 (1d6+2/18-20/x2/P, Phoenix Feather and Stormslayer [+2 featherblades, Fever Iron or copper])

    Skills
    Appraise + 4 [0Ranks, Int +4]
    Balance + 11 [ 5 Ranks, Dex +4, +2 Synergy from Tumble]
    Bluff + 18 [ 8 Ranks, Cha +8, +2 Persuasive]
    Craft: Alchemy + 7 [ 3 Ranks, Int +4]
    Diplomacy + 23 [5 Ranks, Cha + 8, +2 Synergy from Bluff, +2 Synergy from Knowledge: Nobility and Royalty, +2 Synergy from Sense Motive, +2 Trustworthy, +2 Alluring]
    Disguise + 10 [0 Ranks, Cha +8, +2 Synergy from Bluff when acting IC]
    Disable Device + 10 [6 Ranks, Int + 4]
    Escape Artist + 9 [5 Ranks, Dex +4]
    Gather Information + 17 [5 Ranks, Cha + 8, +2 Synergy from Knowledge: Local, +2 Trustworthy]
    Hide + 13 [9 Ranks, Dex +4]
    Intimidation + 12 [0 Ranks, Cha +8, +2 Synergy from Bluff, +2 Persuasive]
    Knowledge: Local + 9 [5 Ranks, Int + 4]
    Knowledge: Nobility and Royalty + 9 [5 Ranks, Int + 4]
    Jump +2 [0 Ranks, +0 Str, +2 Synergy from Tumble]
    Listen + 13 [11 Ranks, Wis + 2]
    Move Silently + 12 [8 Ranks, Dex + 4]
    Open Locks + 10 [6 Ranks, Dex + 4]
    Perform: Dance + 16 [8 Ranks, Cha + 8]
    Profession: Courtesan + 15 [13 Ranks, Wis + 2]
    Search + 14 [10 Ranks, Int + 4]
    Sense Motive + 12 [10 Ranks, Wis + 2]
    Slight of Hand + 10 [4 Ranks, Dex + 4, +2 Synergy from Bluff]
    Spot + 12 [10 Ranks, Wis + 2]
    Tumble + 14 [10 Ranks, Dex + 4]
    Use Rope +6 [0 Ranks, Dex +4, +2 Synergy from Escape Artist when using bindings]

    Feats:
    Persuasive (1st feat)
    Trustworthy (2nd feat)
    Two Weapon Fighting (3rd feat)
    Quick Draw (4th feat)
    Dodge (1st Rogue)
    Clothe Dancing (2nd Rogue)
    Whirling Defense (3rd Rogue)
    Combat Expert (1st Unfettered)
    Weapon Finesse (2nd Unfettered)
    Alluring (Seductress)

    Languages: Keldev (Common), Ignan, Nessarine, Atiik, Auran, Terran

    Spells Per Day: 1st – 5; 2nd – 3; 3rd – 2;
    Spells Known
    Save DC +8

    1st – 4 Charm Person, Cure Light Wounds, Ray of Enfeeblement, Tasha’s Hideous Laughter
    2nd - 2 Cat’s Grace, Eagle’s Splendor
    3rd - 1 Charm Monster.

    Equipment
    Jewel of Distraction - Navel ring that acts as a cloak of minor displacement when commanded by the wearer. It also has the ability to turn its wearer invisible for up to 10 minutes each day.
    Sultan’s Favor (bracers of defense +3, 9,000 gp)
    Phoenix Feather (Fever Iron Featherblade +2, 9,550 gp)
    Stormslayer (Copper Featherblade +2, 8400 gp)
    Luck of the Jewel (Ring of Resistance +2, 8000 gp)
    Veil Scabbard of Hiding, 1,800 gp)
    Shroud Scabbard of Hiding, 1,800 gp)
    Veil of Masquerade (Hat of Disguise, 1800 gp)
    Sandals of Silence (as Boots of Elvenkind, 2500 gp)
    Badla of Evade (Vest of Escape as robe, 5200 gp)


    Money
    700gp, 0sp

    Note – none at this time.

    Appearance:

    The mixture of Samira’s heritage has given her traits from both side of her blood, from her red hair that dances like it’s ablaze to her slightly elongated fey ears, few would say she inherited a single feature that wasn’t perfect. This has given her beauty an exotic quality that few others can rival, but one all want to possess.

    Even her large eyes have an exotic appearance to them, as they are the color of polished amber, sparkling gently whenever they are struck by light. But what makes them truly exotic is their appearance when Samira is angry. Gifted like most flamekissed, Samira’s eyes glow and radiate whenever this happens.

    Samira is surprisingly tall, even considering her flamekissed blood, and this has left her with quite long, toned, supple, and appealing legs. Her years of dancing have given Samira a natural sway to her flawless hips wherever she gracefully walks.

    Samira wears the dress of a typical harem dancing girl, this includes a low cut bedleh with an open midriff that shows off her soft smooth tummy, while the top reveals her ample cleavage. Her favorite bedleh, a combination of royal and slate blues with gold highlights, was made expressly for her, and few pieces of clothing have had as many master seamstresses involved in their creation.

    Also typical of dancing girls whom wear a bedleh with an open midriff, is the fact that Samira has a navel ring. Though far more grand in craft, Samira’s navel ring is typical in design; from a single point comes a chain that leads to a circle of diamonds and from the circle comes many chains of brilliant platinum, each with a large jewel at the end, that sways as she dances or walks about.

    Samira’s fiery tresses, which always dance like an open fire, are rumored to be the Sultan’s favorite feature of his Radiant Jewel. This belief is not uncommon, as many find themselves fascinated by the gentle waving of her hair. This fascination isn’t ignored by Samira as she encourages it by constantly changing the styling of her hair, from braids that are tied up with golden cords inlaid with precious metal and precious gems at regular intervals, to having her hair flowing uncontrolled downward to the small of her back.

    The only thing constantly left unchanged in the styling of her hair is the presence of two hairpins. Sometimes simply decretive, sometimes functional, Samira never styles her hair without them. The tips of the hairpins can be changed to numerous different styles; her favorites are a matched pair of butterflies and a pair of roses colored with amethyst gemstones.

    These hairpins are more than they appear, they are also magical sheathes that hold Samira’s featherblades. Unlike most featherblades that have an elaborate guard above the handle, Samira’s featherblades lack this guard and instead have nearly no guard, as concealment is the priority for her.

    Personality: Most would sum up Samira as good hearted and good natured; she rarely finds faults in others, choosing instead to focus on the positive traits that she see in everyone. Anger, jealousy, and ambition are rarely, if ever, seen in her. Her harem is a perfect example of this, as she never once tried to rise to power but was instead fell into it, as everyone wanted to follow the young women that they found so inspiring.

    Though she did not wish for the leadership of the harem, something that has caused her great sadness, she respects the wishes of those around her, leading them with kindness and compassion. She takes her duties seriously, and though her fey blood helps her flamekissed blood focus upon her duties, she has at times had issues concentrating upon them instead of daydreaming of happier times.

    Even her dreams are modest, though very impractical for a harem girl of her magnitude. Since her days of youth and of her education she has always found herself intrigued with the city and all of its remarkable beauty. Her other dream is to be reunited with her lost love, Shalah. It’s a dream she realizes is more remote than walking freely through the streets of the city, but her memories of her time with Shalah is so touched with fondness that she imagines nothing ever taking its place.

    Background:

    Samira has always been something of a mystery as her heritage was hidden from all, including herself. Her story starts like this:

    A poor and struggling merchant, Mas'ud, stopped at one of the few and small oasis that were used by the traveling caravans. As he pulled near to the cool water he heard a noise, the noise was familiar but extremely rare in the middle of the desert, it was the cry of a baby alone and forgotten.

    Though Mas’ud knew the sound, it didn’t make it any more believable and his cautious mind pondered the possibilities of a trap as he approached the outcropping of rocks and the vegetation that clung for life at the edge of the oasis.

    Pulling his scimitar out from under his robe as he took the last few steps to the rocks, Mas’ud prepared himself for the worst as he leaned over and looked between the rocks. Not ready for what he found, his scimitar feel uselessly to the sand as he looked upon the source of the sound.

    The source was indeed a baby, a baby girl to be exact, which lay naked upon a small bed of vegetation. Mas’ud’s eyes darted from the baby to the sands around the oasis; someone else had to be here, there was simply no other way for a baby so young to survive. His voice joined his eyes in his search for the baby’s parents but it was to no avail, the baby was alone, minus him.

    Unsure what to do next, Mas’ud delayed his travels hoping that whatever kept the baby’s mother would soon relinquish her, allowing her to return to her child. As he waited, he studied the baby hoping to find the answers; she was well behaved, more so than any of his children at that age had been. She hadn’t cried since he picked her up, well except for once we he had left her. She had been hot to the touch when he found her, and even though her red hair hinted at a flametouched heritage, he was worried it was the sun. But when the temperature fell with the sun, he found the warmth radiating from the baby to both comfortable and reassuring.

    After two days Mas’ud looked upon the baby with mixed feelings; he felt a connection but at the same time he had hoped that the child’s parents would return, or at least one of them would. Unable to delay his business anymore, Mas’ud continued on his journey and the young child became forever separated from her past.

    As she grew older, Mas’ud and his family started to realize the young child’s potential. She was incredibly bright and charismatic, and always seemed to have a group of children following her around like lost puppies. But what truly set her apart was her attractiveness. She wasn’t just attractive though, at a young age every male from boys her age to grown men began to look upon her with desire, so much so that Mas’ud began to fear for her safety…

    As much as it broke his heart, Mas’ud knew there was only one way to garner her the protection he feared she would need, and on her 12th birthday she was told she would never step foot outside again.

    As tragic as this was, it was not without benefit, as Mas’ud wasted no effort or money in teaching the young prodigy everything she would need know as a courtesan. Dancing, languages, self-defense, lovemaking, local history and the knowledge of the nobles and royalty she would soon turn the heads of, as well the limited knowledge that was known about the foreigners, were all taught to the young woman. In fact the expenses in training the young woman where nearly more than Mas’ud could afford.

    Finally the fateful day was upon them all, with much remorse Mas’ud sold the young lady to Ala'Ma'sud, the local sultan, for a vast fortune that would set his family up, and give him nobility, for nearly the rest of time.

    Samira truly enjoyed her time with Ala'Ma'sud; not only was he kind to her, bestowing many gifts upon her, he also respected her abilities. These abilities more than once showed why Ala'Ma'sud was considered “The Fortunate,” as it was her woman’s touch that turned hostility into friendship, and her intelligence that solved numerous misunderstandings.

    Finally the day came when the tireless efforts of both Ala’Ma’sud and Samira was not enough to keep the problems at bay. Ala'Kamal, sultan of Binum, had turned his attention upon Ala’Ma’sud, whom he saw as weak. For the most part Ala'Kamal was right, as Ala’Ma’sud had no way to deny him his desires, but he would not go down without trying. In Samira’s eyes there was little choice but to try and persuade her sultan to gift her to Ala’Kamal and avoid the bloodshed that seemed unavoidable.

    The journey to Binum was long, but it was most of the hardships where spared upon Samira, as she traveled in luxury that was nearly unheard of a harem girl. For Samira the trip was one on of extreme interest as it was the first time in many years that she had been outside of the walls of the harem. Though many looked upon the endless desert with scornful eyes to Samira it was simply a new and beautiful experience.

    As they approached the city of Binum, Samira couldn’t help but compare it to her former home, Samak, but the comparison did not bid well for Samak, as Binum was the jewel of the desert and Samira was awe stuck by its beauty. As they traveled though the streets, Samira kept looking through the window upon the many delights, hoping that just once she would be able to walk the streets herself.

    Her gifting to Sultan Ala’Kamal went rather smoothly; even though he had no real desire to compromise with Ala’Ma’sud, Samira’s beauty convinced him otherwise. Though Samira hardly knew her new Sultan she had great hope for the future, as Ala’Kamal was far more capable than Ala’Ma’sud. Her hopes were quickly dashed, as with Ala’Kamal capabilities it was quickly apparent that he had no use for anything besides her attractiveness.

    It wasn’t just Samira who had to adjust, as Sultan Ala'Kamal’s harem was forever changed the day that he claimed Samira to be his jewel. Her time there had been short, but none were surprised by his decision – however, one felt betrayed and vowed that Samira would know her scorn and suffer her wrath. Her name was Nadeeda, and she had been the favored of the Sultan for years before Samira came to the harem. Nadeeda was an older woman, and though the sultan had treated her well, her appearance could do little to hide her age. It was commonly known that the sultan favored her more for her mind and talents rather than her current appearance (a far cry from her flawless beauty of youth).

    With her favored status removed and her appearance in decline it was obvious to all that her future days would be in the common harem, a gift to the lesser nobles and merchants. Her humiliation unbearable, Nadeeda start to plot her revenge upon Samira - but it was a delicate matter, as to harm Samira herself would surely mean a fate worse than simple death.

    Before her despair could galvanize her into action, Nadeeda got her wish. In the dark of night while Samira lounged upon the balcony of the harem, daydreaming of walking though the very city that she gazed upon under the stars of the nights sky, Atiya, the Guildmaster of the Lost, abducted the Sultan’s Jewel for her own reasons. Word of Samira’s unearthly beauty had reached Atiya, and her cunning mind had its own plans for the desert blossom. Samira did not frown on this plan, or abduction, as it was beneficial to her as well. Though she would still never be allowed upon the city streets, as she desired, Atiya gave her a way to feel like apart of it. The plan was simple: Atiya would train Samira to spy and gather information for her while Atiya would provide the knowledge of the outside world that Samira thirsted for (and that she needed to effectively rule the harem).

    For Nadeeda it was the reprieve that she had dreamed of, as it was she who cooled the sultan’s temper and it was she who once again found his favor. Though she had never been lacking in her service to her sultan, Nadeeda found herself rededicated to him and his needs.

    Unfortunately, this reprieve did not last long, as Samira was a quick study and five days later she was returned to her sultan unharmed and with fringe memory loss. Though Ala'Kamal was still furious that his radiant jewel was taken, his joy at seeing and touching her once again was so great that he simply took Samira for her word and nothing more was said of her kidnapping.

    Tossed aside once again like a child does to his old toys when he gets a new plaything, Nadeeda once again found herself humiliated. There was a difference this time - Nadeeda knew that she would never again bask in the Sultan’s light as long as Samira was around. However, there was still the same problem as before - to touch or harm Samira would bring down the sultan’s wrath and a fate that would surely be worse than death. Though she no longer controlled the harem, Nadeeda was not without friends and sympathizers. These friends helped her plot by pointing out that Samira was not without a weakness.

    Since her arrival Samira had become close friends with many of the girls. In fact, few outside of Nadeeda and the jealous few that supported her could not be counted among Samira’s friends. However, none of these friendships came close to the intimate one she shared with Shalah. In the harem, the ability to chose one’s partner was an exotic concept and to be chosen was considered an honor… and it wasn’t uncommon in the harem for two girls to become lovers.

    This relationship would be the way that Nadeeda would seek her retribution, as it was apparent to all that the young Samira was smitten with Shalah. Before Nadeeda could set in motion a subtle plan, word came through her harem friends that Samira was planning on helping Shalah escape from the harem.

    In truth, Nadeeda’s spy had overheard only half the plan. It was Takiyah, a mutual friend of both Shalah and Samira, who wanted to escape. Shalah was simply to escort her friend through the tunnels that lead to freedom. Worried that her vengeance would never be fulfilled, Nadeeda hired thugs to kill the Shalah. However, not expecting two girls and not knowing which was which, Nadeeda’s thugs killed Takiyah first when she tried to protect Shalah. Unable to save her friend and injured herself, Shalah ran. Unfortunately, with the thugs closing in and blocking her, it was into the city Shalah ran and not towards the palace.

    To cover her own tracks, Samira had told guards loyal to her where to be and at what time to sound the alarm. When the alarm was rung, a quick headcount was taken and the body of Takiyah showed to all who the missing girl was. However, Shalah was also missing, and feared dead or kidnapped.

    The news was devastating to Samira. Unable to help Shalah and unable to tell anyone of the truth, she went about her duties depressed while she hoped for good news of some sort. Nadeeda delighted in Samira’s misery - but few secrets last inside the harem for long, and gossip of the truth of Nadeeda’s vengeance came to Samira.

