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

    Ras Duraq

    Quotes
    • “I do not speak. Silence speaks for me well enough.”
    • “Listen to the rain in the grass, & the answers to your questions will become clear.”
    • “May your body be healed, & your soul be cleansed, for the rest of your days.”
    • “Our beliefs are not so different. We all want the same things, just in different ways. How others get to your field matters not, if they wish to help with the crops.”

    Background
    Duraq was born on the southern banks of the Provider’s Oasis, near the town of Fahir. He was born into a clan of nomadic Pashatai druids who avoided any settlement larger than a hamlet, preferring the unsettled wilderness. He was raised in the clan’s ancient traditions, & grew to become a full-fledged member of their druidic circle.

    One day, though, the circle’s elder (& Duraq’s mentor), Ras Rakhiz, had a revelation, conveyed to him in a dream. He saw the clan’s destruction in the near future, brought about by the hands of other followers of Pashati. This, he saw, was because the other Pashatai mistook them for Sidarites, in a tragic & fatal misunderstanding. The key to resolving this conflict, Rakhiz had said, was to send one of their own into the cities, to broker peace between the two churches. Thus, Duraq was chosen, & sent to Rasalhague, where has lived ever since.

    That was over 50 years ago, & Duraq has become a respected elder (known as a Ras) in the Old City of Rasalhague. He has been a highly sought-after font of wisdom in the area for decades, & has always worked towards the betterment of his fellow citizens. He has acquired many Sidarite friends over the years, some of them dating all the way back to his days of wandering the wastelands, seeking enlightenment with the rest of his circle.

    Personality
    Duraq is a patient, benevolent soul, one who always has time to help a fellow citizen. He speaks little, & is almost always smiling (showing an almost toothless grin), no matter what the circumstances are. He is old, & he knows that there are far more days behind him than are ahead of him, but he faces each day with serenity & acceptance, hoping to make things just a bit better before the sun has set. Although his nomadic days are long past, he still feels an urge to wander & explore, which he does along the countless streets & alleys within the city.

    Appearance
    Duraq’s posture is stooped with age, & he walks slowly with a cane. His face is a patchwork of wrinkles skin & dark discolored scales. His eyes are as bright & alive as the most energetic youngster, however. He is usually seen walking around in his suit of leather hides & well-worn sandals.

    Goals
    Duraq has been trying for quite some time now to help the church of Sidaru achieve some measure of acceptance in the city, but with little success. His efforts have been stymied by the deep cultural divides between the religions of Sidaru & Pashati, as well as deliberate efforts from certain parties invested in maintaining the schism. He has, however, built up a network of like-mind individuals, mostly among the other Rasi, who are working with him to bring about a more tolerant tomorrow. Their methods are subtle, & their pace is slow, but they are mostly united in their conviction that a measured approach is necessary to bring about a positive shift in the city’s people.

    Combat Tactics
    Duraq was never a great warrior, & his best days are long since past, but he has ways of dealing with threats to his person, be they from a common mugger or a hired cutthroat. He’s an excellent shot with his crossbow, & is able to hit targets from incredible distances. His pet monitor lizard, Hazanim, is a fierce opponent, & is always at his side. And he relies on his druidic spells & Wild Shape ability to get himself out of any serious situations. He is particularly skilled at fighting the undead, a talent that he has honed while with his Sidarite friends.

    3E Stats
    Spoiler
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    RACE: Lizardfolk (Sheqarai) male
    CLASS: Druid 9/Ranger 2
    ALIGNMENT: Neutral Good
    DEITY: Pashati
    SIZE: Medium
    AGE: 88 (born 267 AF)
    HEIGHT: 6’8”
    WEIGHT: 231 lbs.
    EYES: Green
    HAIR: N/A (Black scales)
    LANGUAGES: Alhaggi, Common, & Druidic
    HIT DICE: 8+10d8+6 (59HP)
    INITIATIVE: +0
    SPEED: 30’
    ARMOR CLASS: 21 (+2 Dex, +5 natural, +4 armor); touch 12; flat-footed 19
    BASE ATTACK BONUS: +8
    GRAPPLE BONUS: +8
    ATTACK: +12 Distance Shortbow (1d6+4, ×3, 120’ range increment, piercing)
    FULL ATTACK: +12/+7 Distance Shortbow (1d6+4, ×3, 120’ range increment, piercing)
    SPACE/REACH: 5’/5’
    SAVING THROWS: Fortitude +9, Reflex +8, Will +10
    ABILITIES:
    • Strength 11 (+0)
    • Dexterity 15 (+2)
    • Constitution 10 (+0)
    • Intelligence 12 (+1)
    • Wisdom 18 (+4)
    • Charisma 10 (+0)

    SKILLS: 74 points
    • Balance +6
    • Concentration +7
    • Diplomacy +14
    • Heal +18
    • Jump +4
    • Knowledge (Nature) +3
    • Listen +16
    • Knowledge (Religion) +15
    • Survival +21
    • Swim +4

    FEATS: Combat Casting, Hawk’s Talons (5 techniques)**, Natural Spell, Point Blank Shot
    WEAPON: +2 Distance Shortbow (18,330gp, 1d6+4, ×3, 120’ range increment, 2 lbs., piercing)
    ARMOR: +1 Wild Hide (16,165, +4, maximum dexterity bonus +4, check penalty -2, 20% AFC, speed 20’, 25lbs.)
    EQUIPMENT:
    • 305gp
    • Amulet of Natural Armor +3 (18,000gp)
    • Ring of Feather Falling (2,200gp)

    RACIAL FEATURES:
    • +2 on saves to resist the effects of poison.
    • Natural Weapons: Bite (1d4 + Strength).
    • Cold-Blooded: Lizardfolk are mesothermic, meaning that they can only partially regulate their internal body temperature. For them, the ambient temperature is considered one category colder than it actually is. However, they only suffer from cold exposure in temperatures below 40°F.
    • Hold Breath (Ex): A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
    • Musk: A lizardfolk exudes certain oils from its skin that have a faint but distinct odor. This allows them to be more easily tracked, granting a +4 circumstance bonus to such checks.
    • Water Dependence: A lizardfolk must ingest a minimum one gallon of water a day or suffer a cumulative -1 Con penalty. A full day of rest with complete hydration is necessary to eliminate this penalty.

    SPELLS:
    • Druid Spells: 6/5/5/4/3/1 (Caster Level 9th, save DC14 + spell level)

    CLASS FEATURES:
    • Nature Sense.
    • Wild Empathy.
    • Woodland Stride.
    • Trackless Step.
    • Resist Nature’s Lure.
    • Wild Shape (S/M/L, 3/day).
    • Venom Immunity.
    • Favored Enemy (Undead): +2.
    • Wild Empathy.
    • Combat Style (Archery).

    ANIMAL COMPANION: Hazanim, a monitor lizard (7HD, 52HP, AC20 (+3 Dexterity, +7 Natural Armor), BAB+5, Bite +9 melee (1d8+5), Fortitude +8, Reflex +8, Will +3, Intelligence 1 (-5), Devotion, Evasion, Link, Share Spells, Trick: Come, Trick: Heel, Trick: Work, Alertness, Great Fortitude, Climb +6, Hide +8, Listen +3, Move Silently +8,
    Spot +3, Swim +14).
    Last edited by Zeta Kai; 2011-11-26 at 03:06 PM.