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The Sands of Solaris - Rogues, Heroes, and Villians
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<blockquote data-quote="Thomas Hobbes" data-source="post: 1318776" data-attributes="member: 8623"><p>Tarim</p><p>Male Human Rogue 1</p><p>Strength 12 (+1)</p><p>Dexterity 12 (+1)</p><p>Constitution 12 (+1)</p><p>Intelligence 12 (+1)</p><p>Wisdom 8 (-1)</p><p>Charisma 14 (+2)</p><p></p><p>Initiative: +5 (+1 dexterity, +4 improved initiative)</p><p>Hit points: 1d6+1= 7</p><p>AC: 13 (+1 dexterity, +2 leather armor), Touch 11, Flat Footed 12</p><p></p><p>Saves:</p><p>Fortitude +1 (+1 constitution, +0 base)</p><p>Reflex +3 (+1 dexterity, +2 base)</p><p>Will -1 (-1 wisdom, +0 base)</p><p></p><p>Base attack bonus: +0</p><p>Grapple Bonus: +1</p><p>Melee attack: +1</p><p>Ranged attack: +1</p><p></p><p>Scimitar +3 melee (1d6+1, 18-20/x2)</p><p></p><p>Skills:</p><p>Bluff +8 (4 ranks, +2 charisma, +2 persuasive)</p><p>Climb +4 (3 ranks, +1 strength)</p><p>Craft: Tailor +2 (1 rank, +1 intelligence)</p><p>Diplomacy +6 (4 ranks, +2 charisma)</p><p>Gather Information +6 (4 ranks, +2 charisma)</p><p>Hide +5 (4 ranks, +1 dexterity)</p><p>Intimidate +8 (4 ranks, +2 charisma, +2 persuasive)</p><p>Move Silently +5 (4 ranks, +1 dexterity)</p><p>Open Locks +5 (4 ranks, +1 dexterity)</p><p>Sleight of Hand +5 (4 ranks, +1 dexterity)</p><p>Tumble +5 (4 ranks, +1 dexterity)</p><p></p><p>Languages: Local, Trade, Ignan</p><p></p><p>Feats: Improved Initiative, Persuasive</p><p></p><p>Equipment: Explorer’s outfit, Camel, bit and bridle, saddle, saddlebags, backpack, bedroll, piece of chalk, flint and steel, leather armor, grappling hook, small steel mirror, two belt pouches, twenty five feet of hemp rope, cloth sack, scimitar, shortbow, 20 arrows, thieves’ tools, 2 torches, 2 candles, whetstone, needle & thread, four days trail rations, eight full waterskins.</p><p></p><p>Money left: 9 gp, 7 sp, 3 cp </p><p></p><p>Special abilities: Sneak Attack +1d6, Trapfinding, Light Armor Proficiency, Rogue Weapon Proficiencies.*</p><p></p><p>Tarim is dark skinned (as are most people of the cities, living as they do beneath the sun), but he has not been baked like the desert nomads. He has a neat goatee and mustache, giving him a rakish air. His clothes are as fine as he can afford (which is not too much) and well-maintained- his mother was a seamstress, and he learned a thing or two.</p><p></p><p>Tarim is the son of a desert nomad who was in town long enough to get drunk, seduce his mother, and leave. His mother maintained that it was love; as the streets are hard on the poor and romantic, it was probably a mercy she died of disease when Tarim was twelve.</p><p></p><p>Tarim ran with the usual band of guttersnipes and pint-sized pickpockets, although he displayed more smarts and less restraint than most. As he moved from cutting purses in the marketplace to entering the houses of rich merchants to take their gold and wink suggestively at their wives, he became increasingly a target of those more powerful than him on both sides of the law. The thugs envied him his skills and the way he had with people, and the guards wanted to throw him in a dark dungeon to rot.</p><p></p><p>The guards, somehow, Tarim managed to avoid with a certain amount of pananche, but it was the way he dealt with the thugs that made people nervous enough around him that he had to leave the city. Cornered by a bunch of ruffians, Tarim (he knows not why) began chanting in a strange language and waving his hands... and the thugs ran away in fear. Now, he knows that, odd chanting or not, he just managed to spook them- but now his reputation for being some kind of warlock decended from a djinn is causing him as much trouble as his reputations as a braggart, a theif and a womanizer. </p><p></p><p>The guards are after him as a thief and everyone else is after him as a demon- time to leave, Tarim thinks to himself. He gets a camel and some supplies and heads off to go anywhere but where his immediate future involves burning, hanging or beheading. He hasn't quite gotten the hang of camel-riding yet, but he's named it "For the sake of the Gods." As in, "For the sake of the Gods, <em>turn right!"</em> That's quite a mouthful, so he's nicknamed it "you bastard" and "you stupid animal."</p></blockquote><p></p>
