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<blockquote data-quote="Snarf Zagyg" data-source="post: 9683328" data-attributes="member: 7023840"><p><strong>Shamal, </strong><em>a Desert Warrior of the Djinn</em></p><p></p><p>[ATTACH=full]408329[/ATTACH]</p><p></p><p><strong>Human Paladin</strong></p><p><strong>Level:</strong> 4</p><p><strong>Alignment:</strong> Lawful Neutral</p><p><strong>Deity:</strong> Istus</p><p><strong>Oath: </strong><em>The Desert Djinn</em></p><p></p><p><strong>AC:</strong> 18</p><p><strong>HP:</strong> 40</p><p><strong>Hit Dice:</strong> 4/4 at 4d10+4 (+8 tough)</p><p><strong>Speed:</strong> 30 feet</p><p><strong>Passive Perception:</strong> 14</p><p><strong>Proficiency </strong>+2</p><p></p><p>[SPOILER=Abilities & Combat]</p><p><strong>Str</strong> 8 (-1)</p><p>Athletics: -1</p><p></p><p><strong>Dex</strong> 16 (+3)</p><p>Acrobatics: +3</p><p>Sleight of Hand: +3</p><p>+Stealth: +5</p><p></p><p><strong>Con</strong> 12 (+1)</p><p></p><p><strong>Int</strong> 10 (0)</p><p>Arcana: -</p><p>History: -</p><p>Investigation: -</p><p>Nature: -</p><p>Religion: -</p><p></p><p><strong>Wis</strong> 14 (+2)</p><p>Animal Handling: +2</p><p>+Insight: +4</p><p>Medicine: +2</p><p>+Perception: +4</p><p>+Survival: +4</p><p></p><p><strong>Cha</strong> 16 (+3)</p><p>Deception: +3</p><p>Intimidation: +3</p><p>+Performance: +5</p><p>+Persuasion: +5</p><p></p><p>(+ = Proficient)</p><p></p><p><strong>Saving Throws:</strong> Strength (-1) Dexterity (+3) Con (+1) Int (-) +Wis (+4) +Cha (+5)</p><p></p><p><strong><u>Combat</u></strong></p><p><strong>Shamshir </strong>(Scimitar) Slashing, wields two of them, Nick mastery</p><p><strong>+5</strong> to hit, for <strong>1d6+3</strong></p><p><em>(Called Saif Bedawi)</em></p><p></p><p><strong>TWF Notes: </strong>Can use two attacks in one attack (nick) and make a third attack with bonus action (feat). Gets damage bonus on all (feat).</p><p></p><p><strong>Khanjar</strong> (Dagger/mod) Slashing</p><p><strong>+5</strong> to hit, for <strong>1d4+3</strong></p><p></p><p>[/SPOILER]</p><p></p><p>[SPOILER=Proficiencies and Features]</p><p><strong><u>Proficiencies</u></strong></p><p>Performance (Djinn)</p><p>Persuasion, Insight (Paladin)</p><p>Survival, Stealth (Bedouin)</p><p>Perception (Human)</p><p></p><p>Tools: Musical Instruments (3)- Khirkhash (belt bells), Mirwas (hand drum), Burgham (horn)</p><p>Calligrapher’s Supplies</p><p></p><p>Languages: Common, Common Sign Language, Primordial (knows Auran, Aquan, Ignan and Terran dialects- but native in Terran)</p><p></p><p></p><p>Simple Weapons, Martial Weapons, All Armor, Shields</p><p></p><p><strong><u>Feats</u></strong></p><p><strong>Two-Weapon Fighting:</strong> When you make an extra attack as a result of using a weapon that has the Light property, you can add your ability modifier to the damage of that attack if you aren't already adding it to the damage.</p><p><strong>Tough: </strong>+2hp per level</p><p><strong>Musician: </strong>Three musical instruments; after short or long rest can grant heroic inspiration to number of allies = proficiency bonus (currently 2).</p><p><strong>Dual Wielder: </strong>(Dex +1)</p><p>Enhanced Dual Wielding. When you take the Attack action on your turn and attack with a weapon that has the Light property, you can make one extra attack as a Bonus Action later on the same turn with a different weapon, which must be a Melee weapon that lacks the Two-Handed property. You don't add your ability modifier to the extra attack's damage unless that modifier is negative.</p><p>Quick Draw. You can draw or stow two weapons that lack the Two-Handed property when you would normally be able to draw or stow only one.</p><p></p><p><strong><u>Paladin Features</u></strong></p><p><strong>Channel Divinity:</strong> 2 CD, recharge 1 on short rest, all on long</p><p><strong>Lay on Hands: </strong>Pool of 15hp to heal per long rest (bonus action)</p><p>-Can expend 5hp to remove poisoned conditioned</p><p><strong>Weapon Mastery:</strong> Two weapons (shamshir, khanjar)</p><p><strong>Fighting Style: </strong>Two-Weapon Fighting</p><p>-When you make an extra attack as a result of using a weapon that has the Light property, you can add your ability modifier to the damage of that attack if you aren't already adding it to the damage.