    Samira wasted no time. She quickly confronted Nadeeda and the confrontation quickly turned physical, as they scratched and clawed at each other’s throats and faces. With her training from Atiya, Samira was quickly able to gain the upper hand. In the heat of the moment, with her rage full force and once again humiliated by Samira before all, Nadeeda pulled a featherblade, (a thin blade as long as a short sword but with the weight of a dagger) from out of nowhere. With all of the force in her body she thrust it at Samira. Twisting away at the last second, Samira was able to avoid most of the blade and the two toppled in a heap - but only one stood and moved away. Nadeeda lay unmoving, dead with her own blade jutting though her chest.

    Exhausted, but no worse for wear, Samira pulled the blade out so she could study it. Nadeeda in her youth had been known for her dancing with a pair of thin featherblades, and though she rarely called upon to dance, it was apparent that she kept at least one of the blades. After studying the handle of the blade, Samira quickly realized that the hairpins that Nadeeda wore were more than just that, they where also sheaths for her twin featherblades.

    Samira didn’t mourn the death of Nadeeda like she did the loss of her beloved Shalah. In fact Samira was still distracted and worried when summed was summoned before the sultan for her actions against Nadeeda, Ala’Kamal assumed that the anguish on her face was from the death of Nadeeda and it, along with the words of the witnesses cleared her of any wrongdoing.

    The last year has been hard on Samira, she profoundly misses Shalah and the lack of letters from her recently has only added to the concern that Samira feels for her. Her other dream of walking though the famed market of Binum is still as unlikely to happen as before. Her polite, and quiet, request to Ala’Kamal have meet with open dislike but it has also had its positives, as the harem has never been so at peace, and its tranquility will remain as long as Samira’s place in the hierarchy remains.
    Last edited by Brother Shatterstone; Friday, 16th July, 2004 at 03:44 AM.

  • #3
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    Spoiler:
    Abdul-Hadid, Retired Imperial Scout
    Male Human Genie-Kin Genie-Kin 3/ Desert Ranger 3 Rogue 2/Desert Ranger 2 Bondblade 3/Desert Ranger 3 Rogue 2/ Bondblade 2

    Character level: 10
    Alignment: Lawful Nuetral
    Chosen Spirits: Spirits of Strength and Loyalty
    City: Harr
    Height: 5' 6''
    Weight: 140lbs
    Hair: Black
    Eyes: Blue
    Age: 160

    Str: 20 (+5) [10 points, +2 racial, +2 gloves]
    Dex: 20 (+5) [10 points, +2 racial, +2 levels]
    Con: 18 (+4) [10 points, +2 amulet]
    Int: 16 (+3) [6 points, +2 racial]
    Wis: 16 (+3) [6 points, +2 racial]
    Cha: 12 (+1) [4 points]

    Class and Racial Abilities
    Genie-Kin abilities - Natural AC +1. Spell-like abilities - 1/day enlarge person, invisibility, reduce person, speak with animals as a first level caster. Save is 10 + spell level + Cha mod. Planar Jaunt (Sp): 1/day a genie-kin can travel to any elemental plane, the Astral plane, or the Material Plane as though using planeshift cast by a 13th level caster. The genie-kin and any willing creatures brought along appear at a random location on the destination plane. The genie-kin and the creatures brought on the planar jaunt remain on the other plane (or any location on any plane they go from there) for 1 minute per racial HD of the genie-kin (minimum 1 minute). When this duration expires, the genie-kin and all creatures on the planar jaunt return to their original positions on their origin plane. An effect that suppresses or dispels planar jaunt sends the genie-kin back to the exact places from where they left. If the space where a creature on the planar jaunt is occupied upon its return, it appears in the nearest unoccupied space. Fire resistance 5. +2 Str, +2 Dex, +2 Int, +2 Wis. Improved Initiative as a bonus feat.

    Human Abilities
    bonus feat
    4 bonus skill points at 1st level
    1 bonus skill point at each additional level

    Rogue abilities- Sneak attack +2d6, trapfinding, evasion, trap sense +1, uncanny dodge .

    Desert Ranger Abilities
    Desert Lore: At 1st level the ranger gains a +2 circumstance bonus to Balance, Hide, Move Silently, Search, Spot, and Survival checks made within the desert. At 3rd level and every 5 levels thereafter, the desert ranger gains more knowledge about the desert and becomes more adept and surviving within it. At 3rd level, the ranger learns to hide even the smallest traces of his passage. Anyone attempting to track the ranger or his companions through the desert adds 5 to the DC.

    At 8th level, the desert ranger gains increased overland movement within the desert. Trackless desert now counts at highway to him while he is alone. If leading a party, movement within trackless desert is at their normal overland speed x1

    Ranger Option: A desert ranger can select one Ranger Option at 2nd level, another at 5th level, and every 3 levels thereafter. The options are stated below, and unless otherwise stated, the same option may be taken more than once.

    Favored Enemies: +4 vs. human +2 vs. Outsider, Native

    2nd: Spellcasting : 3 1st level
    5th: Quick Draw feat
    8th: Spellcasting2

    Bonus Feats

    BondBlade Abilities
    Awaken the Blade I: During their time together, the weapon and the Bondblade have gone through a lot together. Now the weapon becomes intelligent, communicating by semiempathy (tingling and throbbing). (The weapon gains Int, Wis, and Cha, two at 2d6+7, one at 3d6). It shares the Bondblade's Sense Motive, Listen, and Intuit Direction skills and also her Alertness feat (For checks of these abilities, the Bondblade essentially gets to make them twice, once for her, and once for her sword.) Also the blade is now considered to be magic for the purposes of bypassing damage reduction. (Note that the alignment of the blade will always be identical to the Bondblade. Also note that the weapon will only communicate and share its abilities with the Bondblade and no other.)

    If the weapon is already magical or intelligent, abilities gained do not stack except for the following:

    * If a weapon is already magical, it doesn't gain any magical pluses to this class until the given bonus is greater than what the weapon already had. Ex. if a Bondblade has a +2 shortsword, it would only gain part of the abilities from the It's a Kind of Magic I: becoming a defender at its +2 bonus.

    * If the weapon is already intelligent, nothing changes, except for its alignment, if different from the Bondblade, begins to shift toward hers. (SP)

    It's a Kind of Magic I: The weapon now becomes a +1 defender (as the class progresses, the defending abilities scales, thus becoming a +3 defender at 3rd level). (Also +5 hit points to the weapon, see Soul of Steel). (SP)

    Always Yours: Because the weapon and the Bondblade hate to be separated, she learns to hold onto her weapon. She gains a +1 competence bonus per Bondblade level versus any attempts to be disarmed. (EX)

    Weapon Specialization: A Bondblade now gains a +2 to damage with her chosen weapon as per the weapon specialization feat. If the Bondblade already has Weapon Specialization, she gains an additional +1 competence bonus to hit. (EX)

    Brothers in Arms: A Bondblade can repair her chosen weapon with confidence, even restoring its magical abilities if they have been drained away. The DCs are normal if the weapon just sustained moderate damage (see Craft skill for DCs), and higher if more damage was sustained. The weapon can always be repaired, as long as the Bondblade has at least a shard of her chosen weapon. If the magical abilities have been drained away, the Bondblade may restore them (as they are extensions of her own spirit). A Craft check must be made at a DC five higher than normal, to prepare the weapon. Then two points of Con and Cha are temporarily drained to restore the weapon's magical abilities.

    At 4th level the Bondblade can combine her chosen blade with another metal to help her combat creatures that can only be hurt with certain kinds of metals. For example at 4th level Kay could break down her longsword Kernith, and using some of the original shards reforge it combined with adamantine in order to bypass the damage reduction of some fiends.

    At 8th level the Bondblade can add an additional metal to her weapon. For example, at 8th level Kay could break down and reforge Kernith again, this time adding cold iron to the mix. Now Kernith can bypass both adamantine and cold iron damage reduction.

    If, for some reason the blade is destroyed past all ability to recover, like being thrown into a Sphere of Annihilation, the Bondblade immediately loses 200 XP per Bondblade level (Fort DC 20 for half), all class abilities, but still retains all class hit points, saves, and BAB. She essentially becomes a Bondblade without a chosen weapon. If, by some fluke (divine intervention or other) the chosen weapon is returned, all class abilities are returned, but the lost XP still remains lost. Some gods of the forge might be willing to grant the return of a Bondblade’s annihilated weapon for the appropriate sacrifices. (SU)

    Awaken the Blade II: The weapon now awakes to empathy, communicating through emotions and urges to the fighter to encourage or discourage certain courses of action. (SP)

    Soul of Steel: The weapon draws its own physical strength from being bonded to the Bondblade. Multiply the base hit points for the weapon by four (use Table 8-13, in the PHB). Also, for each It's a Kind of Magic ability gained, add five extra hit points to the total. (But even though the weapon has gained five extra hit points by this time, do not multiply them for this ability).

    Because the Bondblade and the weapon begin to share characteristics, not only does the chosen weapon gain more ability to take punishment, like their wielder, but also the wielder becomes more like the weapon. A Bondblade gets an extra save against mind-affecting spells, reflecting her bond to an "inanimate object." EX

    It's a Kind of Magic II: The weapon now gains a +3 bonus, and and now chooses one facet of its alignment to bypass damage reduction with. For example, Kay and her bonded sword Kernith are both Lawful Good. Kay can choose to have Kernith be able to bypass damage reduction as if it were a lawful blade. Once chosen this cannot change. If the Bondblade is True Neutral, they may pick one of anarchic, axiomatic, holy, or unholy, whichever they and their bonded blade decide would be best to harm their enemies with. (SP)

    Awaken the Blade III: Now the weapon awakes to full blown speech. It speaks Common (or whatever the base tongue is for the character) plus one language per point of Intelligence bonus. There is also a 20% chance that the weapon will gain telepathy in addition to speech. If the character has psionic powers, the chance raises to 50%. By now the weapon has a name and a distinct personality. (SP)

    My One and Only: Because the weapon and the fighter have been through so much together at this point, the weapon would be extremely insulted if the Bondblade choose to use any weapon but them in melee. If the Bondblade uses any weapon but their chosen, the weapon will sulk (essentially denying the Bondblade access to all class abilities until she apologizes or gives a very good excuse why she couldn't use her chosen weapon). Sulking typically lasts one day per fight where the weapon was denied use, unless the Bondblade makes amends.

    By Your Side I: Because the Bondblade rarely uses ranged weapons, the bonded blade gains the ability to help out the Bondblade even at a distance. It gains the throwing quality with a range increment of 30 ft. as well as the returning quality. If the weapon and the Bondblade are separated so that the returning quality could not work (the Bondblade has had to move, or is grappled, etc), she can mentally call the weapon back to her hand as a move-equivalent action. The weapon flies in a straight line back to her hand (Max range 30 ft.). If there are any intervening items or beings, the weapon makes an attack at the Bondblade's highest BAB. If this enough to dispatch the obstacle, the weapon continues on, if not, it falls, and the Bondblade may try again next round. If the blade cannot fly into the Bondblade’s hand, it will set on the ground next to her. Useable 5/day. (SU)


    Hit Dice: 10d10+40
    HP: 122
    AC: 25 (+5 Dex, +6 armor , +1 natural, +3 deflection [from ring])
    Init: +9 (+5 Dex, +4 Improved Initiative)
    Speed: 30 ft [40 ft in desert]

    Saves
    Fortitude +13 [+7 base, +4 Con, +2 from cloak]
    Reflex +11 [+4 base, +5 Dex, +2 from cloak]
    Will +8 [+3 base, +3 Wis, +2 from cloak]

    BAB: +10/+5
    Melee Atk: +19/+14 (2d6 +12/15-20/S Seif al Din, +3 throwing, returning, defending gold falchion)
    Ranged Atk: +19/+14 (2d6+12/15-20/x2/30 ft./S, Seif al Din, +3 throwing, returning, defending gold falchion))

    Skills
    Climb 6 [1 ranks +5 str]
    Craft, Weaponsmith 18 [13 ranks +3 int +2 tools]
    Diplomacy 3 [+1 cha +2 Syn]
    Disable Device 11 [6 ranks +3 int +2 tools]
    Handle Animal 6 [5 ranks +1 cha]
    Hide 20 [10 ranks +5 dex +5 robe] [+40Invisible] [+2 in desert: Desert Lore
    Jump 6 [1 ranks +5 str]
    Knowledge, Geography 8 [5 ranks +3 int]
    Knowledge, Nature 10 [5 ranks +3 int+2 Syn]
    Knowledge, Nobility and Royalty 4 [1 ranks +3 int]
    Knowledge, the Planes 4 [1 ranks, +3 int]
    Knowledge, Dungeonerring 4 [1 ranks +3 int]
    Listen 10 [5 ranks +3 wis +2 feat] [+4 vs humans, +2 vs outsider, native]
    Move Silent 15 [10 ranks +5 dex +2 in desert: Desert Lore]
    Open Lock 12 [5 ranks, +5 dex +2 tools]
    Profession, Scout 6 [3 ranks +3 wis]
    Ride 12 [5 ranks +5 dex +2 Syn]
    Sense Motive 8 [5 ranks +3 wis]
    Search 10 [7 ranks +3 int, +2 in desert: Desert Lore]
    Spot 15 [10 ranks +3 wis +2 feat] [+4 vs human +2 vs outsider native ; +2 in desert: Desert Lore]
    Survival 16 [13 ranks +3 wis] [Synegies +2 above ground, +2 to avoid getting lost and avoid natural hazzards. +2 in desert: Desert Lore
    Feats:
    [Genie-Kin bonus]Improved Iniative
    [Human] Power Attack
    [1st] Alertness
    [3rd] Weapon Focus falchion
    [Ranger 5] Quick Draw
    [6th] Exotic Weapon [Gold falchion]
    [BondBlade] Weapon Specialization falchion
    [Ranger 7] Endurance
    [9th] Improved Critical falchion


    Languages: Keldev (Common), Nessarine, Atiik, Ignan,

    Spells Per Day: 1st – 3. 2nd – 2.
    Spells Prepared
    Save DC +3
    1- Alarm, Endure Elements, Longstrider
    2- Barkskin, Cat's Grace

    Equipment

    Seif al Din [+3 falchion, gold, throwing, returning defender Int 12 Wis 16 Cha 10 Hardness 10 HP 50] [2,459]
    Gloves of the Gen[str +2] [4,000]
    Sultan's Bulwark [Leather Armor +4] [16,160]
    Stone's Skin [Ring of Protection +3] [16,000]
    Torc of Stamina [Amulet of Health +2] [4,000]
    Allah's Blessing, Robe [Cloak of the Bat and Resistance +2] [4,000]
    Allah's Soothing Breath [Wand of Cure Light Wounds] [750]
    Masterwork Artisan's Tools [55]
    Camel Sirrocco [150]
    Bit and Bridle & accessories [100]
    Belt Pouch [1]
    Waterskins x4 [4]
    Tent [10]
    Whetstone [.02]
    Bedroll [.1]
    Blanket [.5]
    2 weeks Dry Rations [7]
    100' Silk Rope [20]
    Everburning Amulet [110]
    Thieve's Tools, Masterwork [100]
    3 Explorer's Outfits [30]
    Flint and Steel [1]
    Mirror, small steel [10]
    Spyglass [1,000]
    Spade [2]
    Pot, Copper [.5]
    Money
    130 gp

    Note

    Sirrocco

    Appearance: Standing 5' 6" tall and close too 140 lbs Abdul is well muscled and graceful, most resembling a gymnast. He has shoulder length black hair and full beard, with the saphire eyes of an oasis. With Seif al Din at his back he is a most imposing figure. But he seems to have an ability to disappear if it is his wish.

    Personality: Stong of character and silent, once his word is given on a subject he will see it accomplished or die in trying. Of late he has led a solitary existance in the desert with Seif al Din. Many who see him fear for his sanity, for it appears he believes his sword is his brother.

