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    Default [Hourglass of Zihaja] Chapter 10: Adventuring


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    Chapter 10: Adventuring
    Last edited by Zeta Kai; 2012-02-24 at 09:44 PM.

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    Non-Player Character Lists
    Last edited by Zeta Kai; 2011-05-04 at 02:57 PM.

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

    City-State NPCs

    Alaqur
    • Zafar Asim (Chaotic Evil, Barbarian 4/Ranger 11), kobold hunter**

    Albaluri
    • Empress-Steward Hadya Iman-Karida Ali Rana (Neutral Evil, Cleric 13/Pharaoh 8)

    Aqur
    • Qaled al-Shayq (Chaotic Evil, Aristocrat 1/Rogue 7), the head minister**

    Babalarud
    • Corah the Betrayer (Neutral Evil, Commoner 4)*
    • Madrasah the Golden Wizard (True Neutral, Wizard 19), inventor of the stairs of Madrasah*
    • Zarim izr Qaledaj (Chaotic Good, Bard 7), legendary warrior-poet & author of the Codex of Mythology, Books 1-3 (AKA The Countless Tales)*

    City of God
    • Shimha Qirus (Lawful Good, Paladin 20), an aazlai general & devotee of Sidaru*
    • Qaled Ali (Lawful Good, Commoner 2/Fighter 3), owner of the Aged Blade Inn
    • Aqdar (Neutral Good, Ranger 2/Expert 3), founder of Aqdar’s Stables
    • Madam Fatima (Chaotic Neutral, Expert 4), owner of the Broken Sign Inn
    • Qadir Ibn Shah (Neutral Evil, Aristocrat 2/Rogue 7), the Broken Sign Inn’s former owner
    • The Green Lady (Chaotic Neutral, Rogue 3/Bard 3/Dervish 2), operator of the Crescent Moons Inn
    • Mamud Hussain aq-Adua (Lawful Good, Aristocrat 2/Bard 3/Cleric 7), member of the Divine Assembly
    • Jarir (Lawful Good, Expert 3/Paladin 2), a kobold baker & leader of the Scarlet Sentinels
    • Fazul (Neutral Evil, Rogue 6/Sorcerer 3), leader of the Hand of Dusk**
    • Mezul Mar (Lawful Good, Cleric 6), priest of Sidaru
    • Alzamir Farun (Chaotic Neutral, Aristocrat 5/Sorcerer 6), head of the Faruni family & member of the Divine Assembly
    • Gihaza Farun (True Neutral, Aristocrat 6/Rogue 8), Alzamir’s illustrious father*
    • Qarim Ali Azrazi (Lawful Neutral, Cleric 3/Wizard 3/Mystic Theurge 6), one of the original founders of the city*
    • Jaqaz Izar-Qarul (Lawful Neutral, Aristocrat 2/Wizard 5/Loremaster 4), head of the Azrazi family & member of the Divine Assembly
    • Qarul Azrazi (Lawful Neutral, Aristocrat 3/Wizard 9), descendant of Qarim & Jaqaz’s illustrious father*
    • Lirad (Neutral Good, Expert 7), owner of Lirad’s Tannery
    • Zaman Abdul (Lawful Evil, Bard 6/Cleric 3/Expert 4), guild-master of the Merchant’s Guild & the newest member of the Divine Assembly
    • Ali Jaruq (Lawful Good, Monk 6), a half-ghul ascetic disciple of Waharim**
    • Key-Master Absuliqar (Lawful Evil, Fighter 12/Rogue 7), commander of the city guard
    • Quffah (Chaotic Good, Fighter 2/Sorcerer 4), a Pahari & owner of the Raw Fin, a fish restaurant in the Pahari Enclave
    • Mumar aq-Zehim (Lawful Neutral, Fighter 10/Ranger 3), warden of the Prison Houses
    • Qadami (Chaotic Evil, Ranger 5), owner of Qadami’s Custom Caravans
    • Qurab (Lawful Good, Fighter 2/Expert 2/Paladin 4), a lizardfolk adventurer & founder of Qurab’s Metal & Glass Works
    • Dahar Si (Neutral Good, Bard 11), a half-djinn & proprietor of the Smoking Lion Inn
    • Sultan Usaf aq-Simur (Lawful Neutral, Cleric 16/Pharaoh 4), ruler of the city-state
    • Zaman aq-Simur (Chaotic Neutral, Aristocrat 10), former sultan & father of Usaf*
    • Mal-Malaz (Chaotic Good, Cleric 9), “head” of the Temple of Akasha
    • Sharun izd-Riqa (Neutral Evil, Cleric 12/Master of the Wastes 2), the tarisabi high priestess of the Temple of Limalia
    • Lady Ziria (Neutral Good, Cleric 5/Druid 1), a priestess of Pashati
    • Mansur aq-Equt (True Neutral, Aristocrat 6/Cleric 1), former sultan from the city’s early history (74-91AF)*
    • Zekai (Chaotic Good, Expert 9), officially-licensed member of the Cartographers’ Guild & owner of Zekai’s Map Shop
    • Khalfani (Chaotic Neutral, Barbarian 12), the aazlai chief of the Umaj-worshiping Red Tooth (Jinojekundu) clan

