Empire of Sand [OOC]


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Cordo said:
Oooo... Nazra should switch to the Khopesh and pick up Improved Trip (since he already has Expertise)!

I like it! If Yellow Sign doesn't mind me changing, I'm going to switch from normal longsword to khopesh and drop mobility for improved trip.

I'm going to update my character sheet. If you have any objections Yellow Sign, I'll change back.

Toric
 

I think it would probably make sense for Ihamsa to be a slave - with his talents, he'd likely have been trained as a spy, a trade he'd have ample opportunity to practice with all the corruption among the priesthood.

BTW, would a rogue from Mulhorand be proficient with the khopesh? I'll probably stick with my rapier either way, but it would still be good to know.
 

Here's my character - background isn't quite as large as I would want it, though...

Akhuraau, LG Male Human (Mulhorand) Paladin 2 of Horus-Re

Speed: 20 ft. (Base 30 ft.)
HD: 2d10+2
HP: 17/17

Str 16, Dex 11, Con 12, Int 11, Wis 12, Cha 13

AC 14 (scale mail)
Fort +5 (+3 base, +1 Con, +1 Divine Grace)
Ref +1 (+0 base, +0 Dex, +1 Divine Grace)
Will +4 (+0 base, +1 Wis, +1 Divine Grace, +2 Iron Will)

Masterwork khopesh +7 (+2 base, +3 Str, +1 Weapon Focus, +1 Masterwork), 1d8+3/19-20/*2

Scale Mail, +4 armor, -4 armor check penalty, Speed 20 ft.

Skills:
Concentration +4 (+3 ranks, +1 Con)
Diplomacy +4 (+3 ranks, +3 Cha)
Handle Animal +4 (+3 ranks, +3 Cha)
Knowledge (religion) +3 (+3 ranks, +0 Int)
Ride (horse) +3 (+3 ranks, +0 Dex)

Feats:
Iron Will, Weapon Focus (Khopesh)

Special Abilities:
Detect Evil
Divine Grace (+1 to saves)
Lay on Hands (2 hp)
Divine Health
Aura of Courage
Smite Evil 1/day (+1 to Attack, +2 to Damage)

Equipment: Traveler's outfit (5 lb.), scale mail (30 lb.), mw khopesh (12 lb.), backpack (2 lb.), bedroll (5 lb.), waterskin (4 lb.), 4 trail rations (4 lb.), whetstone (1 lb.), silver holy symbol (1 lb.), 1 flask of holy water (1,25 lb.).
Load: 65,25 lb. (light load)
Carrying Capacity: 76 lb./153 lb./230 lb.
24 gp, 8 sp and 8 cp in coins.

Languages known: Common, Mulhorandi

Akhuraau is a young Mulhorandi warrior serving in the Claws of the Sun and the Ankh order. With his age of 21 years, he is still comparably young, and treated as such. He stands 6‘1‘‘ high with a weight of 165 pounds.
Akhuraau received the call of Horus-Re ten years ago, though he followed it only reluctantly, as it would mean to leave his family, especially his younger sister Ayamhati, who was regarded as mad by many people. Akhuraau has always suspected an evil influence on her, likely Setite influence, which was the reason he followed the call.
This did not help his sister, though – she vanished 5 years ago, before Akhuraau could complete even the basic training. He still hopes to find her some day, but he fears what she may have become.


The information about the Claws of the Sun and the Ankh paladin order comes from the Faiths and Pantheons web enhancement, which lists the multiclass possibilities (do you use them?) and a short description.
Horus-Re - Claws of the Sun and the Ankh: cleric, divine champion, divine disciple, hierophant. Caring little for day-to-day politics,this relatively new order spends most of its time fighting servants of Set (or even Anhur,when he has been causing trouble).
 


Scale Mail: This is a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. It includes gauntlets.

I guess it can be seen both ways, but IIRC, (bronze) scale mail was a common armor among egyptian troops.
 

Tomorrow is a holiday in Japan, so I will work on and post my character then. Still agonizing over the decision of which school of magic to specialize in. Leaning towards Enchantment.
 

Yellow Sign, what's the ruling on scale mail? If scale mail doesn't count as metal for purposes of fatigue then Sekhmet may get it too.
 

Here are the rules concerning thirst and the effects of heat.

STARVATION AND THIRST
In normal climates, Medium-size characters need at least a gallon of fluids and about a pound of decent food per day to avoid starvation. (Small characters need half as much.) In very hot climates, characters need two or three times as much water to avoid dehydration.
A character can go without water for 1 day plus a number of hours equal to his Constitution score. After this time, the character must make a Constitution check each hour (DC 10, +1 for each previous check) or sustain 1d6 points of subdual damage.
A character can go without food for 3 days, in growing discomfort. After this time, the character must make a Constitution check each day (DC 10, +1 for each previous check) or sustain 1d6 points of subdual damage.
Characters who have taken subdual damage from lack of food or water are fatigued. Subdual damage from thirst or starvation cannot be recovered until the character gets food or water, as needed-not even magic that restores hit points heals this damage.
HEAT
Heat deals subdual damage that cannot be recovered until the character gets cooled off. Once rendered unconscious through the accumulation of subdual damage, the character begins to take normal damage at the same rate.
A character in very hot conditions (above 90° F) must make a Fortitude saving throw each hour (DC 15, +1 for each previous check) or sustain 1d4 points of subdual damage. Characters wearing heavy clothing or armor of any sort have a -4 penalty to their saves. A character with the Wilderness Lore skill may receive a bonus to this saving throw and may be able to apply this bonus to other characters as well. Characters reduced to unconsciousness begin taking normal damage (1d4 points per hour).
In extreme heat (above 110° F), a character must make a Fortitude save once every 10 minutes (DC 15, +1 for each previous check) or sustain 1d4 points of subdual damage. Characters wearing heavy clothing or armor of any sort have a -4 penalty to their saving throws. A character with the Wilderness Lore skill may receive a bonus to this saving throw and may be able to apply this bonus to other characters as well. Characters reduced to unconsciousness begin taking normal damage (1d4 points per each 10-minute period).
A character who sustains any subdual damage from heat exposure now suffers from heatstroke and is fatigued. These penalties end when the character recovers the subdual damage she took from the heat.
Abysmal heat (air temperature over 140° F, fire, boiling water, lava) deals normal damage. Breathing air in these temperatures deals 1d6 points of damage per minute (no save). In addition, a character must make a Fortitude save every 5 minutes (DC 15, +1 per previous check) or sustain 1d4 points of subdual damage. Those wearing heavy clothing or any sort of armor have a -4 penalty to their saving throws. In addition, those wearing metal armor or coming into contact with very hot metal are affected as if by a heat metal spell.
 

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