    Background: Born of the union of a Gen of unkown name and the buetiful desert flower, Azhar, Abdul-Hadid had a hard youth. Like many young of the city, he had to acquire his food from others. It was during one of these acquastions, he made the acquaintance of the captain of the Sultan's guard. He had robbed the wrong man, but look was with him the day. For the captain had been tasked with gathering a special unit of scouts that also knew the blade. He was trained in many skills from the making and repairing of blades, to desert lore and hunting. Abdul-Hadid was grateful for this second chance at life and swore service to the sultan and his family for 100 years. As proof he had learned the everything he had been taught he was to commisson the blade he would use, knowing this blade would be as his brother in life, he labored over it for a years time. At the end of the year he presented the falchion he had made to the captain and sultan, they tasked the scouts to battle one another. Time and time again, Abdul-Hadid came out the victor. Till it came down to him and the last student, in the midst of this battle he slipped in the sand, his opponent was quick to take the opening, in desperation he parried with the new blade, and his foes blade shattered. At this the other student was to be banished for his failure. But he showed his true colors as a Raksasha, attempting to get close to the sultan. He moved to kill the sultan with his sorceries and Abdul did the only thing he could think to do , he threw his falchion and it skewered the fiend, leaving him all were sure mortally wounded. But that was not to be, gasping for life, he vowed vengeance on Abdul-Hadid for the dual humilation he had suffered this day, and vanished. After the battle Seif al Din spoke to him, he had been correct this would his brother in life. He has yet to see the evil one return, but he is ever watchful. After this he became the leader of the squad, and eventually replaced the captain. He had a long and varied carrer. After his 100 years of service he retired to the desert.
    Last edited by Brother Shatterstone; Wednesday, 20th April, 2005 at 12:31 AM.
    rangerjohn

  • #4
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    Novice (Lvl 1)

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    Nafeesa: Gemchild/Female (Druid /Desert Ranger /Sorcerer /Mystic Wander)

    Nafeesa, Tribe of One
    Female Gemchild Druid 3/Desert Ranger 6/Sorcerer 6/Mystic Wander 4

    Character level: 9 1/2
    Total effective level: 10
    Alignment: Neutral Good
    Chosen Spirits: Old Religion
    City: desert
    Height: 4' 1''
    Weight: 148 lbs
    Hair: Silver
    Eyes: Deep Green
    Age: 60

    Str: 18 +4 (10 points, +2 Racial)
    Dex: 14 +2 (10 points, -2 Racial)
    Con: 14 +2 (6 points)
    Int: 14 +2 (6 points)
    Wis: 14 +2 (6 points)
    Cha: 17 +3 (8 points, +2 Racial)

    Class and Racial Abilities
    Gemchild, +2 Cha, +2 Str, -2 Dex; +1 racial bonus vs. earth spells and effects, which increases every five levels; they cannot be petrified; they have a +2 racial bonus to Appraise and Craft checks dealing with gems; and a +2 racial bonus to Diplomacy and Bluff checks, shed like a torch from their skin 2/day for ten minutes each, sense the direction of semi-precious and precious gems within ten feet, stone shape 1/day, as per the spell, as a sorcerer of their character level, Medium size, Speed 20 ft, Darkvision 60 ft, Native outsider.

    Desert Ranger abilities- Track, +4 circumstance bonus to Balance, Hide, Move Silently, Search, Spot, and Survival checks made within the desert, +5 to track in desert, ranger option: +10 to movement while on sand, ranger feat: favored enemies: Vermin and Giants.

    Druid – Animal Companion; nature sense; wild empathy; woodland stride; trackless step

    Sorcerer abilities – Summon familiar, spells

    [b Mystic Wander[/b] – spell per day to existing class, glory of the divine (cha mod to AC), sleep 1/day, familiar, lore of nature (+2 competent bonus on herbalist, knowledge nature), Gem Magic (attune gem feat), resist charm (scared +2 bonus to resist enchantments), Brew Potion feat, Suggestion 1/day

    Hit Dice: 7d10, 3d8 + 20
    HP: 93
    AC: 19 (+2 Dex, +3 armor [from bracers], +2 natural, +2 deflection [from ring])
    Init: +2 (+2 Dex)
    Speed: 30ft (40ft in the desert)

    Saves
    Fortitude +9 [+7 base, +2 Con]
    Reflex +8 [+6 base, +2 Dex]
    Will +6 [+4 base, +2 Wis]

    BAB: +9/+4
    Melee Atk: +14/+9 (1d6+5/15-20/x2/s, [+1 Giant and Vermin Bane Scimitar])
    Ranged Atk: +12/+6 (1d4+4/20/x2/50 ft./B, Sling)

    Skills
    Concentration +8 [6 Ranks, Con +2]
    Craft: Alchemy +7 [5 Ranks, Int +2]
    Craft: Gemcutting +7 [5 Ranks, Int +2 ]
    Diplomacy +11 [8 Ranks, Cha +3]
    Handle Animal +6 [3 Ranks, Cha +3]
    Heal +8 [6 Ranks, Wis +2]
    Hide +4 [2 Ranks, Dex +2]
    Listen +6 [4 Ranks, Wis +2]
    Knowledge: Arcane +4 [2 Ranks, +2 Int]
    Knowledge: Nature +10 [6 Ranks, Int +2, +2 Synergy from Survival]
    Move Silently +5 [3 Ranks, Dex +2]
    Ride +6 [4 Ranks, Dex +2]
    Search +7 [5 Ranks, Int +2]
    Spellcraft +7 [5 Ranks, Int +2]
    Spot +10 [6 Ranks, Wis +2, +2 Synergy from search]
    Survival +10 [8 Ranks, Wis +2]

    Feats:
    Iron Will (1st level)
    Dodge (3rd level)
    Mobility (6th level)
    Spring Attack (9th level)
    Improved Critical: Scimitar (1st Ranger Feat)
    Attune Gem (Mystic Wander)
    Brew Potion (Mystic Wander)

    Languages: Keldev (Common), Terran, Nessarine, Atiik

    Divine Spells Per Day: 0th – 6. 1st – 4 +1; 2nd – 4 +1; 3rd – 3; 4th – 3; 5th – 2.
    Spells Known
    Save DC +2
    0 Level: Purify Food and Drink, Create Water (2), Cure Minor Wounds (2), Known Direction
    1st Level: Cure Light Wounds (2), Speak with Animals, Endure Elements, Longstrider
    2nd Level: Delay Poison, Heat Metal, Owl’s Wisdom, Lesser Restoration
    3rd Level: Neutralize Poison, Cure Moderate Wounds
    4th Level: Cure Serious Wounds

    Arcane Spells Per Day: 0th – 6; 1st – 6 +1; 2nd – 5 +1; 3rd – 3 +1.;
    Spells Known
    Save DC +2
    0 Level: Touch of Fatigue, Dancing Lights, Detect Magic, Read Magic, Mending, Detect Poison
    1st level: Comprehend Language, True Strike, Disguise Self, Expeditious Retreat
    2nd Level: Blur, Darkness
    3rd level: Haste


    Equipment

    Hate Slayer(Giant and Vermin Bane Scimitar +1 18,315gp)
    [b]Mountain’s Child (Bracer +3 9,000gp)
    Diamond’s Strength(Amulet of Natural Armor +2 8,000gp)
    [b]Sorceress’s Helper(Ring of Protection +2 8,000gp)
    [b]Sand-Striders Succor(Collar of Resistance +2 (2), as necklace, 3920gp)
    Staff of Healing Fires(Staff of Healing)
    Sling 0gp
    Saddle (riding) 10gp
    Saddle Bags 4gp
    Bit and Bridle 2gp
    Explorer’s Outfit 10gp
    Water Skin (2) 2gp
    Back Pack 2gp
    Sack (2) 2gp
    Bedroll 1sp
    Blanket 5sp
    Scroll Case (2) 2gp
    Flint and Steel 1gp
    Spell Component Pouch (2) 10gp
    Sling Bullets (5) 5sp
    Healer’s Kit 50gp
    Canvas (2) 2sp
    Clay Jug (4) 12sp
    Gem Magic
    Endure Elements in a 50gp Sapphire
    Unseen Servant in a 50gp Opal

    Scrolls
    Create Water (4) 48gp, 20sp
    Comprehend Language (2) 50gp
    Cure Minor Wounds (2) 24gp, 10sp
    Cure Light Wounds (2) 50gp
    Cure Moderate Wounds (2) 300gp
    Disguise Self 25gp
    Endure Elements (2) 50gp
    Erase (2) 50gp
    Expeditious Retreat 25gp
    Feather Fall 25gp
    Haste 375gp
    Pass without Trace (2) 50gp
    Unseen Servant 25gp

    Potions
    Cure Light Wounds (3) 150gp
    Magic Fang 50gp

    Money
    67gp 5sp

    Note – One small sack contains the non attuned gems and within that sack is a smaller with that contains the two attuned gems. One sapphire and one opal. These sacks are kept hidden.

    Adham, dog(male) familiar: Small magical beast; HD 10: hp 46; Init +3; Spd 40 ft.;
    AC 20, touch 14, flat-footed 17; Base Atk +0; Grp -3; Atk Bite +2 melee
    (1d4+1); Full Atk Bite +2 melee (1d4+1); Space/Reach 5 ft./5 ft.; SA --; SQ
    low-light vision, scent, deliver touch spells, improved evasion, speak with
    master, Alertness, share spells, empathic link, speak with master, speak with
    animals of kind; AL NG; SV Fort +9, Ref +9, Will +5; Str 13, Dex 17, Con 15,
    Int 10, Wis 12, Cha 6.

    Skills and Feats: Jump +7, Listen +3, Spot +3, Survival +8# +1*;
    Alertness, Track. *Dogs get a +4 bonus to survival checks when tracking by
    scent.

    Dahad, pony(female) animal companion: Medium animal; HD 4: hp 40; Init +1; Spd 40
    ft.; AC 15, touch 11, flat-footed 14; Base Atk +1; Grp +2; Atk Hoof +0 melee
    (1d3+2); Full Atk 2 hooves +0 melee (1d3+2); Space/Reach 5 ft./5 ft.; SA --;
    SQ low-light vision, scent, link, share spells, evasion; AL NG; SV Fort +5,
    Ref +5, Will +1; Str 14, Dex 13, Con 12, Int 2, Wis 11, Cha 4.

    Skills and Feats: Listen +5, Spot +6; Endurance.

    [I]Tricks (8):
    Come, Work, Attack, Defend, Guard, Stay, Heel, Down.

    Appearance: Nafeesa is built strong and solid like a boulder, though she is not much taller then a human child. She is quite strong for someone of her height, though not uncommonly strong amongst her own people.

    Nafeesa has a light all her own. Her skin is opalescent and shines in various hues of blue, green, pink, and milky white. Her eyes are deep green and shine like emeralds. Her hair resembles moonlight on diamonds and is kept back in a thick braid that runs down her entire backside. Nafeesa nails are a deep garnet and her teeth gleam like pearls. She sparkles and catches the eye of many.

    Nafeesa dresses in simple clothing made of a wispy, thin, golden brown material that is slightly transparent to let her light shine through. Her pants sit on the top of her hips showing off her toned stomach and navel. They are wide legged and flowing. Her top is fitted and sleeveless with a long v-neck that reaches down to the bottom hem. The top stops short of her top set of ribs, giving the world a view of her from ribs to hips. She wears tan leather sandal that tie up around her legs. Nafeesa also wears a hooded, long sleeved brown robe to protect herself from the sun and to keep warm at night.

    Personality: Though she is not fond of crowds or heavily populated areas, Nafeesa is polite to all. She is a very happy person in spite of all that she has gone through. She enjoys solitude and time spent alone with her animal companions, but all in all she loves to help where she can, whether it is healing, fighting, or a story and a few tricks around the night fire.

    Background: After two generations with no trace of a Gemchild among her people Nafeesa brought a much-needed light to her family, people, and the mountains and she was much loved and cherished for it. She was given a name meaning precious thing, gem, and no name was more fitting.

    As she grew, she noticed she was quite different than those she loved, in her appearance and desires as well as occasional moments of needing to be the center of attention. Years started ticking away and before long Nafeesa was a young woman. Along with this new stage in life came a blessing as well as a curse.

    Nafeesa had grown into sorcerer’s gifts. Her parents were unsure what to think. However, they were willing to over look it as long as nothing troublesome came of it. One day during an extensive dig Nafeesa caused a cave in when she flung her finger at the ceiling while pointing. This was not the first time she had blown something important to pieces. At wits end her family decided to cast her out of the family and the mountains, but with only minimal items she would need to survive. They sent her on her way with gear, water, a sack of gems, and a golden brown pony named Dahad. Her father watched as she headed down the slopes to Sagheer.

    Outside the gates of Sagheer Nafeesa came upon a tribe of Nessarine. She was admitted to see their Chieftain to plea for a place among them. Her father had always said they were a kind and understanding people. After telling her tale the elders agreed that she could stay, but only if she refined her gifts and helped out when and where she was needed. After a few days outside the city the tribe took to the desert once more, heading in the opposite direction of the mountains.

    Days passed and soon months, and Nafeesa found that she had a good hand for healing and keeping the children occupied. They enjoyed the light shows she created while telling tales of make-believe and those of history. She learned much of herself and came to understand her gifts during her time with the Nessarine. After a few short years she decided it was time to head out on her own to make use of her healing knowledge and magic gifts where they will do the most good. The elders of the tribe gifted her with a jet-black puppy that had been terrorizing the tribe. He instantly took to Nafeesa; she sensed there was more to this animal then just a pet’s lot in life. She named him Adham.

    Adham riding on her pony Dahad’s back with Nafessa walking beside them, the trio set out on the next leg of their lives to do some good anywhere they could. With one last look back in the direction of her beloved mountains and the benevolent tribe that took her in only one thought passed through her mind, “I will make you all proud. I promise.”
    Last edited by Lady Shatterstone; Friday, 16th July, 2004 at 02:57 PM.

  • #5

    Tarek al Saoud, wrath of the spirits, Exalted priest of the Five Pillars (ALTERNATE)

    Spoiler:
    Tarek al Saoud, wrath of the spirits , Exalted priest of the Five Pillars (ALTERNATE)
    Gemchild soulknife 10/psion (kineticist) 8, elocater 1 Gemchild (Mineral genasi) ecl +1

    Alignment:
    Neutral good
    Chosen Spirits: Justice and earth
    City: tbd
    Height: 5'8
    Weight: 190 pounds
    Hair & beard: translucent and faceted (each hair is like an elongated extremely small octogon) & reflects light like a diamond
    Beard tied in 2 braids, "
    Eyes: emerald green
    Skin: White, and reflects light slightly. If one looks closely, it isn't smooth but multifaceted. Reflects light.
    Fingernails: 3 facets, pale red, reflect light

    Str: 18 (+4) [10 points, +2 racial]
    Dex: 14 (+2) [6 points, -2 racial, +2 enhancement]
    Con: 16 (+3) [6 points, +2 enhancement]
    Int: 18 (+4) [10 points, +2 level]
    Wis: 15 (+2) [8 points]
    Cha: 16 (+3) [6 points, +2 racial]

    Class and Racial Abilities
    Gemchild (Mineral genasi) abilities
    +2 Cha, +2 Str, -2 Dex.
    +1 racial bonus vs. earth spells and effects, which increases every five levels.
    They cannot be petrified.
    They have a +2 racial bonus to Appraise and Craft checks dealing with gems, and a +2 racial bonus to Diplomacy and Bluff checks. They can shed like a torch from their skin 2/day for ten minutes each, reflecting the inner glow of gems.
    They can unerringly sense the direction of semi-precious and precious gems within ten feet.
    They may cast stone shape 1/day, as per the spell, as a sorcerer of their character level.
    Medium size. Speed 20 ft. Darkvision 60 ft. Native outsider. Terran as a free bonus language.

    Soulknife abilities
    Mind Blade (Su)
    Throw Mind Blade (Ex)
    Psychic Strike (Su)
    Free Draw (Su)
    Shape Mind Blade (Su)
    Mind Blade Enhancement (Su): Psychokinetic burst
    Bladewind (Su)

    Elocater abilities
    Scorn Earth (Su)
    Opportunistic Strike +2 (Ex)
    Dimension Step (Su)
    Flanker (Ex)

    Hit Dice: 10 +(9d10) + 30 (con) + (3d8) + 12
    HP: 137
    AC: 21 +1 against 1 foe (dodge) (+2 Dex, +6 glamered studded leather +3, +2 deflection [from ring], +1 natural armor (amulet) )

    Init: +3 (+3 Dex)
    Speed: 30ft (20 base +10 speed of thought)


    Saves
    Fortitude +8 [+3 base, +3 Con, +2 from cloak]
    Reflex +13+8 base, +3 Dex, +2 from cloak]
    Will +12 [+8 base, +2 Wis, +2 from cloak]


    BAB: +7/+3
    Soulknife usually manifested: 1d10 bastard sword (2 handed) +2 weapon, collision (+5 damage) , freely manifest (once per round), can be thrown 30 ft.