[QUOTE="Thomas Hobbes, post: 1318776, member: 8623"] Tarim Male Human Rogue 1 Strength 12 (+1) Dexterity 12 (+1) Constitution 12 (+1) Intelligence 12 (+1) Wisdom 8 (-1) Charisma 14 (+2) Initiative: +5 (+1 dexterity, +4 improved initiative) Hit points: 1d6+1= 7 AC: 13 (+1 dexterity, +2 leather armor), Touch 11, Flat Footed 12 Saves: Fortitude +1 (+1 constitution, +0 base) Reflex +3 (+1 dexterity, +2 base) Will -1 (-1 wisdom, +0 base) Base attack bonus: +0 Grapple Bonus: +1 Melee attack: +1 Ranged attack: +1 Scimitar +3 melee (1d6+1, 18-20/x2) Skills: Bluff +8 (4 ranks, +2 charisma, +2 persuasive) Climb +4 (3 ranks, +1 strength) Craft: Tailor +2 (1 rank, +1 intelligence) Diplomacy +6 (4 ranks, +2 charisma) Gather Information +6 (4 ranks, +2 charisma) Hide +5 (4 ranks, +1 dexterity) Intimidate +8 (4 ranks, +2 charisma, +2 persuasive) Move Silently +5 (4 ranks, +1 dexterity) Open Locks +5 (4 ranks, +1 dexterity) Sleight of Hand +5 (4 ranks, +1 dexterity) Tumble +5 (4 ranks, +1 dexterity) Languages: Local, Trade, Ignan Feats: Improved Initiative, Persuasive Equipment: Explorer’s outfit, Camel, bit and bridle, saddle, saddlebags, backpack, bedroll, piece of chalk, flint and steel, leather armor, grappling hook, small steel mirror, two belt pouches, twenty five feet of hemp rope, cloth sack, scimitar, shortbow, 20 arrows, thieves’ tools, 2 torches, 2 candles, whetstone, needle & thread, four days trail rations, eight full waterskins. Money left: 9 gp, 7 sp, 3 cp Special abilities: Sneak Attack +1d6, Trapfinding, Light Armor Proficiency, Rogue Weapon Proficiencies.* Tarim is dark skinned (as are most people of the cities, living as they do beneath the sun), but he has not been baked like the desert nomads. He has a neat goatee and mustache, giving him a rakish air. His clothes are as fine as he can afford (which is not too much) and well-maintained- his mother was a seamstress, and he learned a thing or two. Tarim is the son of a desert nomad who was in town long enough to get drunk, seduce his mother, and leave. His mother maintained that it was love; as the streets are hard on the poor and romantic, it was probably a mercy she died of disease when Tarim was twelve. Tarim ran with the usual band of guttersnipes and pint-sized pickpockets, although he displayed more smarts and less restraint than most. As he moved from cutting purses in the marketplace to entering the houses of rich merchants to take their gold and wink suggestively at their wives, he became increasingly a target of those more powerful than him on both sides of the law. The thugs envied him his skills and the way he had with people, and the guards wanted to throw him in a dark dungeon to rot. The guards, somehow, Tarim managed to avoid with a certain amount of pananche, but it was the way he dealt with the thugs that made people nervous enough around him that he had to leave the city. Cornered by a bunch of ruffians, Tarim (he knows not why) began chanting in a strange language and waving his hands... and the thugs ran away in fear. Now, he knows that, odd chanting or not, he just managed to spook them- but now his reputation for being some kind of warlock decended from a djinn is causing him as much trouble as his reputations as a braggart, a theif and a womanizer. The guards are after him as a thief and everyone else is after him as a demon- time to leave, Tarim thinks to himself. He gets a camel and some supplies and heads off to go anywhere but where his immediate future involves burning, hanging or beheading. He hasn't quite gotten the hang of camel-riding yet, but he's named it "For the sake of the Gods." As in, "For the sake of the Gods, [i]turn right!"[/i] That's quite a mouthful, so he's nicknamed it "you bastard" and "you stupid animal." [/QUOTE]
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