</p><p><strong>Smite: </strong>Always have Divine Smite prepared; cast it 1/day without spell slot.</p><p><strong>Divine Sense: </strong>As CD bonus action, detect Celestials, Fiends and undead within 60’ and consecrated and desecrated places. Lasts 10 minutes or until incapacitated.</p><p></p><p><strong><u>Oath Features</u></strong></p><p><strong>Dao’s Crush:</strong> <em>Currently 2 uses; expend channel divinity after divine smite</em></p><p>The target has the Grappled condition (escape DC equal to your spell save DC). While Grappled, the target has the Restrained condition.</p><p><strong>Djinn’s Splendor: </strong>AC bonus of charisma modifier (light armor or less).</p><p>Proficient in Performance</p><p></p><p><strong><u>Human Features</u></strong></p><p><strong>Resourceful</strong>: Gain Heroic Inspiration on Long Rest (after seeing roll, can immediately reroll and must accept new roll)</p><p><strong>Skillful</strong>: Perception</p><p><strong>Versatile</strong>: Musician</p><p></p><p>[/SPOILER]</p><p></p><p></p><p>[Spoiler=Spellcasting]</p><p><strong>Djinn Spells Prepared</strong></p><p>Cantrip: Elementalism</p><p>First Level: Chromatic Orb, Thunderous Smite</p><p></p><p><strong>Paladin Spells Prepared</strong>: 5+Divine Smite</p><p>First Level: Divine Smite, Divine Favor, Purify Food and Drink (R), Detect Poison and Disease (R), Detect Magic (R), Cure Wounds</p><p></p><p><strong>Spell Slots (Regained Long Rest): </strong>3 first level</p><p></p><p><strong>Spell Save</strong></p><p><em>8 + prof bonus + cha modifier = </em><strong>13</strong></p><p></p><p>[/SPOILER]</p><p></p><p>[Spoiler=Equipment]</p><p><strong><u>Equipment</u></strong></p><p>Studded Leather Armor</p><p>Two Shamshirs</p><p>Khanjar (blessed by the Djinn and holy symbol)</p><p>Desert Robes</p><p>Traveller's Clothes (desert)</p><p>-Belt, Mask, Boots, coverings and emblems</p><p>Explorer's Pack</p><p>-Backpack, Bedroll, Mess Kit, Tinderbox, 10 Torches, 10 Days' Rations, Waterskin, Straightedge (paid), 50' Silken Rope on side (paid)</p><p>Calligraphy Supplies</p><p>-Quills, Inks, Parchments</p><p>Small pink diamond (50gp)</p><p>Instruments</p><p>-Khirkhash (belt bells), Mirwas (hand drum), Burgham (horn)</p><p>Oil Flask (5)</p><p></p><p>Purse (25gp)</p><p></p><p><u><strong>Magic Items</strong></u></p><p>Healing Potions (3)</p><p>Sending Stone</p><p>[/Spoiler]</p><p></p><p>[Spoiler=Background]</p><p><strong>Background:</strong> Bedouin (Custom)</p><p>ASIs: +2 Cha, +1 Wis</p><p>Two proficiencies (Survival, Stealth)</p><p>One tool (calligraphy)</p><p>Feat: Tough (+2hp / level)</p><p>Equipment: Two Shamshirs, Calligraphy Supplies, Explorer's Pack, Desert Robes (modified Wayfarer)</p><p></p><p><strong>Appearance:</strong></p><p>Shamal appears fearsome and resolute when garbed fully, desert robes over his light armor hiding his exposed skin and a thin cloth covering his face up to his piercing eyes. A large curved dagger (the khanjar) dangles from his belt, while he usually holds two long and lightly-curved shamshirs in his hands, ever at the ready.</p><p></p><p>At rest, Shamal's visage softens considerably. His piercing eyes soften, relaxing to a light shade of hazel. His hair is dark and long, and his mouth is welcoming in a smile. His skin is weathered from long exposure to the elements and belies his youth.