    Melee Atk:
    Bastard sword (2 handed) Soulknife: +16/+12 to hit when small, +15/+11 to hit when medium, 1d10 + 13 damage (to hit: +7/+3 base, +2 enhancement, +2 greater weapon focus, +4 strenght; damage: +2 enhancement, +5 collision enhancement, +6 strenght, two handed)
    Long sword (1 handed) Soulknife: +15/+11 to hit, 1d8 + 11 damage (to hit: +7/+3 base, +2 enhancement, +2 greater weapon focus, +4 strenght; damage: +2 enhancement, +5 collision enhancement, +6 strenght, two handed)
    Ranged Atk:
    basic Soulknife: range: 30, +17 to hit, 1d6 + 11 damage (to hit: +7 base, +2 enhancement, +2 greater weapon focus, +2 dexterity, +4 strenght; damage: +2 enhancement, +5 collision enhancement, +4 strenght)

    Additionnal damage:
    +2d8 psychic strike ( the mind blade needs to be imbued as a move action, damage to nonmindless target he successfully hits with a melee attack (or ranged attack, if using the throw mind blade ability))."


    Skills
    Skill points: (4+3)*4+5*7[soulknife 1-6] + 9+9+10+10 [elocater 1-4] = 106


    Balance -elocater, egotist: +14 [10 ranks, +2 tumble synergy, +2 dex]
    Bluff:+5 [0 ranks, +2 racial, +3 Cha]
    climb -elocater: +4 [+4 Str]
    Concentration -soulknife, psion, elocater: +15 [ 13 ranks, +2 Con]

    Diplomacy : +5 [0 ranks, +2 Knowledge (nobility and royalty) synergy, +3 Cha]
    Gather Information -elocater: +6 [1 ranks, +2 knowledge (local) synergy, +3 Cha]
    Hide -soulknife,elocater: +7 [5 ranks, +2 Dex]

    Jump -soulknife,elocater: +11 [5 ranks, +2 tumble synergy, +4 Str]
    Knowledge (psionics) -soulknife, psion +5 [1 ranks, +4 Int]
    Knowledge (nobility and royalty) -psion +9 [5 ranks, +4 Int]
    Knowledge (geography): +5 [1 ranks, +4 Int]

    Knowledge (local)-psion,elocater +9 [5 ranks, +4 Int]
    Listen -soulknife, elocater +14 [12 ranks, +2 Wis]
    Move Silently -soulknife, elocater: + 14 [12 ranks, +2 Dex]

    Psicraft -psion: +5 [1 ranks, +4 Int]
    Search -, elocater: +14 [10 ranks, +4 Int]
    Sense Motive -elocater : +2 [0 ranks, +2 wis]

    Spot -soulknife, elocater +15 [10 ranks, +2 Wis]
    Tumble -soulknife, elocater: +14 [10 ranks, +2 jump synergy, +2 Dex]


    Languages: Keldev (Common), Nessarine, Atiik, Ignan, auran, Infernal (bonus racial language)

    Feats:
    Weapon Focus - mind blade (soul knife bonus level 1): +1 to attack with mindblade
    Speed of Thought - mind blade (soul knife bonus level 6): +10 to speed if wearing medium armor or load r less
    Greater Weapon Focus - mind blade (soul knife bonus level 9): +1 to attack with mindblade

    sidestep charge (elocater 1st level bonus): You get a +4 dodge bonus to Armor Class against charge attacks. If a charging opponent fails to make a successful attack against you, you gain an immediate attack of opportunity. This feat does not grant you more attacks of opportunity than you are normally allowed in a round. If you are flat-footed or otherwise denied your Dexterity bonus to Armor Class, you do not gain the benefit of this feat.

    Dodge (1st level): +1 AC against 1 foe
    Mobility (3rd level): +4 AC against AOO when moving in and out of a threatened area
    Spring attack (6th level)

    deep impact (9th level)
    Psion 1: psychic meditation
    Psion 5: psionic weapon


    Psionic Powers:
    Manifester level 8

    Power points: Power points: 74 [(manifester level 8): 58 + 16 (intelligence 18 at level 8)]
    DC: 10 + 4 (int) + power level
    Powers Known
    1st - Detect psionics, Conceal thoughts, Forcescreen, inertial armor, Synesthete
    2nd - Animal Affinity, Chameleon, sustenance, Thought Shield
    3rd - touchsight, body adjustment, Hustle, Ectoplasmic Form
    4th - psionic dimention door, energy adaptation, inertial barrier, Metamorphosis


    Equipment: gold 49000gp

    Warding Word (ring of protection +2, 8,000gp)
    Luck's Favor (cloak of resistance +2, as necklace, 4,000gp)
    Bag of Holding III (7,400gp)
    Silken gloves of dexterity +2 (4,000gp)
    belt of health +2 (4000 gp)
    Glamered studded leather armor +3 (11875 gp)
    amulet of natural armor +1 (8000 gp)

    heavy crossbow 50gp
    100 boltd (10 gp)
    Bedroll 5sp
    Waterskin 1gp
    100 ft. silk rope 20gp

    Paper (10 sheets) 4gp
    Ink (1 vials) 8gp
    Inkpen 1gp
    Trail rations (20 days worth) 10gp

    Belt pouch (contains 50 gp) 1gp

    Money (bag in bag of holding)
    1579,5

    Personality: Tarek prides himself on being self sufficient. He has rarely needed physical objects, and is quite content to use his mind-powers to face any situation, even if it is quite mondane.
    Tarek highly respects honor and courage in battle. Even if he will slay his ennemies in cold blood, h will sing a prayer to the spirits in their names, if they fought vallaintly. Being a priest of the Five Pillars, Tarek is sometimes vague on his opinions, tending to see events as they may be perceived by the involved protagonists.

    Background: Tarek was born in Sagheer, son of a once-wealty merchant. As a child, he was more interested with religion and developping his inner potential rather than using his ability to detect gems, much to the dismay of his father. He also had the uncanny ability to manifest a small knofe, seemingly out of his own willpower.

    Accordingly, he joined the ranks of the five pillars and learned to control his inner powers. He also learned how to control his mindblade, and achieved a siprizingly high level of power.

    As a priest of the five pillars, he also supported the Sultan's army in its raids and defense missions, lending his sword and mind to the warriors. This is where he received the name "wrath of the spirits". Whether with his sword or mind, Tarek would always crush his ennemies.

    He now has been having prmonitory dreams of an unknown nature. Something involving him and his kin. However, his real family doesn't appear in his dreams. He seeks to understand these, because the spirits are trying to make him understand something.

    Appearance:

    Tarek is a simple Attik looking character. However, he has translucent hair, and if one grabs a strand, one can see that each hair is faceted and each hair is like an elongated extremely small octogon that reflects light like a diamond. His beard tied in 2 braids, his eyes are emerald green.He has white skin that reflects light slightly. If one looks closely, it isn't smooth but multifaceted. His fingernails have 3 facetsand are pale red. They reflect light.

    Tarek wears simple looking sand color clothing. He also wears a asian style had (those that hide the sun). He wears a clok that is somewhat darker simple sandals. He has his bag of holding inside his clothes. He appears to carry no weapons.
    Last edited by Brother Shatterstone; Wednesday, 20th April, 2005 at 12:32 AM.

  • #6
    I aim to misbehave
    Acolyte (Lvl 2)

    Keia's Avatar

    Join Date
    Jan 2002
    Location
    On the raggedy edge
    Posts
    8,630

    ø Ignore Keia
    Jibril the Windwalker (Jibril a’Mussan)
    Male Human Rogue 4/Fighter 4/Elocater 5/ Psion (Kineticist) 7

    Character level: 10
    Alignment: Neutral
    Chosen Spirits: Spirits of Duty and Air
    City: Harr
    Height: 6' 2''
    Weight: 182lbs
    Hair: Black goatee only, bald head
    Eyes: Sky Blue
    Age: 35
    Experience: 45,000 xps

    Str: 14 (+2) [6 points]
    Dex: 20 (+5) [10 points, +4 gloves]
    Con: 16 (+3) [10 points]
    Int: 24 (+7) [16 points, +2 levels, +4 circlet]
    Wis: 12 (+1) [4 points]
    Cha: 08 (-1) [0 points]

    Class and Racial Abilities
    Human abilities - One extra feat at 1st level, 4 extra skill points at 1st level and 1 extra skill point at each additional level.

    Rogue abilities - Sneak attack +2d6, trapfinding, evasion, trap sense +1, uncanny dodge.

    Fighter abilities – Bonus fighter feats (3), light and medium armor proficiencies, shield proficiency, martial weapon proficiency.

    Psion abilities – Bonus feat (2), discipline (Psychokinesis), manifester level 10 (with Elocater)

    Elocater abilities – Scorn earth, Sidestep charge, Opportunistic strike (+4), Dimension step, Flanker.

    Hit Dice: 6 + 5d6 + 4d10 + 30
    HP: 88
    AC: 19 (+5 Dex + 4 Armor)
    Init: +5 (+5 Dex)
    Speed: 30ft

    Saves
    Fortitude + 8 [+3 base, +3 Con, +2 from cloak]
    Reflex +13 [+6 base, +5 Dex, +2 from cloak]
    Willpower +10 [+7 base, +1 Wis, +2 from cloak]

    Save conditionals: Evasion

    BAB: +8/+3
    Melee Atk: +11/+6 (2d4+4/18-20/x2/S, Spirit Strike [Ghost-touch Bronze Falchion +1])
    Ranged Atk: +15/+10 (1d4+2/19-20/x2/20 ft./P, Wind Spark [+1 Mighty +2 Composite Shortbow of Shock])

    Skills
    Autohypnosis +10 [7 ranks, +2 Wis, +2 Synergy (Concentration)]
    Concentration +11 [8 ranks, +3 Con]
    Diplomacy +12 [9 ranks, -1 Cha, +4 synergy (Nobility, Sense Motive)]
    Disable Device +13 [6 ranks, +7 Int, +2 Circumstance [tools]]
    Gather Information +10 [9 ranks, -1 Cha, +2 synergy (Local)]
    Hide +14 [9 ranks, +5 Dex]
    Knowledge (arcana) +9 [2 ranks, +7 Int]
    Knowledge (history) +13 [6 ranks, +7 Int]
    Knowledge (local-Harr) +12 [5 ranks, +7 Int]
    Knowledge (nobility) +12 [5 ranks, +7 Int]
    Knowledge (the planes) +9 [2 ranks, +7 Int]
    Knowledge (Psionics) +17 [8 ranks, +7 Int +2 Synergy (Autohypnosis)]
    Listen +9 [8 ranks, +1 Wis]
    Move Silently +14 [9 ranks, +5 Dex]
    Open Lock +8 [1 ranks, +5 Dex, +2 Circumstance (tools)]
    Psicraft +18 [9 ranks, +7 Int, +2 synergy from Knowledge (Psionics)]
    Search +12 [5 ranks, +7 Int]
    Sense Motive +10 [9 ranks, +1 Wis]
    Spot +24 [13 ranks, +1 Wis, +10 competence (Eye)]
    Tumble +10 [5 ranks, +5 Dex]

    Feats:
    Dodge (human bonus)
    Mobility (1st level)
    Empower psion (Psion 1st)
    Point blank shot (3rd level)
    Spring attack (Fighter bonus 1st)
    Craft Universal Item (Psion 5th)
    Rapid Shot (6th level)
    Weapon focus (Composite Shortbow)(Fighter bonus 2nd)
    Expand Power (Psionic Dominate) (9th level)
    Weapon Specialization (Composite Shortbow)(Fighter bonus 4th)

    Languages: Keldev (Common), Nessarine, Atiik, Ignan, Auran.

    Power Points Per Day: 123 = Psion 10th (88) + Int 24 (35).

    Powers Known
    Save DC +7 (+8 for Kinetics*)
    1st - bolt, control object*, defensive precognition, energy ray*, inertial armor.
    2nd - control air*, energy missile*, identify, psionic tongues.
    3rd - body adjustment, dispel psionics, energy retort*, time hop, touch sight.
    4th - energy ball*, energy adaptation*, inertial barrier*, mind wipe, psionic dominate.
    5th - energy current*, power resistance, true seeing.

    Equipment
    Wind Spark Mighty +2 Composite Short bow of Shock +1 (8,525gp)
    Spirit Strike Ghost Bronze Bronze Falchion +1 (375 gp)(and Kumel’s Gift)
    Kumel’s Gift Leather Armor +2 (Reroll failed Will save 2/day)
    Third Eye - Aware (crafted 400 xp, 5,000gp)
    Psionatrix of Psychokinesis (crafted 320 xp, 4,000gp)
    Bounty of Spirit Ring of Sustenance (2,500gp)
    Spirit’s Guard (hooded cloak of resistance +2 (4,000gp)
    Fingerless Gloves of Dexterity +4 (crafted 640 xp, 8,000gp)
    Bronze Circlet of Intellect +4 (crafted 640 xp, 8,000gp)
    Efficient Quiver: Containing . . . (1,800gp)
    - Arrows of Bronze (60) (9gp)
    - Arrows of Copper (20) (6gp)
    - Arrows of Silver (50) (109gp)
    - Arrows of Gold/Platinum (25/25) (2,509gp)
    - Arrows of Fever Iron (50) (1,509gp)
    Power Stones:
    - Body Purification (2) (750gp)
    - Keen Edge (2) (750gp)
    - Psionic Knock (2) (300gp)
    - Skate (4) (100gp)
    - Detect Psionics (8) (200gp)
    Tattoos:
    - Elf Sight (2) (300gp)

    Bedroll 5sp
    Acid (5 flasks) 50gp
    MW thieves' tools 100gp
    Waterskin 1gp
    50 ft. silk rope 10gp
    Paper (10 sheets) 4gp
    Ink (two vials) 16gp
    Inkpen 1gp
    Trail rations (20 days worth) 10gp
    Belt pouch 1gp
    Explorer’s outfit 0gp

    Money
    64gp, 5sp

    Notes – None at this time.

    Appearance: Jibril was once a handsome powerful man . . . that has changed. One would be surprised that Jibril stands 6’2” as he often travels slightly hunched over with shoulders slumped. He wears a tan, hooded traveling cloak that covers much of his body and is several thin layers of cloth. If one were able to see beneath the hood, one would see a scarred face, as from great burns, with only a goatee and eyebrows for hair. A single band of bronze circles at his forehead, his third eye blinking beneath. Clothes of tans and browns are frequent and sandaled feet. A bronze falchion hangs on his belt and a bow and quiver are slung over his shoulder.

    Personality: See below.

    Background: Powerful of mind and spirit, Jibril a’Mussan quickly rose up the ranks of the Windwalkers in Harr. His rise brought him notice of those in power (both good and bad) as well as a family and good holdings. He accepted the love of his family and the worldly possessions as a man of his station should, though internally he felt as though he had deserved them. His intellect served him well in developing strategies for dealing with monsters of the waste, and when that failed, the power of his will was sufficient to eliminate almost any threat. Confidence, pride and ego began to take hold over Jibril, damaging his family relationship, the respect of those beneath him, and darkening his mind.

    Enjoying the fruits of his success one evening, Jibril ignored the calls for his service from his superiors. The messenger spoke of a cabal of dark incarnates near the city of Harr. Jibril, certain that he would have heard of any powerful cabal long before it got close to the city, assumed it was a minor threat and sent several subordinates to deal with it. Unfortunately, the threat was much greater than Jibril anticipated. The cabal of dark fire was laying in wait, hoping to lure defenders of Harr to them to destroy them – and that was exactly what Jibril had done. Lives were lost . . . and Jibril insisted that it was incompetence on the part of those he sent. To prove his point, Jibril assured his superiors that he deal with the threat alone. This was not the wishes of his superiors, but again, Jibril did as Jibril wanted.

