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    Default Re: [Hourglass of Zihaja] Chapter 10: Adventuring

    Amir the White

    Quotes
    • “You hear me, & you hear me well. It’s not for the coin. It’s for the point of the thing.”
    • “Ah, the emperor himself will feel this for sure.”
    • “Steer towards the sea, & I’ll spare your vessel. Steer towards the shore, & I’ll pick your bones clean.”
    • “Nothing personal, mate. It’s for the cause. I hope that that brings some cold comfort to your heart, but I’ll understand if it doesn’t.”

    Background
    Years ago, when Amir the White was young, he & his family were captured & enslaved by Ostazai Empire. They were forced to work from dawn until dusk, & subjected to brutal working conditions. Amir himself was tortured several times, & he witnessed the violent deaths of his sister & father. He made a vow to avenge his family, & was eventually able to escape.

    Much later, he joined a guerilla force fighting the Ostazai named the Broken Shackle, & he quickly rose through the ranks. He is now the commodore of the Broken Shackle, & he commands a small strike force of four ships: the Moon-Crossed Lover, the Twilight Warrior, the Lady of the Pearl, & his flagship, the Black Phantom. They mostly raid settlements on & around the Nizal Peninsula, & will do almost anything to undermine the empire & its foul influence.

    Personality
    Amir is extremely driven & focused, almost to a fault. He is obsessed with bringing down the Ostazai Empire, & is willing to take risks & make sacrifices to accomplish that. He is kind to the people under his command, who are mostly serving him as a means of committing piracy, & they respect him & his leadership. He is much more reserved than his raucous allies, & only rarely joins in any post-raid revelry. He tends to be fairly introspective & bookish during his rare downtime, & he often studies ancient texts, looking for valuable pieces of forgotten lore.

    Appearance
    Amir’s fur is blindingly white, like freshly-fallen snow, & his pink-tinted eyes are wild, like those of a madman. He bears many scars, most of which are hidden beneath his fur, & only peak out occasionally. His ears have several cuts taken out of them, & his tail is entirely missing.

    Goals
    Amir has a vendetta against the Ostazai Empire, & is zealously working to bring it down. He has vowed to not rest until the empire has fallen, its leaders have been slain, & its slaves have been liberated. To that end, he actively prevents any sailing vessels or barges from approaching the Ostazai, & he periodically pillages cargo vessels along the southeast coast, but does so mainly to keep up his forces supplies & to disguise his true goals. While most governments disregard him as a simple pirate & a nuisance, he has become something of a folk hero to the oppressed slave population in Ostaz, Mamluk, & other imperial settlements.

    Combat Tactics
    Amir is cool & methodical in battle, an unflappable combatant who will wait for a choice opportunity & then strike with deadly force. He uses his rapier to great effect, dispatching opponents with an air of efficient grace. A favorite tactic of his is to throw out his net & then slaying his foes while they are tangled up in it. He also can take to the air with his Carpet of Flying & Latching Rod, surprising his enemies & keeping them off-guard with his many & varied magic items. This measured use of unpredictability has served him well over the years, & he is always looking for new ways to keep opponents on their toes.

    3E Stats
    Spoiler
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    RACE: Gnoll (Nahr) male
    CLASS: Rogue 17
    ALIGNMENT: True Neutral
    DEITY: Adimas
    SIZE: Medium
    AGE: 24 (born 331 AF)
    HEIGHT: 7’3”
    WEIGHT: 287 lbs.
    EYES: Pink (Albino)
    HAIR: White (Albino)
    LANGUAGES: Common & Gnoolun
    HIT DICE: 6+16d6+17 (79HP)
    INITIATIVE: +13
    SPEED: 30’
    ARMOR CLASS: 20 (+4 Dex, +1 natural, +5 armor); touch 14; flat-footed 16
    BASE ATTACK BONUS: +12
    GRAPPLE BONUS: +12
    ATTACK: +16 Lethal** Rapier (1d6+1, 18-20/×2, piercing)
    FULL ATTACK: +16/+11/+6/+1 Lethal** Rapier (1d6+1, 18-20/×2, piercing) or +16 MW Net (entanglement, 10’ range increment) & +11/+6/+1 Lethal** Rapier (1d6+1, 18-20/×2, piercing)
    SPACE/REACH: 5’/5’
    SAVING THROWS: Fortitude +6, Reflex +14, Will +5
    ABILITIES:
    • Strength 10 (+0)
    • Dexterity 18 (+4)
    • Constitution 12 (+1)
    • Intelligence 14 (+2)
    • Wisdom 10 (+0)
    • Charisma 11 (+1)

    SKILLS: 160 points
    • Balance +12
    • Bluff +11
    • Diplomacy +11
    • Hide +18
    • Knowledge (Geography) +7
    • Listen +20
    • Move Silently +18
    • Sleight of Hand +10
    • Spot +20
    • Survival +8
    • Swim +10
    • Tumble +20
    • Use Magic Device +21
    • Use Rope +10

    FEATS: Combat Expertise, Combat Reflexes, Fighting Dirty (all techniques)**, Improved Disarm, Improved Initiative, Parry**, Weapon Finesse
    WEAPON:
    • +1 Lethal** Rapier (72,320gp, 1d6+1, 18-20/×2, 2 lbs., piercing)
    • MW Net (320gp, entanglement, 10’ range increment, 6 lbs.)

    ARMOR: Greater Shadow Scale Mail (34,950gp, +5, maximum dexterity bonus +3, check penalty -3, 25% AFC, speed 20’, 30lbs.)
    EQUIPMENT:
    • 1,210gp
    • Carpet of Flying 5’×5’ (20,000gp)
    • Compass Ring (2,100gp)
    • Dishdasha of Insight (9,400gp)**
    • 2 Jewels of Light (5,500gp)**
    • Juxtaposition Staff (48,600gp)**
    • Latching Rod (22,850gp)**
    • 2 Oils of magic vestment +5 (3,000gp)
    • 5 Potions of cure serious wounds (3,750gp)
    • Ring of Improved Jumping (10,000gp)
    • Rod of Thunder & Lightning (33,000gp)
    • Scabbard of Swiftness (18,000gp)**
    • Staff of Charming (16,500gp)
    • Wind Medallion (38,500gp)**

    RACIAL FEATURES:
    • Darkvision 60’
    • Social Acumen (Ex): +2 circumstance bonus to Diplomacy & Sense Motive checks made when dealing with members of another culture. Gnolls are canny & adaptable in social situations.

    CLASS FEATURES:
    • Sneak Attack: +10d6.
    • Trapfinding.
    • Evasion.
    • Trap Sense +5.
    • Uncanny Dodge.
    • Improved Uncanny Dodge.
    • Special Ability: Improved Evasion.
    • Special Ability: Skill Mastery (Move Silently, Sleight of Hand, Swim, Tumble, Use Magic Device).
    • Special Ability: Bonus Feat (Improved Disarm).
    Last edited by Zeta Kai; 2011-10-24 at 10:29 AM.