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The Sands of Solaris - Rogues, Heroes, and Villians
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<blockquote data-quote="Paxus Asclepius" data-source="post: 1317235" data-attributes="member: 15175"><p>Khusrau Human Ftr 1</p><p></p><p>Str 12 (4 points)</p><p>Dex 16 (10 points)</p><p>Con 12 (4 points</p><p>Int 10 (2 points)</p><p>Wis 8 (0 points)</p><p>Cha 10 (2 points)</p><p></p><p>Melee +2, 1d6+1 18-20/x2 (+1 BAB, +1 Str)</p><p>Missile +4 1d6, 20/x3 (+1 BAB, +3 Str)</p><p></p><p>AC: 18 (flatfooted 15, touch 13)</p><p>HD 1d8+1 (9)</p><p>Init: +3</p><p></p><p>Saves: </p><p>F +3 (+2 base, +1 Con)</p><p>R +3 (+3 ability)</p><p>W -1 (-1 ability)</p><p></p><p>Feats: Mounted Combat, Mounted Archery, Ride-By Attack, Spirited Charge</p><p></p><p>Skills: Ride 4 ranks -2 armor +5</p><p>Handle Animal 4 ranks +4</p><p>Survival 2 ranks (cross-class) +1</p><p></p><p>EQ: War-trained camel (named Whoreson), military saddle, studded leather (Leather supplemented by horn strips across the vital areas), light wooden shield, scimitar, composite shortbow, 40 arrows. (I'm assuming max starting gold)</p><p></p><p>The second son of a minor desert chief, Khusrau's only prospects of advancement at home were to gain wealth in petty oasis raids. Of course, given his martial bent, this didn't displease him at all. When his father died, Khusrau's older brother, Hormuzd, began embarking on a campaign to unite the desert tribes, bringing them against the city-dwellers, whom he feared had forsaken the Sun, dwelling too close to Night and growing soft as they squatted in one place. Khusrau fled when Hormuzd planned a raid on a large caravan of weapons, certain that his brother and all who followed him were doomed. It was only later that he learned Hormuzd's attempt had been successful, and that tribes were rallying around the banner of the Eagle of the Sun, as Hormuzd now titled himself.</p><p></p><p>Personality: Though certainly very warlike, and (like all his people) contemptuous of the city-dwellers' softness, Khusrau retains at least a modicum of respect for their sheer numbers. He is incautious in battle, but always wary of attacking larger numbers (at least until steel is drawn). Curiousity is not his strong point; investigating every mirage will get you killed out on the sands. He is, however, quite hot-tempered, and a challenge to his courage will usually rouse him to action.</p></blockquote><p></p>
[QUOTE="Paxus Asclepius, post: 1317235, member: 15175"] Khusrau Human Ftr 1 Str 12 (4 points) Dex 16 (10 points) Con 12 (4 points Int 10 (2 points) Wis 8 (0 points) Cha 10 (2 points) Melee +2, 1d6+1 18-20/x2 (+1 BAB, +1 Str) Missile +4 1d6, 20/x3 (+1 BAB, +3 Str) AC: 18 (flatfooted 15, touch 13) HD 1d8+1 (9) Init: +3 Saves: F +3 (+2 base, +1 Con) R +3 (+3 ability) W -1 (-1 ability) Feats: Mounted Combat, Mounted Archery, Ride-By Attack, Spirited Charge Skills: Ride 4 ranks -2 armor +5 Handle Animal 4 ranks +4 Survival 2 ranks (cross-class) +1 EQ: War-trained camel (named Whoreson), military saddle, studded leather (Leather supplemented by horn strips across the vital areas), light wooden shield, scimitar, composite shortbow, 40 arrows. (I'm assuming max starting gold) The second son of a minor desert chief, Khusrau's only prospects of advancement at home were to gain wealth in petty oasis raids. Of course, given his martial bent, this didn't displease him at all. When his father died, Khusrau's older brother, Hormuzd, began embarking on a campaign to unite the desert tribes, bringing them against the city-dwellers, whom he feared had forsaken the Sun, dwelling too close to Night and growing soft as they squatted in one place. Khusrau fled when Hormuzd planned a raid on a large caravan of weapons, certain that his brother and all who followed him were doomed. It was only later that he learned Hormuzd's attempt had been successful, and that tribes were rallying around the banner of the Eagle of the Sun, as Hormuzd now titled himself. Personality: Though certainly very warlike, and (like all his people) contemptuous of the city-dwellers' softness, Khusrau retains at least a modicum of respect for their sheer numbers. He is incautious in battle, but always wary of attacking larger numbers (at least until steel is drawn). Curiousity is not his strong point; investigating every mirage will get you killed out on the sands. He is, however, quite hot-tempered, and a challenge to his courage will usually rouse him to action. [/QUOTE]
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