    The next morning Jibril set out alone into the wastes to deal with the cabal and return those that were lost. Unknown to Jibril, he had company - his three young sons. Eager to be part of an adventure, especially one that Jibril had claimed would be so easy to deal with, the boys followed their father at a discrete distance. Before the first day was finished, Jibril met the cabal, seven strong members would were enjoying the company of the last living subordinate that Jibril had sent to their doom. A battle royal took place, Jibril magnificent as always, though the cabal held their own after the initial strike.

    The simplest of powers can sometimes bring a man to his knees, and it was no different in this instance. A Brain Lock froze Jibril in place, helpless to only watch as the cabal killed their prisoner, discovered his sons, and began killing them as well . . . slowly. Praying for guidance and aid, Jibril went helplessly mad for a time. With his last moment of consciousness, Jibril remembered the heat of the sun and felt his body burst.

    Sometime later Jibril awoke next to the remains of a smoldering crate, less than a mile from place of his dismal defeat. Pain from his head and back were intense, the smell was horrible. Jibril barely made it back to town. No one had an explanation for what happened (though theories persist that Jibril had Fiery Discorporated [5th lvl psion], though he had no knowledge of the power – either before or after the incident).

    His sons had died, his family abandoned him, and his possessions were seized in payment for those lost. His position within the Windwalkers was removed as well. The wounds from the fiery blast would not heal. Jibril was banished from Harr for a time, a broken, but wiser man. Jibril wandered for several months, finally settling in a small village many miles from Harr. Years of contemplation, humility, and service returned some of the strength to his limbs and will.

    By chance or will of the spirits, a Wind Walker, supporting a caravan, passed through the small village and recognized Jibril. As his request, Jibril returned to Harr with the Wind Walker. Many tests of character and ability ensued . . . and at their conclusion Jibril was readmitted into the Windwalkers and accepted back into Harr.

    Though even today, more than ten years after his greatest defeat, Jibril was a shadow of the man he once was. He carefully guarded against pride and ego today . . . a quiet, scarred man trying to repent for past transgressions by doing his duty and following the spirits.


    Side Notes: During Jibril's wanderings in the desert following the death of his sons, he met a strange man who called himself Kumel. He claimed to be a fakir, and had a few conversations with Jibril as they traveled together for a time, speaking of fate, sacrifice, and the fire of the spirit that kept one alive. One day, Kumel simply vanished, leaving behind not a single footprint to show where he might have wandered to. He left behind gifts however. One was a fine set of leather armor made from camel's hide. On the reverse side of it, it was worked with symbols of protection as well as wards against evil spirits. This acts as +2 leather armor that allows the user to reroll a failed Will save twice/day.

    In addition, Jibril discovered another blessing had been made to his falchion, though he didn't realize it until it was almost too late. One night he was traveling through the dunes when he felt something evil watching him. Without any further warning, he was set upon by an angry ghost. Horribly he recognized it as the insane and angry spirit of one of his subordinates that had died in the desert. Jibril tried to run, to explain, but finally had to defend himself. Knowing it might be useless, he swung his falchion anyway, and was startled to see the ghost begin to bleed into the night air. He realized that Kumel had somehow allowed his sword to be able to strike spirits. (+1 ghost touch falchion)
    Last edited by Keia; Thursday, 15th July, 2004 at 11:57 PM.

  • #7
    Registered User
    Acolyte (Lvl 2)

    Goddess FallenAngel's Avatar

    Join Date
    Apr 2003
    Location
    Noblesville, Indiana, USA
    Posts
    1,789

    ø Ignore Goddess FallenAngel
    Spoiler:
    Shalah, Flower of the Hidden Oasis and Ala’Kamal’s Fallen Star
    Female Human Genie-Kin3/Rogue 4/BoEM Bard 9/Seductress 4
    Character level: 10
    Alignment: Chaotic Good
    Chosen Spirits: Spirits of Beauty, Pleasure, and Entertainment
    City: Formerly Binum; more recently Sagheer
    Height: 5' 7''
    Weight: 120 lbs
    Hair: Red-tinged gold
    Eyes: Molten Gold
    Age: 129

    Str: 10 (+0) [0 points, +2 racial]
    Dex: 20 (+5) [16 points, +2 racial]
    Con: 12 (+1) [4 points]
    Int: 16 (+3) [6 points, +2 racial]
    Wis: 14 (+2) [4 points, +2 racial]
    Cha: 24 (+7) [16 points, +2 level +4 necklace]

    Class and Racial Abilities
    Genie-Kin abilities - Natural AC +1. Spell-like abilities - 1/day enlarge person, invisibility, reduce person, speak with animals as a first level caster. Save is 10 + spell level + Cha mod. Planar Jaunt (Sp): 1/day a genie-kin can travel to any elemental plane, the Astral plane, or the Material Plane as though using planeshift cast by a 13th level caster. The genie-kin and any willing creatures brought along appear at a random location on the destination plane. The genie-kin and the creatures brought on the planar jaunt remain on the other plane (or any location on any plane they go from there) for 1 minute per racial HD of the genie-kin (minimum 1 minute). When this duration expires, the genie-kin and all creatures on the planar jaunt return to their original positions on their origin plane. An effect that suppresses or dispels planar jaunt sends the genie-kin back to the exact places from where they left. If the space where a creature on the planar jaunt is occupied upon its return, it appears in the nearest unoccupied space. Fire resistance 5. +2 Str, +2 Dex, +2 Int, +2 Wis. Improved Initiative as a bonus feat.

    Rogue abilities- Sneak attack +2d6, Trapfinding, Evasion, Trap sense +1, Uncanny dodge

    BoEM2 Bard abilities – Spellsongs (notes, chords), Bardic knowledge [+2 synergy from Knowledge (history)], Weave notes, Evasion

    Seductress abilities – Spellcasting, Seduce, Alluring, Seducer’s Kiss I,II, Exotic Defense, Seductive Art, Alchemy of Love

    Hit Dice: (3d8) + 10d6 +10
    HP: 75 [8+(2*6)+(10*4.5)+10]
    AC: 28 (+7 Dex, +1 natural, +3 armor [from bracers], +7 circumstance [exotic defense])
    Init: +11 (+7 Dex, +4 Improved Initiative)
    Speed: 30 ft

    Saves
    Fortitude +6 [+3 1/3 base, +1 Con, +2 from ring]
    Reflex +16 [+7 base, +7 Dex, +2 from ring]
    Will +8 [+4 5/6 base, +2 Wis, +2 from ring]

    BAB: +7/+2 (7 ½)
    Melee Atk: +8/+3 (1d3+1/19-20/x2/S, Twice-Cursed [+1 native outsider-detecting, roguefriend, ribbon-dagger])

    Skills
    Appraise +3/+5 [0 ranks, +3 Int, +2 synergy from Craft for alchemical items]
    Balance +12 [5 ranks, +5 Dex, +2 synergy from Tumble]
    Bluff +17 [8 ranks, +7 Cha, +2 Persuasive]
    Concentration +6 [5 ranks, +1 Con]
    Craft (alchemy) +13 [10 ranks, +3 Int]
    Diplomacy +28 [10 ranks, +7 Cha +2 Trustworthy, +2 Alluring, +2 synergy from Bluff, +2 synergy from Knowledge (nobility and royalty), +2 synergy from Sense Motive, +1 competence from Seductive Art]
    Disguise +10/+12 [3 ranks, +7 Cha, +2 synergy from Bluff to act IC]
    Escape Artist +8 [3 ranks, +5 Dex]
    Gather Information +10 [3 ranks, +5 Dex +2 Trustworthy]
    Hide +10 [5 ranks, +5 Dex]
    Intimidate +11 [0 ranks, +7 Cha, +2 Persuasive, +2 synergy from Bluff]
    Jump +2 [0 ranks, +0 Str, +2 synergy from Tumble]
    Knowledge (arcana) +8 [5 ranks, +3 Int]
    Knowledge (history) +8 [5 ranks, +3 Int]
    Knowledge (nobility and royalty) +8 [5 ranks, +3 Int]
    Listen +10 [8 ranks, +2 Wis]
    Move Silently +10 [5 ranks, +5 Dex]
    Perform (dance) +17 [8 ranks, +7 Cha, +2 Entertainer]
    Perform (percussion instruments) +15/+17 [8 ranks, +7 Cha, +2 circumstance from MW Zills]
    Perform (sing) +22 [13 ranks, +7 Cha, +2 Entertainer]
    Perform (string instruments) +15/+19 [8 ranks, +7 Cha, +4 circumstance from Gentle Melody]
    Sense Motive +8 [5 ranks, +2 Wis, +1 competence from Seductive Art]
    Sleight of Hand +7 [0 ranks, +5 Dex, +2 synergy from Bluff]
    Spot +10 [8 ranks, +2 Wis]
    Tumble +14 [9 ranks, +5 Dex]
    Spellcraft +10 [5 ranks, +3 Int, +2 synergy from Knowledge (arcana)]

    Feats:
    Improved Initiative (genie-kin bonus)
    Persuasive (human bonus)
    Trustworthy (1st level)
    Entertainer [Custom] +2 dance, sing checks (3rd level)
    Alluring (Seductress 1st)
    Spell Focus (enchantment) (6th level)
    Vivify Song (Maestoso) [BoEM2] (9th level)

    Languages: Keldev (Common), Nessarine, Atiik, Ignan.

    Spells Per Day: 1st – 3. 2nd – 3.
    Save DC +2 of mind-affecting, language-dependant spells
    Save DC +1 of enchantment spells
    Spells Known
    1st - Charm Person, Ray of Enfeeblement, Tasha’s Hideous Laughter.
    2nd - Heroism.

    Spellsongs Per Day: Notes – 16. Chords – 8.
    Save DC +2 of mind-affecting, language-dependant spells
    Save DC +1 of enchantment spells
    Spellsongs Known
    Notes - Burst of Speed, Countersong, Deflect Blow, Influence, Momentary Charm, Sonic Dart.
    Chords - Fascinate, Recall Tale, Suggestive Chord.

    Equipment

    Twice-Cursed+1 native-outsider detecting, roguefriend ribbon dagger
    Bracelets of Sand’s Kiss (as bracers of armor +3, 9,000gp)
    Ring of Fate (as cloak of resistance +2, 4,000gp)
    Necklace of the Jewel (as cloak of Charisma +4, 16,000)
    Veil of the Masquerade (as hat of disguise, 1,800)
    Slippers of Fleetness (as boots of speed, 12,000)
    Gentle Melody (as Mac-Fuirmidh Cithern, Instruments of the Bards, MoF – but with additional +2 to perform instead of +2 to bardic music checks. cure light wounds, mage armor, sleep, 1/day. 2,900)
    Draught of Bastet’s Blessing (qty 2, as potion of cat’s grace, 600 gp)
    Lover’s Boon (4 doses of contraceptive, 10 gp)
    Bewitching Powder (-2 penalty to Will saves, 1 hour, 50 gp)
    Perfume of Allure (+2 alchemical bonus to Cha, 1d3 hours, 50 gp)
    Steamcloud (Fine and sturdy camel; solid white in color, +2 Con, 125 gp)
    Zills, masterwork (100 gp)
    Ink (1 vial, 8 gp)
    Inkpen (1 sp)
    Mirror (small steel, 10 gp)
    Parchment (10 sheets, 2 gp)
    Soap (2 lbs, 1 gp)
    Perfume (varying scents, 5 gp)
    Entertainer’s Outfits (3 dancing outfits, 1 comprised mostly of veils, 1 strung with small bells, 9 gp)
    Courtier’s Outfits (8 outfits of varying colors and styles, 240 gp)
    Noble’s Outfits (3 of differing colors and styles, 225 gp)
    Jewelry (of differing styles, types, and gems, 2,780 gp total)
    Jewelry Box (locked with Good lock and finely carved, 120 gp)


    Money
    GP: 64
    SP: 9

    Note – Her jewelry can be used as additional currency, as needed.

    Twice-Cursed, intelligent ribbon dagger, 10th level: hardness 5, hp 10; Communication: Empathy; Perception: Sight, Darkvision, and Hearing; AL CN; SV Fort +9, Ref +7, Will +7; Str 12, Dex 8, Con -, Int 7, Wis 8, Cha 16.
    Skills and Feats: Sense Motive +12, Perform (dance) +7; Float, Attack, Sight, Darkvision, Increase Speed x2.
    Spell-Like Abilities: 1/day – detect poison, mage hand, mage armor, color spray, true strike, blur, cat’s grace, bull’s strength, remove curse, break enchantment. 2/day - detect magic, cure moderate wounds.

    Twice-Cursed is a +1 native-outsider detecting (60’), roguefriend (+1d6 SA) ribbon dagger. A year ago a pair of harem girls attempted to escape their harem. One of the girls was slain before they could scale the wall, and her blood wet the ribbon dagger her friend was carrying. Part of her spirit entered it, and as the weapon had unknowingly been partially enchanted, the weapon became somewhat intelligent.
    Twice-Cursed is female, and has a strong independent streak. She doesn’t have all the memories that her human self once possessed, but she utterly loathes being confined, and will aid her bearer in any way she can to free them. With the ability to attack under her own power, she is willing to throw herself into battle on behalf of her owner.
    She can fly at a speed of 30 ft., and attacks at +9/+4, for 1d3+2 damage, x2 crit, has 5 ft. reach, and if thrown has a range of 20 ft. She can see, hear, and has darkvision 60 ft. She can only communicate to her owner through surges of emotion. If she’s sensing someone’s motive for her owner, she will send a surge of the emotion she is sensing to her owner. Her spell like abilities she can cast on herself or her owner as requested.

    Appearance:
    Shalah is a beautiful, lithe young woman with an innate grace that speaks of many years of dancing; indeed, every step seems a dance in itself. She dresses extravagantly in the colors of gold and red, both of which complement her natural coloring. Her hair is a deep gold tinged with red highlights that shift when she moves; her skin is a golden bronze, and her eyes reflect the depths of molten gold themselves. Her exotic, slanted eyes are fringed with dark lashes, and her perfect, full-lipped smile beneath her light veil has been known to stress even the most stern of men’s self-control. Once called the Radiant Star of Sultan’s Ala’Kamal’s harem, her beauty supports such a claim, as she seems to nearly glow with an internal fire.

    Personality:
    Shalah’s moods and favorites tend to flow like the river, in keeping with her name; she can be frivolous and forgetful, and she rarely settles down to one opinion for long. Her only true loves are music, dance, and song. However, she is a deeply caring woman, and dislikes to hurt anyone’s feelings, instead wishing to spread only pleasure and happiness wherever she treads. She neither looks nor acts her true age, and most take her to be far younger than her age.

    Background:
    A blowing sandstorm obscured the trail, and Caravan Master Emir was hopelessly lost. Suddenly, an oasis and sudden calm, the eye of the storm, rose up out of the desert in front of his caravan. Emir directed his outriders and wagons to the small oasis, blessing his guardian spirits for this unknown oasis. However, the oasis wasn’t uninhabited, nor was the caravan unexpected.

    An old woman awaited Emir there, along with a young, graceful, and beautiful maiden. The crone immediately demanded to speak with him, declaring that she could not wait any longer. Directing his men to make camp at the oasis until the storm stopped, he wearily acceded to her demands. However, he was soon to wish that he had passed the oasis by.

    The old woman claimed that she had directed his caravan here, and caused the sandstorm to facilitate their meeting. She presented the maiden at her side, naming her Shalah, and ordered Emir to deliver her with all speed to the city of Binum, which was the caravan’s destination. “There you will find an individual by the name of Abra – a free woman, an experienced courtesan. You will deliver Shalah, untouched and unharmed, to this woman.” She further explained that she had raised the maiden by herself at the oasis, but she was old and the desert would soon surely claim her, and Shalah should not be left alone.

    Emir was stunned. The young woman, Shalah, was beautiful and desirous, and the crone’s idea of simply handing her over to a strange man and trusting him to accomplish these deeds with Shalah’s honor intact was insane! The crone seemed to hear his unspoken thoughts, however, for she once again spoke. “Shalah will not be touched by mortal man until 40 years have passed – do not mistake her for being defenseless. Should she be defiled while in your company, you and all your men will suffer most horrendously for eternity.” Afraid, Emir declared he was departing, and his men, unnerved by the unnatural serenity about the oasis that appeared on no map while the sandstorm raged outside, agreed.