</p><p></p><p><strong>Backstory: </strong></p><p>Jarrah abu Fishan was still young when the tribe came across the four strangers in the Empty Quarter as they travelled from the coast to Wadi al Qahfi for the monsoon season. The Sheikh refused the four strangers all succour, as there were few supplies and there were many miles to go across unchecked sands. Jarrah looked upon the pitiable sun-scorched bodies of the strangers and disobeyed the order of his Sheikh, as he believed that the duty of hospitality compelled him to provide aid and support to any guest in need. He brought the strangers to his tent and shared his small rations of food and water, and to cheer them, recited poetry honoring the greatness of the Djinn who guided the Bedouin through the desert and then performed al-Razha, rhythmically beating his hand drum and dancing. In return, the strangers kept Jarrah up late into the night with tales of the glory and honor of the past.</p><p></p><p>Waking the next day, Jarrah did not see the four strangers nor to where they departed. The Sheikh was angry with Jarrah, and forbade all the Bedouin from sharing their supplies with Jarrah; for Jarrah's insolence, he was ordered to scout ahead of the caravan with only one gourd of water. As night fell and Jarrah was well ahead of the tribe, Jarrah heard what sounded like musical notes on the north wind as it carried over the dunes. Jarrah followed the sounds until he came to a small rocky outcropping in the dunes, and a cave in the outcropping. In the cave, he saw a flickering light, and he went in, only to find the four strangers around a small campfire. As they saw him, one of the strangers rose and smiled at Jarrah.</p><p></p><p>"You gave of yourself to strangers, as the old ways require. You asked nothing of us, not even our names. Jarrah, I am Rabb al-Raml."</p><p></p><p>Jarrah was stunned; how could this man name himself after the desert djinn? But Jarrah quickly saw in the cave's light that these strangers were not ordinary men, but the four djinn- Raml, Wahah, Ramda, and Zawba'a.</p><p></p><p>The desert djinn continued, "We had come to warn the Fishan of the storm that was approaching, but your Sheikh refused us and your tribe has turned on its ways. Only you followed your fate. We cannot save those who refuse us, Jarrah."</p><p></p><p>Jarrah did not understand the words' import, but realized that there was now a howling sound outside the cave. He went to the entrance and was blasted by the ungodly force of winds beyond his memory whipping up the sands, making it impossible to see or move beyond the cave. When Jarrah went back in, he saw the campfire, ample supplies of food and water, and a khanjar marked with the symbol of Rabb al-Rami.</p><p></p><p>The storm lasted four days, and after it lifted Jarrah could find no trace of the Fishan among the countless dunes. He had no tribe. Jarrah took the khanjar and pledged an oath to Rabb al-Rami. He was no longer Jarrah abu Fishan, but Shamal, the storm of the north.</p><p>[/Spoiler]</p><p></p><p><span style="font-size: 9px">Edited 6.17.25- Updated equipment (ran costs, corrected)</span></p><p><span style="font-size: 9px">6.26- sending stone</span></p><p><span style="font-size: 9px">7/11- 4th level (dual feat selected), 7/17 corrected dex save</span></p></blockquote><p></p>
[QUOTE="Snarf Zagyg, post: 9683328, member: 7023840"] [B]Shamal, [/B][I]a Desert Warrior of the Djinn[/I] [ATTACH type="full" width="327px" alt="output-4.jpg"]408329[/ATTACH] [B]Human Paladin Level:[/B] 4 [B]Alignment:[/B] Lawful Neutral [B]Deity:[/B] Istus [B]Oath: [/B][I]The Desert Djinn[/I] [B]AC:[/B] 18 [B]HP:[/B] 40 [B]Hit Dice:[/B] 4/4 at 4d10+4 (+8 tough) [B]Speed:[/B] 30 feet [B]Passive Perception:[/B] 14 [B]Proficiency [/B]+2 [SPOILER=Abilities & Combat] [B]Str[/B] 8 (-1) Athletics: -1 [B]Dex[/B] 16 (+3) Acrobatics: +3 Sleight of Hand: +3 +Stealth: +5 [B]Con[/B] 12 (+1) [B]Int[/B] 10 (0) Arcana: - History: - Investigation: - Nature: - Religion: - [B]Wis[/B] 14 (+2) Animal Handling: +2 +Insight: +4 Medicine: +2 +Perception: +4 +Survival: +4 [B]Cha[/B] 16 (+3) Deception: +3 Intimidation: +3 +Performance: +5 +Persuasion: +5 (+ = Proficient) [B]Saving Throws:[/B] Strength (-1) Dexterity (+3) Con (+1) Int (-) +Wis (+4) +Cha (+5) [B][U]Combat[/U] Shamshir [/B](Scimitar) Slashing, wields two of them, Nick mastery [B]+5[/B] to hit, for [B]1d6+3[/B] [I](Called