    “You will take Shalah with you.” The crone’s words were not a question, and her eyes seemed to bore into Emir’s soul. Even more frightened, he reluctantly agreed. Shalah, who had until this point said not a word, thanked him, then the crone, calling her ‘Aunt’. She picked up the meager bad of possessions that lie at her feet, and followed Emir to his caravan.

    The men were upset and unhappy about Shalah’s joining the caravan, but Emir placed her in his personal wagon and watched over her like a precious daughter. He made no mention to his men about the old woman’s words, only that Shalah was to be treated with all respect due a lady of nobility.

    Shortly after the caravan moved out of the oasis into the teeth of the storm, the winds died. When Emir looked back, the oasis was nowhere to be seen. He shuddered and continued on his way. Although they were indeed close to Binum, it was still several days travel, and before long the men started eying Shalah sideways and muttering about ‘genie-kin’ and ‘curses’. Emir took all care to stifle such words, and always cut them off where Shalah could hear; he was afraid that she might take it into her head to curse them for their words.

    It was with much relief that the city of Binum rose into view. Immediately upon the caravan making rest, Emir took Shalah, bundled as appropriate for a woman, in search of this Abra.

    As luck, or possibly Fate, would have it, Abra was passing through the marketplace with her women. Upon hearing that a caravan master was asking for her, she sent one of her boys to find him. He returned shortly, trailing Emir and Shalah and introduced Emir, bowing.

    Abra studied Emir and the strange young woman at his side as she waited for him to speak. He explained the circumstances surrounding the last two weeks, and Abra gazed with surprise at Shalah. Then, thanking Emir (who was happy to be free of such a burden), she brought Shalah to her side and to her house. She spoke long with Shalah, learning her history of being brought up in the lonely oasis by the old woman she only knew as “Aunt”. Abra declared Shalah to be the Flower of the Hidden Oasis and offered to train her.

    Thus was Shalah trained in the graces and knowledge of the court and nobility. She was given all the best tutors, and the most attention to help her succeed. She was trained as a high courtesan, one that Abra predicted would serve even in the court of the Sultan. During this time, although trained in the arts of pleasure, she remained a maiden as predicted.

    Shalah learned quickly, but Abra kept Shalah by her side, her trusted companion and confidant. Shalah, with her graceful and kind ways, had grown precious to Abra – and as the years passed and Shalah did not show any signs of aging, Abra realized that she was also not of human blood. Knowledge of Emir’s story along with certain of Shalah’s abilities lead Abra to believe that Shalah was of the accursed Genie blood, and fear of what would happen if others discovered this caused Abra to keep Shalah even closer.

    40 years past, as prophesied. Abra was an old woman, and Shalah just as young and beautiful as she had been when she first came to Abra, albeit much more knowledgeable and skilled. Abra realized that she could not much longer protect Shalah from the world; although a capable woman, Shalah could not possibly protect herself from all the evilness and hate that the world had to offer, especially should the truth of her heritage become public knowledge. But she could not stand to send Shalah away.

    Abra reached a compromise. She was a powerful woman, having had to be with no husband, father, or brother to care for her, and wanting none. She was also one of the premier educator and tutors of concubines and courtesans, and in the City of Beauty, a very well known personage. She spoke with Shalah for some time, getting her opinion and giving her own suggestions. They came upon an agreement.

    So it was that she sent a message to the court of Sultan Ala’Kamal. She declared that she had a individual suitable for his harem, and no other’s – a young lady who had the benefit of many long years of Abra’s training and culture, and who had been given secrets that no other student of Abra had (all of which was true).

    The claim met the ears of the Sultan, who upon hearing this desired greatly to see this individual. A summons to the court was sent, and Abra rejoiced. Dressing in her best, she commanded Shalah to make herself as beautiful as possible, and that she did. Taking the kanoun that was her preferred instrument, as well as a set of zills, they set out for the palace.

    The interview with the Sultan went beautifully, with Shalah first playing the kanoun and singing beautifully, then using the zills in an exotic dance. The Sultan was mesmerized, and claimed Shalah for his harem, gifting Abra with gold, jewels, and prestige beyond measure for the rest of her days.

    Shalah was the favorite of the Sultan for a time, and called his Radiant Star - until Nadeeda arrived at the harem. Her intelligence, wisdom, and legendary beauty captured the Sultan’s attention, and Shalah lost her place as favorite.

    This did not upset Shalah though, as she believed in pleasure and the joy of a new relationship above all else, and welcomed the enjoyment of the Sultan in his new prize. She was still favored as an entertainer, and was often summoned to play or dance for the Sultan or his company. She was often requested by honored guests to attend them at night, but the Sultan granted her only to his most honored guests, something that the pleasure-loving Shalah did not regret.

    Shalah thrived in the harem environment for nearly twenty years. She ignored the backbiting and idle gossip of the harem for the most part, although she kept her ears open for truly important news. Indeed, there was occasionally gossip about her never-changing beauty; but the Sultan’s forbiddance to speak of such things ended it quickly. She loved entertaining, both publicly and privately, and those who spoke long with her discovered that she was bright and kind. She hungered for stories of all types, and would often approach new arrivals to the harem for comfort and as a confidant. There were many in the harem that considered her a good friend, and all was good with the world.

    Thus it was she was one of the first to meet and become friends with Samira. The young woman’s beauty was stunning, and she instantly fascinated Shalah. She became fast friends with Samira, who was the most dazzling creature in the harem. Indeed, it wasn’t long before Sultan Ala’Kamal himself declared Samira to be his jewel, and made her his favorite.

    Fascination eased into infatuation, and Shalah spent almost all her time with the young Samira, who was equally smitted with Shalah. The two became lovers, and close friends – a bond that held even through Samira’s mysterious abduction and return.

    However, their happy time together was not to be long. Takiyah, a good friend of Shalah’s, and by extension Samira’s, asked for a boon. Takiyah was also a relative newcomer to the harem, and never took well to the life in the gilded cage. She wilted, becoming sick often. She begged Shalah to help her escape, to which Shalah agreed readily. Shalah, in turn, asked Samira to help – for the newest harem-girl was also swiftly gathering the reins of power in the harem. Samira agreed, and they devised a plan.

    Shalah was to accompany Takiyah across the grounds and to the wall, and there help her escape – then return to the harem. The guards were convinced or bribed to be elsewhere, and told at what time to ring the alarm.

    Unfortunately, Nadeeda, the jealous displaced harem-leader, overheard part of the plan. Thinking that it was Shalah who was to escape, she sent thugs to kill her and repay Samira in misery for Nadeeda’s loss of prestige.

    The appointed day and time came. The two girls went about the plan, while Samira was entertaining the Sultan. However, as they came to the wall, Nadeeda’s thugs leapt out. Confused by two girls when there should have only been one, they attacked. Shalah, with her athletic nature and years of experience dancing in the harem, leapt out of the way of danger – but Takiyah was not so lucky. She had enough time to bring out a ribbon dagger that she had been making, and use it to attack – but the thug’s falchion ran her through. Shalah screamed Takiyah’s name, and grasped her fallen friend’s ribbon dagger to attack. However, the thugs were unimpressed with the small weapon, and continued closing in. Realizing that they had blocked her way back to the palace, and would certainly kill her, Shalah turned and ran towards the city, tears streaming freely down her face and voicing silent apologies to Takiyah for failing to save her and Samira for leaving her.

    Once out into the nighttime city, Shalah realized that she couldn’t run forever. She was drawing attention even on the nearly abandoned streets. She slipped around a corner and used her small skills at being non-obtrusive to hide from those following her. Her mind raced. She couldn’t return to the palace – if she managed to return unharmed by those who had attacked her (for she had no idea who had set them upon she and Takiyah), she would be punished for escaping – and she shuddered to think what kind of punishment might occur. The only choice left, then, was to continue with Takiyah’s plan – meet her contact and leave. She gathered a modest cloak from someone’s backdoor to cover her harem-attire, and slipping it on, she quietly walked to where Takiyah had said she was to meet her patron.

    She met with the merchant-prince Dharr, and quietly explained her situation, showing him Takiyah’s bloodied ribbon-dagger and choking back tears. Dharr took pity upon the young-appearing woman, and Shalah convinced him to take her in Takiyah’s place. That very night, as planned, Dharr’s caravan left for the nearby city of Sagheer.

    A year has passed since Shalah came to be with Dharr, having secured him as a patron. He considers her music delightful, and she has often played for him at his frequent dinner parties. He considers her more of a friend than a possession, and allows her to do as she pleases… within reason. Dharr had taught the heretofore-sheltered Shalah quite a bit about the world outside the harem, and Shalah, as always, has learned quickly.

    Shalah was also surprised to learn that Takiyah’s ribbon-dagger, which she had carried faithfully since Takiyah’s death, had been imbued with a portion of Takiyah’s soul. One day while walking in the market alone, she was cornered by several street thugs who found her beauty and apparent wealth far too much to let walk by. Cornered and unable to run as they closed in, Shalah was about to call for help and cast a spell, when to her surprise, the ribbon-dagger that she held flew out of her hand and attacked the leader, scoring a deep blow across his eyes. Screaming and holding his hands over his face, he stumbled backward and out of the alley, his friends chased out the same way by the dagger. Once they left, it flew back to her and alighted gentle as a bird in Shalah’s hand. Ever since that day, she has been able to sense emotions and feelings from the dagger. She calls the dagger Twice-Cursed, a homage to Takiyah’s life – caged in a harem, then murdered as she attempted to escape the gilded cage.

    Since her escape, Shalah had a few letters smuggled back to Samira, always to let her know that Shalah was doing well; but it is very dangerous to do so, and after a messenger was captured and the (fortunately, coded) letter was read, Shalah has not sent any more save one to answer the increasingly frantic letters from Samira.

    Shalah has also found her infatuation for Samira to be just that – infatuation, although at the time Shalah was certain it was love. She is still fond of Samira, and considers her a good friend. She has taken the name Ala’Kamal’s Fallen Star to reference the old name of Radiant Star he had labeled her with; although in ordinary circumstances, she simply uses FallenStar.
    Last edited by Brother Shatterstone; Wednesday, 20th April, 2005 at 12:34 AM.

  • #8
    Tariq Salim, Premier Jewel Merchant of the Six Cities
    Male Gemchild (1) Shasa (3) Sorcerer 9/ Monk 7

    Character level: 10
    Alignment: Lawful Neutral
    Chosen Spirits: Feloram
    City: Sagheer
    Height: 5' 11''
    Weight: 174 lbs
    Hair: Dark Blue
    Eyes: Green, cat-like
    Skin: Pale blue
    Age: 128

    Str: 19 (+4) [15 base, +2 racial +2 gauntlets]
    Dex: 18 (+4) [14 base +2 racial, -2 racial, +4 gloves]
    Con: 16 (+3) [14 base +2 racial]
    Int: 14 (+2) [14 base]
    Wis: 21 (+5) [16 base, +4 periapt, +1 at 4th level]
    Cha: 25 (+7) [16 base, +4 racial, +4 cloak, +1 at 8th level,]

    Class and Racial Abilities
    Gemchild abilities - +2 Cha, +2 Str, -2 Dex, +2 racial bonus vs earth spells and effects, immune to petrification, +2 on Appraise and Craft checks dealing with gems, +2 on Diplomacy and Bluff checks, can cast light twice a day for 10 minutes, can sense the presence of precious gems within 10 ft, cast Stoneshape 1/day, darkvision 60 ft, Native outsider

    Shasa- +2 Dex, +2 Con, +2 Cha, base speed increased by 10 ft, natural armor increase +4, 2 claw attacks at +8, 1d4 + Str damage, empathy at will, disguise self 3/day
    DR 5/magic or piercing

    Sorcerer abilities – Summon familiar, spells

    Monk abilities – Bonus feat (Stunning fist), flurry of blows, unarmed strike (Attack damage 2d6), bonus feat (Combat reflexes), evasion, still mind, ki strike, purity of body, bonus feat (Improved disarm), slow fall 30 feet, wholeness of body, monk AC bonus +1, unarmored speed +20 feet


    Hit Dice: (3d8) + 7d8 +30
    HP: 92
    AC: 27 {10 base + 4 Dex + 5 Wisdom + 2 Armor [from bracers] + 2 Monk + 4 Natural)
    Init: +4 (+4 Dex)
    Speed: 50 ft

    Saves
    Fortitude: +8 [5 Base + 3 Con]
    Reflex: +9 [5 Base + 4 Dex]
    Will: +10 [5 Base + 5 Wis]

    BAB: +5
    Melee Atk: Unarmed Strike: +10 (2d6+4/20/x2/B)
    Ranged Atk: +9

    Skills
    Appraise: +10 (6 ranks + 2 racial + 2 Int)
    Bluff: +13 (4 ranks + 7 Cha +2 racial)
    Climb: +13 (4 Str +10 rod)
    Concentration: +15 (8 ranks + 3 Con + 4 feat)
    Craft (Gem cutting): +10 (6 ranks + 2 Int +2 tools)
    Diplomacy: +15 (6 ranks + 7 Cha +2 racial)
    Hide: +14 (4 Dex + 10 rod)
    Knowledge (Arcana): +8 (6 ranks + 2 Int)
    Listen: +11 (6 ranks + 5 Wis)
    Move Silently: +17 (4 Dex + 10 rod + 3 familiar)
    Profession (Merchant): +11 (6 ranks + 5 Wis)
    Sense Motive: +11 (6 ranks + 5 Wis)
    Spellcraft: +10 (8 ranks + 2 Int)
    Spot: +11 (6 ranks + 5 Wis)


    Feats:
    Alertness (When Aliyy is within 10 ft)
    Weapon proficiency (Unarmed Strike) (1st level)
    Dodge (3rd level)
    Spell Penetration (6th level)
    Craft Wondrous Item (9th level)


    Languages: Keldev (Common), Atiik, Nessarine.

    Spells Per Day: 0th – 6. 1st – 8. 2nd – 8. 3rd – 8. 4th – 5.
    Spells Known 0th – 8. 1st – 5. 2nd – 4. 3rd – 3. 4th - 2
    Save DC +7
    0th - Prestidigitation, Arcane Mark, Open/Close, Mage Hand, Touch of Fatigue, Detect Magic, Light, Mending.
    1st - Shield, Mount, True Strike, Charm person, Magic Missile.
    2nd - Detect Thoughts, Cat’s Grace, Rope Trick, Mirror Image.
    3rd - Suggestion, Touch of Vampirism, Blink.
    4th - Greater Invisibility, Dimension Door.

    Equipment

    Malik’s BeltMonk’s belt 13000
    Graceful movementBoots of Dexterity +4 (Created for 8000 gp, 640 xp)
    Maiden’s desireCloak of Charisma +4 (Created for 8000 gp, 640 xp)
    Wisdom of the EastPeriapt of Wisdom +4 (Created for 8000gp, 640 xp)
    Inner StrengthGauntlets of Ogre Power 4000
    Uncanny defense - Bracers of Armor +2 4000
    Self-sustaining - -Ring of sustenance 2500
    Stranger's Generosity - Rod of Cats
    Backpack 2 gp
    Bedroll 1 sp
    Trail rations x5 days 5 gp
    Waterskin x2 2 gp
    MW Artisan’s tools 55 gp
    Spell component pouch 2 gp
    Artisan’s outfit 4 gp
    Noble’s outfit 10 gp


    Money
    1,419 gp, 9 sp

    Aliyy, cat familiar: Tiny magical beast; HD 10: hp 56; Init +2; Spd 30 ft.; AC 19, touch 18, flat-footed 17; Base Atk +5; Atk Claw +7 melee; Full Atk 2 claws +7 melee (1d2-4) and bite (1d3-4); Space/Reach 2 1/2 ft./0 ft.; SA --; SQ low light vision, scent, deliver touch spells, improved evasion, speak with master, Alertness, share spells, empathic link, speak with master, speak with animals of kind; AL N; SV Fort +5, Ref +7, Will +6; Str 3, Dex 15, Con 10, Int 10, Wis 12, Cha 7.

    Skills and Feats: Balance +10, Climb +6, Hide +14, Jump +10, Listen +3, Move Silently +6, Spot +3; Alertness.
    Aliyy came to Tariq a few years ago, and they have been together ever since. Aliyy is really quite spoiled, having all the cream he can drink and a silk cat bed in a comfortable corner of wherever Tariq happens to be staying

    Appearance: Tariq is unusually tall for one of his kind, with long dark blue hair that is always neatly tied back. Even when traveling, he prefers the rich clothing of the nobles, or at least the comfortable robes of an artisan.

    Personality: Tariq has two primary goals, and he intends to do what he must in order to achieve them. He can be kind and charming when it suits him, but when he not putting on a façade to impress the nobility, he is quiet and thoughtful.

    Background: Nasser was a successful merchant. He was handsome, wealthy, and quite charming. His travels tended to take him to many cities and villages, and one day the caravan brought him to Hatir, where he met A’ishah. She was Hatir’s most beautiful woman, and she fell madly in love with Nasser. They became lovers, and when the caravan moved on, Nasser promised that he would soon return for A’ishah.

    Days turned to weeks, weeks to months, and A’ishah became great with child. Her parents supported her, despite the great shame involved in becoming pregnant out of wedlock. A’ishah was shunned by the others of the village.

    At last, Tariq was born, but there was no celebrations surrounding his birth. A few days after his birth, A’ishah realized that Nasser was never coming back to her. In her desperation, she threw herself from a mountain peak.

    Despite the loss of their child, A’ishah’s parents raised Tariq, until they finally died of old age, around his 18th birthday. He had no reason to stay in Hatir, as he was shunned as his mother had been. He set out to see the world, and to find the father that he had never known.

    His first stop was nearby Sagheer, where a jeweler named Hasim recognized him for his talents as a gemchild. Hasim took Tariq as his apprentice and taught him gemcraft and the ways of the merchant. Hasim’s bodyguard, Makim, taught him the ways of unarmed combat, to better defend his wares. And in secret, Tariq studied the ways of magic, which he seemed to have a knack for.

    When his apprenticeship was over, seven years later, Tariq set off into the world to ply his trade. He traveled with the caravans to each of the seven cities, selling gems to affluent customers. In his travels, he saw the wealth of the nobles. Having come from such meager beginnings, he longed for such riches himself.

    However, he never forgot the reason he left his village in the first place. Somehow, he was determined to locate the man who was his father. He did not know what he planned to do when he found Nasser, but he figures that the Spirits will show him when the time comes.
    Last edited by Dark Nemesis; Friday, 16th July, 2004 at 04:40 AM.
    "It is a man's own mind, not his enemy or foe, that lures him to evil ways." -Buddha

    Here is a list of the games I play in and the games I DM.

  • #9
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    Acolyte (Lvl 2)

    Rystil Arden's Avatar

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    Shalah, Flower of the Hidden Oasis and Ala’Kamal’s Fallen Star

    Shalah, Flower of the Hidden Oasis and Ala’Kamal’s Fallen Star

    Female Human Genie-Kin3/Rogue1/Monk2/Telepath10/Seductress4

    Character level: 10

    Alignment: Chaotic Good

    Chosen Spirits: Spirits of Beauty, Pleasure, and Entertainment

    City: Formerly Binum; more recently Sagheer

    Height: 5' 7''

    Weight: 120 lbs

    Hair: Red-tinged gold

    Eyes: Molten Gold

    Age: 129




    Str: 10 (+0) [0 points, +2 racial]

    Dex: 16 (+3) [6 points, +2 racial]

    Con: 12 (+1) [4 points]

    Int: 26 (+8) [16 points, +2 racial, +2 level, +4 Sash]

    Wis: 14 (+2) [4 points, +2 racial]

    Cha: 22 (+6) [16 points, +4 Silks]




    Class and Racial Abilities

    Genie-Kin abilities - Natural AC +1. Spell-like abilities - 1/day enlarge person, invisibility, reduce person, speak with animals as a first level caster. Save is 10 + spell level + Cha mod. Planar Jaunt (Sp): 1/day a genie-kin can travel to any elemental plane, the Astral plane, or the Material Plane as though using planeshift cast by a 13th level caster. The genie-kin and any willing creatures brought along appear at a random location on the destination plane. The genie-kin and the creatures brought on the planar jaunt remain on the other plane (or any location on any plane they go from there) for 1 minute per racial HD of the genie-kin (minimum 1 minute). When this duration expires, the genie-kin and all creatures on the planar jaunt return to their original positions on their origin plane. An effect that suppresses or dispels planar jaunt sends the genie-kin back to the exact places from where they left. If the space where a creature on the planar jaunt is occupied upon its return, it appears in the nearest unoccupied space. Fire resistance 5. +2 Str, +2 Dex, +2 Int, +2 Wis. Improved Initiative as a bonus feat.




    Rogue abilities- Sneak attack +1d6, Trapfinding




    Monk abilities- Bonus Featx2, Flurry of Blows, Unarmed Strike, Evasion,




    Telepath abilities- Bonus Featx3, 21 Powers Known, 123 PsP per day




    Seductress abilities – Spellcasting, Seduce, Alluring, Seducer’s Kiss I,II, Exotic Defense, Seductive Art, Alchemy of Love




    Hit Dice: (3d8+3) + 2d8 + 8d6 + 10

    HP: 81 [8+(4*6)+(8*4.5)+13]

    AC: 20 (+3 Dex, +1 natural, +6 circumstance [exotic defense])

    Init: +7 (+3 Dex, +4 Improved Initiative)

    Speed: 30 ft




    Saves (nonmagic saves in parens)

    Fortitude +8 (7) [+5 2/3 base, +1 Con, +1 Slippers, +1 Nymph's Kiss vs Spells and Spell-like]

    Reflex +12 (11) [+7 base, +3 Dex, +1 Slippers, +1 Nymph's Kiss vs Spells and Spell-like]

    Will +11 (10) [+7 base, +2 Wis, +1 Slippers, +1 Nymph's Kiss vs Spells and Spell-like]




    BAB: +7/+2 (7 ½)

    Melee Atk: +8/+3 (1d3+1/19-20/x2/S, Twice-Cursed [+1 native outsider-detecting, roguefriend, ribbon-dagger])




    Skills

    Appraise +8/+10 [0 ranks, +8 Int, +2 synergy from Craft for alchemical items]

    Autohypnosis +5 [1.0 ranks, +2 Wis, +2 synergy from Concentration]

    Balance +5 [0 ranks, +3 Dex, +2 synergy from Tumble]

    Bluff +26 [13 ranks, +6 Cha, +2 Persuasive, +3 circumstance [Persuasion] from Bracelets, +2 circumstance [Fey Splendour] Nymph's Kiss]

    Concentration +14 [13 ranks, +1 Con]

    Craft (alchemy) +13 [5 ranks, +8 Int]

    Diplomacy +38 [13 ranks, +6 Cha, +2 Trustworthy, +2 Alluring, +2 synergy from Bluff, +2 synergy from Knowledge (nobility and royalty), +2 synergy from Sense Motive, +3 unnamed from Friendly Psicrystal, +1 competence from Seductive Art, +3 circumstance [Persuasion] from Bracelets, +2 circumstance [Fey Splendour] Nymph's Kiss]

    Disguise +34/+36 [13 ranks, +6 Cha, +2 synergy from Bluff to act IC, +10 unnamed from Veil, +3 circumstance [Persuasion] from Bracelets, +2 circumstance [Fey Splendour] Nymph's Kiss]

    Escape Artist +8 [5 ranks, +3 Dex]

    Forgery +8 [0 ranks, +8 Int]

    Gather Information +28 [13 ranks, +6 Cha, +2 Trustworthy, +2 synergy from Knowledge (local), +3 circumstance [Persuasion] from Bracelets, +2 circumstance [Fey Splendour] Nymph's Kiss]

    Hide +8 [5 ranks, +3 Dex]

    Intimidate +15 [0 ranks, +6 Cha, +2 Persuasive, +2 synergy from Bluff, +3 circumstance [Persuasion] from Bracelets, +2 circumstance [Fey Splendour] Nymph's Kiss]]

    Jump +2 [0 ranks, +0 Str, +2 synergy from Tumble]

    Knowledge (arcana) +13 [5 ranks, +8 Int]

    Knowledge (history) +13 [5 ranks, +8 Int]

    Knowledge (local) +13 [5 ranks, +8 Int]

    Knowledge (nature) +13 [5 ranks, +8 Int]

    Knowledge (nobility and royalty) +13 [5 ranks, +8 Int]

    Knowledge (religion) +13 [5 ranks, +8 Int]

    Knowledge (the planes) +13 [5 ranks, +8 Int]

    Listen +4 [0 ranks, +2 Wis, +2 Alertness]

    Move Silently +8 [5 ranks, +3 Dex]

    Perform (act) +11 [0 ranks, +6 Cha, +3 circumstance [Persuasion] from Bracelets, +2 circumstance [Fey Splendour] Nymph's Kiss]

    Perform (comedy) +11 [0 ranks, +6 Cha, +3 circumstance [Persuasion] from Bracelets, +2 circumstance [Fey Splendour] Nymph's Kiss]

    Perform (dance) +11 [0 ranks, +6 Cha, +3 circumstance [Persuasion] from Bracelets, +2 circumstance [Fey Splendour] Nymph's Kiss]

    Perform (keyboard instruments) +11 [0 ranks, +6 Cha, +3 circumstance [Persuasion] from Bracelets, +2 circumstance [Fey Splendour] Nymph's Kiss]

    Perform (oratory) +11 [0 ranks, +6 Cha, +3 circumstance [Persuasion] from Bracelets, +2 circumstance [Fey Splendour] Nymph's Kiss]

    Perform (percussion instruments) +15/+17 [0 ranks, +6 Cha, +2 circumstance from MW Zills, +3 circumstance [Persuasion] from Bracelets, +2 circumstance [Fey Splendour] Nymph's Kiss]

    Perform (sing) +24 [13 ranks, +6 Cha, +3 circumstance [Persuasion] from Bracelets, +2 circumstance [Fey Splendour] Nymph's Kiss]

    Perform (string instruments) +11/+13 [0 ranks, +6 Cha, +3 circumstance [Persuasion] from Bracelets, +2 circumstance [Fey Splendour] Nymph's Kiss]

    Perform (wind instruments) +11 [0 ranks, +6 Cha, +3 circumstance [Persuasion] from Bracelets, +2 circumstance [Fey Splendour] Nymph's Kiss]

    Ride +3 [0 ranks, +3 Dex]

    Search +8 [0 ranks, +8 Int]

    Sense Motive +16 [13 ranks, +2 Wis, +1 competence from Seductive Art]

    Sleight of Hand +7 [0 ranks, +5 Dex, +2 synergy from Bluff]

    Spellcraft +15/+17 [5 ranks, +8 Int, +2 synergy from Knowledge (arcana), +2 synergy from Use Magic Device for scrolls]

    Spot +4 [0 ranks, +2 Wis, +2 Alertness]

    Survival +4 [0 ranks, +2 Wisdom, +2 synergy from Knowledge (nature) aboveground]

    Tumble +16 [13 ranks, +3 Dex]

    Use Magic Device +24/26 [13 ranks, +6 Cha, +2 synergy from Spellcraft for scrolls, +3 circumstance [Persuasion] from Bracelets, +2 circumstance [Fey Splendour] Nymph's Kiss]

    Use Rope +3/+5 [0 ranks, +3 Dex, +2 synergy from Escape Artist involving bindings]




    Feats:

    Improved Initiative (genie-kin bonus)

    Persuasive (human bonus)

    Psicrystal Affinity (Telepath 1st)

    Nymph's Kiss (1st level)

    Improved Grapple (Monk 1st)

    Alertness (Psicrystal bonus)

    Combat Reflexes (Monk 2nd)

    Trustworthy (3rd level)

    Psionic Endowment (Telepath 5th)

    Alluring (Seductress 1st)

    Psionic Meditation (6th level)

    Greater Psionic Endowment [BoEM2] (9th level)

    Overchannel (Psion 10th)




    Languages: Keldev (Common), Nessarine, Atiik, Ignan, Sylvan, Celestial, Giant, Draconic, Aquan, Auran.




    Spells Per Day: 1st – 3. 2nd – 3.

    Spells Known

    1st—Charm Person, Cure Light Wounds, Hypnotism, Peacock's Beauty, Ray of Enfeeblement, Remove Fear, Sleep, Tasha’s Hideous Laughter

    2nd—Calm Emotion, Cat’s Grace, Cure Moderate Wounds, Daze Monster, Eagle’s Splendor, Endurance, Enthrall, Heroism, Hold Person, Rage, Suggestion

    DC 16 + spell level (+1 Enchantment, +2 Mind-Affecting and Language Dependent, +1 if Psionic Endowment is spent)




    Powers Known

    1st—Psionic Charm (T, M-A), Attraction (T, M-A), Telempathic Projection (T, M-A), Vigor, Inertial Armour, Mind Link (T, M-A), Sense Link (T, M-A)

    2nd—Psionic Suggestion (T, M-A), Aversion (T, M-A), Biofeedback, Swarm of Crystals

    3rd—Hostile Empathic Transfer (T, M-A), Body Adjustment, Dispel Psionics, Touchsight

    4th—Psychic Reformation (T, M-A), Psionic Dominate (T, M-A), Schism (T, M-A), Energy Adaptation

    5th—Power Resistance, Mind Probe (T, M-A)

    DC 18 + power level (+1 Enchantment, +2 Mind-Affecting and Language Dependent, +1 if Psionic Endowment is spent)




    Save DC +2 of mind-affecting and language-dependent spells and powers (Alluring)

    Save DC +1 of Enchantment/Telepathy powers (Amulet)




    Equipment




    Twice-Cursed – +1 native-outsider detecting, roguefriend ribbon dagger (Free Starting Item)

    Amulet of Celestial Bliss (+1 to DC of Enchantment/Telepathy powers, Necklace slot, 8000 GP)

    Silks of Ineluctable Desire (+4 enhancement bonus to Charisma, Torso slot, 16000 GP)

    Veil of Badoura's Deception (as Hat of Disguise, Lenses slot, 1800 GP)

    Shalah's Cerulean Circlet (Detect Water, Create Water, Control Water, just like Gi from Captain Planet!, Head slot, Free [for dancing to the Water Elemental])

    Bracelets of the Impassioned Sha'ir (+3 circumstance bonus to all Charisma-based skill checks, Arms slot, 4500 GP)

    Sash of the Courtesan's Whispers (+4 enhancement bonus to Intelligence, Belt slot, 16000 GP)

    Slippers of Serendipitous Sighs (+1 resistance bonus to Saves, Foot slot, 1000 GP)

    Lover’s Boon (4 doses of contraceptive, 10 gp)

    Bewitching Powder (-2 penalty to Will saves, 1 hour, 50 gp)

    Perfume of Allure (+2 alchemical bonus to Cha, 1d3 hours, 50 gp)

    Steamcloud (Fine and sturdy camel; solid white in color, +2 Con, 125 gp)

    Zills, masterwork (100 gp)

    Ink (1 vial, 8 gp)

    Inkpen (1 sp)

    Mirror (small steel, 10 gp)

    Parchment (10 sheets, 2 gp)

    Soap (2 lbs, 1 gp)

    Perfume (varying scents, 5 gp)

    Entertainer’s Outfits (3 dancing outfits, 1 comprised mostly of veils, 1 strung with small bells, 9 gp)

    Courtier’s Outfits (8 outfits of varying colors and styles, 240 gp)

    Noble’s Outfits (3 of differing colors and styles, 225 gp)

    Jewelry (of differing styles, types, and gems, 1,780 gp total)

    Jewelry Box (locked with Good lock and finely carved, 120 gp)




    Money

    GP: 64

    SP: 9




    Note – Her jewelry can be used as additional currency, as needed.




    Twice-Cursed, intelligent ribbon dagger, 10th level: hardness 5, hp 10; Communication: Empathy; Perception: Sight, Darkvision, and Hearing; AL CN; SV Fort +9, Ref +7, Will +7; Str 12, Dex 8, Con -, Int 7, Wis 8, Cha 16.