Saif Bedawi)[/I] [B]TWF Notes: [/B]Can use two attacks in one attack (nick) and make a third attack with bonus action (feat). Gets damage bonus on all (feat). [B]Khanjar[/B] (Dagger/mod) Slashing [B]+5[/B] to hit, for [B]1d4+3[/B] [/SPOILER] [SPOILER=Proficiencies and Features] [B][U]Proficiencies[/U][/B] Performance (Djinn) Persuasion, Insight (Paladin) Survival, Stealth (Bedouin) Perception (Human) Tools: Musical Instruments (3)- Khirkhash (belt bells), Mirwas (hand drum), Burgham (horn) Calligrapher’s Supplies Languages: Common, Common Sign Language, Primordial (knows Auran, Aquan, Ignan and Terran dialects- but native in Terran) Simple Weapons, Martial Weapons, All Armor, Shields [B][U]Feats[/U] Two-Weapon Fighting:[/B] When you make an extra attack as a result of using a weapon that has the Light property, you can add your ability modifier to the damage of that attack if you aren't already adding it to the damage. [B]Tough: [/B]+2hp per level [B]Musician: [/B]Three musical instruments; after short or long rest can grant heroic inspiration to number of allies = proficiency bonus (currently 2). [B]Dual Wielder: [/B](Dex +1) Enhanced Dual Wielding. When you take the Attack action on your turn and attack with a weapon that has the Light property, you can make one extra attack as a Bonus Action later on the same turn with a different weapon, which must be a Melee weapon that lacks the Two-Handed property. You don't add your ability modifier to the extra attack's damage unless that modifier is negative. Quick Draw. You can draw or stow two weapons that lack the Two-Handed property when you would normally be able to draw or stow only one. [B][U]Paladin Features[/U] Channel Divinity:[/B] 2 CD, recharge 1 on short rest, all on long [B]Lay on Hands: [/B]Pool of 15hp to heal per long rest (bonus action) -Can expend 5hp to remove poisoned conditioned [B]Weapon Mastery:[/B] Two weapons (shamshir, khanjar) [B]Fighting Style: [/B]Two-Weapon Fighting -When you make an extra attack as a result of using a weapon that has the Light property, you can add your ability modifier to the damage of that attack if you aren't already adding it to the damage. [B]Smite: [/B]Always have Divine Smite prepared; cast it 1/day without spell slot. [B]Divine Sense: [/B]As CD bonus action, detect Celestials, Fiends and undead within 60’ and consecrated and desecrated places. Lasts 10 minutes or until incapacitated. [B][U]Oath Features[/U] Dao’s Crush:[/B] [I]Currently 2 uses; expend channel divinity after divine smite[/I] The target has the Grappled condition (escape DC equal to your spell save DC). While Grappled, the target has the Restrained condition. [B]Djinn’s Splendor: [/B]AC bonus of charisma modifier (light armor or less). Proficient in Performance [B][U]Human Features[/U] Resourceful[/B]: Gain Heroic Inspiration on Long Rest (after seeing roll, can immediately reroll and must accept new roll) [B]Skillful[/B]: Perception [B]Versatile[/B]: Musician [/SPOILER] [Spoiler=Spellcasting] [B]Djinn Spells Prepared[/B] Cantrip: Elementalism First Level: Chromatic Orb, Thunderous Smite [B]Paladin Spells Prepared[/B]: 5+Divine Smite First Level: Divine Smite, Divine Favor, Purify Food and Drink (R), Detect Poison and Disease (R), Detect Magic (R), Cure Wounds [B]Spell Slots (Regained Long Rest): [/B]3 first level [B]Spell Save[/B] [I]8 + prof bonus + cha modifier = [/I][B]13[/B] [/SPOILER] [Spoiler=Equipment] [B][U]Equipment[/U][/B] Studded Leather Armor Two Shamshirs Khanjar (blessed by the Djinn and holy symbol) Desert Robes Traveller's Clothes (desert) -Belt, Mask, Boots, coverings and emblems Explorer's Pack -Backpack, Bedroll, Mess Kit, Tinderbox, 10 Torches, 10 Days' Rations, Waterskin, Straightedge (paid), 50' Silken Rope on side (paid) Calligraphy Supplies -Quills, Inks, Parchments Small pink diamond (50gp) Instruments -Khirkhash (belt bells), Mirwas (hand drum), Burgham (horn) Oil Flask (5) Purse (25gp) [U][B]Magic Items[/B][/U] Healing Potions (3) Sending Stone [/Spoiler] [Spoiler=Background] [B]Background:[/B] Bedouin (Custom) ASIs: +2 Cha, +1 Wis Two proficiencies (Survival, Stealth) One tool (calligraphy) Feat: Tough (+2hp / level) Equipment: Two Shamshirs, Calligraphy Supplies, Explorer's Pack, Desert Robes (modified Wayfarer) [B]Appearance:[/B] Shamal appears fearsome and resolute when garbed fully, desert robes over his light armor hiding his exposed skin and a thin cloth covering his face up to his piercing eyes. A large curved dagger (the khanjar) dangles from his belt, while he usually holds two long and lightly-curved shamshirs in his hands, ever at the ready. At rest, Shamal's visage softens considerably. His piercing eyes soften, relaxing to a light shade of hazel. His hair is dark and long, and his mouth is welcoming in a smile. His skin is weathered from long exposure to the elements and belies his youth. [B]Backstory: [/B] Jarrah abu Fishan was still young when the tribe came across the four strangers in the Empty Quarter as they travelled from the coast to Wadi al Qahfi for the monsoon season. The Sheikh refused the four strangers all succour, as there were few supplies and there were many miles to go across unchecked sands. Jarrah looked upon the pitiable sun-scorched bodies of the strangers and disobeyed the order of his Sheikh, as he believed that the duty of hospitality compelled him to provide aid and support to any guest in need. He brought the strangers to his tent and shared his small rations of food and water, and to cheer them, recited poetry honoring the greatness of the Djinn who guided the Bedouin through the desert and then performed al-Razha, rhythmically beating his hand drum and dancing. In return, the strangers kept Jarrah up late into the night with tales of the glory and honor of the past. Waking the next day, Jarrah did not see the four strangers nor to where they departed. The Sheikh was angry with Jarrah, and forbade all the Bedouin from sharing their supplies with Jarrah; for Jarrah's insolence, he was ordered to scout ahead of the caravan with only one gourd of water. As night fell and Jarrah was well ahead of the tribe, Jarrah heard what sounded like musical notes on the north wind as it carried over the dunes. Jarrah followed the sounds until he came to a small rocky outcropping in the dunes, and a cave in the outcropping. In the cave, he saw a flickering light, and he went in, only to find the four strangers around a small campfire. As they saw him, one of the strangers rose and smiled at Jarrah. "You gave of yourself to strangers, as the old ways require. You asked nothing of us, not even our names. Jarrah, I am Rabb al-Raml." Jarrah was stunned; how could this man name himself after the desert djinn? But Jarrah quickly saw in the cave's light that these strangers were not ordinary men, but the four djinn- Raml, Wahah, Ramda, and Zawba'a. The desert djinn continued, "We had come to warn the Fishan of the storm that was approaching, but your Sheikh refused us and your tribe has turned on its ways. Only you followed your fate. We cannot save those who refuse us, Jarrah." Jarrah did not understand the words' import, but realized that there was now a howling sound outside the cave. He went to the entrance and was blasted by the ungodly force of winds beyond his memory whipping up the sands, making it impossible to see or move beyond the cave. When Jarrah went back in, he saw the campfire, ample supplies of food and water, and a khanjar marked with the symbol of Rabb al-Rami. The storm lasted four days, and after it lifted Jarrah could find no trace of the Fishan among the countless dunes. He had no tribe. Jarrah took the khanjar and pledged an oath to Rabb al-Rami. He was no longer Jarrah abu Fishan, but Shamal, the storm of the north. [/Spoiler] [SIZE=1]Edited 6.17.25- Updated equipment (ran costs, corrected) 6.26- sending stone 7/11- 4th level (dual feat selected), 7/17 corrected dex save[/SIZE] [/QUOTE]
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