    Skills and Feats: Sense Motive +12, Perform (dance) +7; Float, Attack, Sight, Darkvision, Increase Speed x2.

    Spell-Like Abilities: 1/day – detect poison, mage hand, mage armor, color spray, true strike, blur, cat’s grace, bull’s strength, remove curse, break enchantment. 2/day - detect magic, cure moderate wounds.




    Twice-Cursed is a +1 native-outsider detecting (60’), roguefriend (+1d6 SA) ribbon dagger. A year ago a pair of harem girls attempted to escape their harem. One of the girls was slain before they could scale the wall, and her blood wet the ribbon dagger her friend was carrying. Part of her spirit entered it, and as the weapon had unknowingly been partially enchanted, the weapon became somewhat intelligent.

    Twice-Cursed is female, and has a strong independent streak. She doesn’t have all the memories that her human self once possessed, but she utterly loathes being confined, and will aid her bearer in any way she can to free them. With the ability to attack under her own power, she is willing to throw herself into battle on behalf of her owner.

    She can fly at a speed of 30 ft., and attacks at +9/+4, for 1d3+2 damage, x2 crit, has 5 ft. reach, and if thrown has a range of 20 ft. She can see, hear, and has darkvision 60 ft. She can only communicate to her owner through surges of emotion. If she’s sensing someone’s motive for her owner, she will send a surge of the emotion she is sensing to her owner. Her spell like abilities she can cast on herself or her owner as requested.
    Last edited by Rystil Arden; Friday, 29th April, 2005 at 02:13 AM.

  • #10
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    Novice (Lvl 1)

    James Heard's Avatar

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    USA
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    ø Ignore James Heard
    My communities:

    Tarek al Saoud, revised

    Tarek al Saoud, Wrath of the Spirits, Protector of the Pillars
    Fighter 9/ Rogue 10 Gemchild (Mineral Genasi Ecl+1)
    Character level: 10
    Alignment: Lawful Good
    Chosen Spirits: Justice and Earth
    City: tbd
    Height: 5'8"
    Weight: 190lbs
    Hair: Black
    Eyes: Emerald Green
    Age: 34
    Experience: 45,000 xps

    Str: 16 (+3) [6 points, +2 Racial]
    Dex: 10 (+0) [4 points, -2 Racial]
    Con: 16 (+3) [10 points]
    Int: 16 (+3) [10 points]
    Wis: 15 (+2) [8 points]
    Cha: 18 (+4) [6 points, +2 Racial, +2 Level]

    Racial Abilities
    +2 Cha, +2 Str, -2 Dex
    +1 Racial Bonus vs. Earth Spells & Effects, which increases every 5 levels (Currently +2)
    Cannot Be Petrified
    +2 Racial bonus to Appraise & Craft checks dealing with gems
    +2 Racial bonus to Diplomacy & Bluff checks
    Shed Light as torch from skin 2/day
    Unerring sense direction to semi-precious & precious gems within 10'
    Medium Size
    Speed 20ft
    Darkvision 60ft
    Native Outsider
    Terran as free bonus language

    Class Abilities
    Sneak Attack +5d6
    Evasion
    Improved Uncanny Dodge
    Trap Sense +3
    Special Ability (Bonus Feat)

    Hit Dice: 10 + ((+8d10)*.75) + 30 Con
    Hit Points: 100
    AC: 13 [10 + 3 Bracers of Armor]

    Initiative: +0
    Speed: 30ft [20ft +10 Sandals of Striding & Springing]

    Saves
    Fortitude +9 [+3 Con]
    Reflex +7 [+0 Dex]
    Will +5 [+2 Wis]

    BAB: +9/+4

    Melee Atk:
    +16 [+2 Magic +3 Str +2 GWF] +2 Merciful Shortspear 1d6+7 x2 [+2 Magic +3 Str +2 WS]
    Ranged Atk:
    +13 [+2 Magic +2 GWF] +2 Merciful Shortspear 1d6+7 x2 [+2 Magic +3 Str +2 WS]

    Skills: (44 1st + 11/level)
    Appraise(Int) +5 [2 Ranks +3 Int]
    Bluff(Cha) +13 [4 Ranks +4 Cha +2 Racial +3 Circlet of Persuasion]
    Climb(Str) +5 [2 Ranks +3 Str]
    Craft-Poetry(Int) +14 [11 Ranks + 3 Int]
    Decipher Script(Int) +5 [2 Ranks + 3 Int]
    Diplomacy(Cha) +29 [13 Ranks +4 Cha +2 Racial +3 Circlet of Persuasion +2 Synergy Knowledge-Nobility +2 Synergy Sense Motive +3 Skill Focus]
    Escape Artist(Dex) +7 [7 Ranks]
    Gather Information(Cha) +19 [12 Ranks +4 Cha +3 Circlet of Persuasion]
    Handle Animal(Cha) +17 [10 Ranks +4 Cha +3 Circlet of Persuasion]
    Intimidate(Cha) +15 [8 Ranks +4 Cha +3 Circlet of Persuasion]
    Knowledge-Religion(Int) +12 [6 Ranks +3 Int +3 Skill Focus]
    Knowledge-Nobility(Int) +9 [6 Ranks +3 Int]
    Knowledge-History(Int) +9 [6 Ranks +3 Int]
    Listen(Wis) +4 [2 Ranks +2 Wis]
    Ride(Dex) +4 [4 Ranks]
    Search(Int) +5 [2 Ranks +3 Int]
    Sense Motive(Wis) +15 [13 Ranks +2 Wis]
    Spot(Wis) +15 [13 Ranks +2 Wis]
    Survival(Wis) +18 [13 Ranks +2 Wis +3 Skill Focus]

    Languages: Keldev, Terran, Nessarine, Attik, Ignan

    Power Points: 2
    Powers:
    Attraction [Manifesting Time: One Action, Range: Close, Duration 1hr, DC 15 Will, Effect: +4 bonus on interactions (Bluff, Diplomacy, Intimidate, & Sense Motive) ]

    Feats:
    Hidden Talent [Starting feat]
    Weapon Focus: Shortspear [Fighter 1]
    Power Attack [Fighter 2]
    Endurance [3rd lvl]
    Weapon Specialization: Shortspear [Fighter 4]
    Combat Expertise [Fighter 6]
    Skill Focus: Survival [6th lvl]
    Greater Weapon Focus: Shortspear [Fighter 8]
    Skill Focus: Knowledge-Religion [9th level]
    Skill Focus: Diplomacy [Rogue Special Ability: Bonus Feat]


    Equipment: gold 49,000 gp
    +2 Merciful Shortspear [18,302gp] "Majd al Malik" or "Glory of Kings"
    Ring of Sustenance [2,500gp]
    Sandals of Striding & Springing [5,500gp]
    Bracers of Armor +3 [9,000gp]
    Circlet of Persuasion [4,500gp]
    Heward's Handy Haversack [2,000gp]
    Keoghtom's Ointment [4,000gp]
    Golembane Scarab [2,500gp]
    Camel, "Halim" [30gp]
    Military Saddle [20gp]
    Camel Bridle [2gp]
    Saddlebags [4gp]
    Desert Outift
    Exquisitely Illustrated Holy Text "Beyond the Pillars" [50gp]
    Exquisitely Illustrated Holy Text "The Inner Doorway" [50gp]
    Exquisitely Illustrated Holy Text "True Devotion" [50gp]
    Jade & Agate Meditation Mandala [100gp]
    Ornate Bronze Torque [150gp]
    Ruby & Quartz-worked religiously-themed spear sheath, for camel [150gp]

    Money: 42gp

    Personality:
    Tarek rarely relies on anything outside his self, but is quick to courteously admire the achievements of others. Despite his former enslavement, he holds no ill-will against the nomadic tribes of the desert nor the institution itself particularly. Like the desert itself, Tarek can seem cold and emotionless unless his passions are stirred like the massive sandstorms that flay the meat off of sultan and slave alike. Though he is likened a priest of the Five Pillars, it is more as a courtesy of long familiarity and breadth of knowledge. He has aided them on so many occasions, trained so many of their warriors and even priests, that he is just accepted as a member of course. No matter what his widely ranging knowledge of the subject though, Tarek is not a believer in the faith as such. The Five Pillars are simply not something that he finds worthy of worshipping as such, so much as acknowledging that they are simply the way of the desert. To Tarek it would be as ridiculous as worshipping thunder simply because lightning rang. Though he has several opponents in this viewpoint, some scholars accept that Tarek's position upon the matter might be one of the most holy of all views. Tarek dismisses them as well.

    Appearance:
    Tarek rarely wears much clothing of any sort, prefering to wear long grey linen trousers and to keep his chest bare where all can see the ruinous scars that cover his body. Even for a gemchild his appearance is rare, as he seems to be characteristic of the traits of pearly othoclase or moonstone. As such, except for the pads of his hands and feet that are stained by years of hard use and his scars which mark his flesh with an angry pinkish grey, he is nearly stark white in skin tone. Set into that milky flesh are eyes of a deep dark opal brilliantly marked with emerald and yellow streaks. His hair is usually perceived as the most "normal" aspect about him. Deeply black, it is sometimes thought to be nearly the same sort of hair that a mere human might possess unless the light plays across it. Then the telltale brilliance of it reveals that it too is more akin to strands of black opal than anything possessed by humanity.

    Even though his appearance is extraordinary, Tarek rarely pays it any mind except to some purpose. His beard is kept short and cropped utilitarian, and he wears little jewelry that serves no purpose. Sometimes he favors a turban matching his trousers or a deeply crimson vest on formal occasions.

    Background:
    Tarek al Saoud was not always named thus, nor was his father named in such a fashion, nor his grandfather. Slaves don't have names. Tarek was born in the blistering wastes of the deep deserts between the watchful eyes of the Sultans, a casualty of the harsh desert winds and scalding heat nearly before he was even born. When the nomads found him there, crying and covered in grit, there was much debate on if it were at all wise to take on such a strange child. A curse upon the tribe perhaps, or worse, might befall those who meddled in the ways of Fate thusly. Eventually the chieftain's daughter, whose children were all born still and silent, pled the boy's case before her tribe. That is how Tarek came into this world, as a kindness from the unkind.

    Lest anyone believe his position admirable, know that the boy was different as few children are different anywhere and less are in the desperate tribes of the desert. He was not a member of the tribe, and the tribe had aided him, so he was a slave. He collected dung for the cooking fires, ate the carrion before the tribesmen dared to so that they could see if it were good or ill, and toiled in backbreaking labor. For his efforts he was beaten regularly, as his knotted shoulders and scarred flesh attest to. Beaten by the other children, the tribesmen, once he was beaten an inch from his life as a hospitality gesture for visitors with...peculiar tastes. Some children grow up dreaming of the people they might become when they're older. The boy dreamed of his name.

    Eventually as he grew older, other things about him became more apparent. Besides his scars, his flesh was well-turned and graceful. He was stronger and taller than the tribespeople, and always his strange flesh set him apart. The women of the tribe began to covet him and argued amongst themselves for the slave's favor. It became disruptive and disturbing to the men of the tribe, so one night they came as a group to the small place where the boy slept and beat him mightily and took his abused body away from camp to be left to die.

    When he awoke, he was nearly blind from the swelling and dehydrated. Still reeling from his injuries he wandered nearly aimlessly in the desert for months, surviving only on the merest of diets. When he came to the oasis that was a mere damp place of sand upon the ground he was in a near panic, for such places are always protected by the fiercest of desert guardians. This oasis, however, was strangely silent. The child tore his fingernails digging to the precious water, but eventually the shallow hole filled with sweet springwater. This was how the boy stopped being a slave, as a kindness from the desert.

    He found bones surrounding the frail oasis, and took handfuls of sand and wore at them until the bones became a blade. With a blade, he knew, he could stab at travellers and live. Such was the certain knowledge of thirteen year old ex-slaves.

    As fate would have it though, The young boy's first choice in banditry was nearly his last. He moved at night, like a pale shadow gleaming under the moonlight. He had passed over many other travellers because there were too many of them, or they had weapons. When he saw the single, lone traveller wandering below his rocky outcropping he almost shouted with jubilation. More so, for the fellows obvious age and wealth. With a whoop he fell upon the old man. He stabbed at him, with every tendon in his body poised in the most lethal fashion he could twist them into. He expected the old man to shriek and die, but instead the man turned his robe and danced with him. The boy was nearly in tears with frustration, such was his plight. He had dearly underestimated this man, who laughed at him in the moonlight - not even bothering the draw his weapon as he mocked Tarek's incompetence. Finally he fell to his knees, resigned and exhausted.

    "Take my life now, old man. The desert has tried twice and liked it not, the tribesmen of the desert took me and liked it not as well. If it be in your fate to do this, wield your blade upon me and finish what they would not."

    The old man paused and rubbed his white beard.

    "What is your name slave, and who is your master?"

    The boy's eyes burned with hatred and he scowled.

    "I have no name, but I am no man's slave save myself," he nearly shouted.

    At that the old man's mirth seemed boundless and he bent nearly double with laughter. Seeing a chance, the boy lunged to strike for his bone-edged blade to stab at the man. Before his hand came with any distance of the knife though, the old man's hand held him at the throat and in the air with all laughter exchanged for menace.

    "Well slave who is a slave to no one, know this: You amuse me mightily and so you shall live though you seek to disrupt my courtesy. If you apologize I might even let your stones see the next day's dawning, but you shall have to pledge to always obey the rules of courtesy."

    So a relationship was born. The old man, who was the first man to hold the name Tarek al Saoud, was upon a pilgrimage to Harr to teach the young warriors of the Faith there as a reward from his Master. For years, the relationship was much the same as it was before in the tribe. The boy tended to the old man's medicines, and learned his letters so that he could carry messages around the city. He was the old man's nightly sounding board, to express his opinions upon various things that the elder Tarek deemed interesting.

    Finally, years later, the old man came to the boy one morning.

    "Boy, you have been here with me for all these years and tended to me and aided me though I have rarely asked you to do so, with no offering in return. I am old and will die soon, what can I give to you to sooth my passing? How may I repay you? Shall I give you gold? Jewels? If only I had a kingdom, child, I would pass it to you gladly!"

    The boy considered this.

    "I have no need for gold or jewels, and even if you owned a kingdom I am no man yet to rule one."

    The old man smiled.

    "See? You are wise beyond your years even so! I shall give to you what you will not turn away then."

    "And that is?"

    "Everything I have already given you, and more. I shall teach you to be the man who would rule a kingdom, even if that kingdom is the kingdom of yourself."

    So the boy's training began. The way of the blade and the scroll were opened to him, at the elder Tarek's command almost all doors were opened and defered to him. He grew to be a fierce warrior and a quiet scholar, dutifully perfoming every demand that was asked upon him without comment or discontent.

    Eventually though, the old man grew very old and the boy sat at his bedside waiting for the death to come and whisper to his flesh.

    "Boy, you still ask nothing?"

    "Nothing my Maste.." but the old man cut him off.

    "Boy! I am not your Master! Remember, you are no man's slave! Remember this always- the sultan of yourself!" He clenched his fist and pounded at his chest, setting off another of the blood-soaked wheezing fits that he often suffered. When he recovered, he continued.

    "Except for what I freely give, you have never asked for anything. I have come to accept this as fitting for a boy such as yourself in such a position."

    "Now know this though, I too am a servant to those around me as much or more than I serve the Sultan. You are an instrument of Fate, whether you will it or not. Most importantly though, you are no child any longer and men are named as beasts are not."

    "So since you will not ask for one of your own, I give mine to you, Tarek al Saoud. Take my name and use it for your will, because I have come to trust and confide in that will as much or more than my own. More than my own sons, may Fate bless them in their deaths, you are the flesh of my flesh. Flesh of my flesh, flesh of my flesh, flesh of my flesh, let the Fates know it is so and record it thrice spoken."

    And that is how the boy became a man, at the kindness of another.
    Last edited by James Heard; Tuesday, 19th April, 2005 at 09:57 PM. Reason: Noticed that I spelled the character's name wrong
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    Janis Stormhand in Stonegod's Expedition to Castle Ravenloft
    "Alan" in Zero Divide
    Adun Seafoam in Return to Ironstorm Mountain
    Lt. Qira Maru in Junk Yard Dogs
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