    Dajajah
    • Haqalil ral-Shuqa (Chaotic Neutral, Bard 7/Rogue 3/Arcane Trickster 2), the so-called Caliph of Dajajah, a hawasabi**

    Darb
    • Amula izr Zaqrazam (Chaotic Neutral, Wizard 13), the notorious half-mad mage who created the first sand golem, & was killed by it shortly thereafter*

    Fandaq
    • Nuri izr-Elaqras (Chaotic Good, Bard 6/Expert 1), a silver-tongued half-efreet trader**
    • Sahar ul-Jahan (Chaotic Neutral, Wizard 5/Alchemist 10/Loremaster 2), a master alchemist & one of the leaders of the Alchemy Guild

    Luardo

    Maisan

    Mamluk

    Meraya
    • Syed Awazi Aq-Hazaqan V (Aristocrat 11), former sultan of Meraya & fourteenth in the line of the Awazi dynasty*
    • Amina-Israt (Aristocrat 4), first wife of Syed V & mother of Syed VI
    • Sultan Syed Awazi Aq-Hazaqan VI (Lawful Neutral, Aristocrat 5/Wizard 7/Pharaoh 5), current sultan of Meraya & fifteenth in the line of the Awazi dynasty **

    Mushayar
    • Pharaoh Ak-Khyriash II (Lawful Neutral, Cleric 3/Fighter 12/Pharaoh 5)*
    • Master Khaled (Lawful Good, Paladin 10), captain of the pharaoh’s guard**
    • Pharaoh Tutra (Lawful Neutral, Aristocrat 5/Cleric 1)

    Nahraldikh
    • Lord Kelbe (Lawful Good, Aristocrat 5/Paladin 3)*
    • Lord Ghadhib (Lawful Good, Aristocrat 6/Cleric 4), King-Priest of the city**

    Naranj

    Ostaz
    • Emir Jalil Qadir Ustaz (Lawful Evil, Aristocrat 12/Pharaoh 8), the original founder of the city*
    • Grand Emperor Aqram (Lawful Evil, Aristocrat 3/Bard 6/Rogue 3/Pharaoh 8), ruler of the Empire of Ostaz; formerly known as Emir Aqbar Zahir Ustaz
    • Sumehra (Chaotic Evil, Aristocrat 2/Rogue 5/Dervish 1), daughter of the grand emperor**

    Qaziz

    Qulzai
    • Gadil izra-Yusuf (Neutral Good, Bard 4/Cleric 11), human male, a self-described prophet**
    • High Mysterion Alim Faysal (True Neutral, Cleric 2/Wizard 5/Loremaster 6), narsabi male, leader of the Order of Silence
    • Gnostic Akila (Lawful Neutral, Druid 1/Monk 9), human female, member of the Order of Silence
    • Gnostic Ulima (Neutral Evil, Cleric 7), kobold female, member of the Order of Silence
    • Keeper Hakim Utt (Lawful Good, Paladin 5), lizardfolk male, member of the Order of Silence

    Raqam

    Rasalhague
    • Ras Duraq (Neutral Good, Druid 9/Ranger 2), lizardfolk male, a quiet-yet-profound elder from the Old City**

    Rasaljathi
    • Ras Shasad (Neutral Good, Druid 17/Master of the Wastes 10), lizardfolk female, a seemingly-ageless lizardwoman priestess who in her youth helped end the Ten Dark Years**
    • Oud Zakat (Neutral Good, Druid 18/Master of the Wastes 1), treant male, taught Ras Shasad in her youth

    Rizaj
    • Zada (Chaotic Evil, Bard 15/Pharaoh 1), the former emir of the city & current warlord**
    • Leron the Wildhearted (Chaotic Good, Cleric 13), the city’s current emir
    • Akila Rizaj (Neutral Good, Cleric 13/Hierophant 5), founder of the city*

    Rizzadobo
    • None at this time...

    Sabur
    • King Sesseram (True Neutral, Aristocrat 6/Fighter 4)*
    • Prince Omar (True Neutral, Aristocrat 4/Wizard 5), the eldest prince**
    • Prince Amir (Chaotic Neutral, Aristocrat 3/Bard 6), the middle prince
    • Prince Walid (Lawful Neutral, Aristocrat 2/Monk 7), the youngest prince

    Sa’ifah

    Salah
    • Queen Tuhaia (Lawful Good, Aristocrat 6/Paladin 5), the current pharaoh**

    Sijur
    • Jafaz al-Sijur (Lawful Neutral, Sorcerer 12), the city’s founder*
    • Sultana Nada (Lawful Evil, Bard 8/Duelist 5)**

    Sulafat
    • Ruhollah Basim “Baba” Shafiei (Lawful Evil, Paladin 6/Blackguard 6), half-efreet male
    • Naheed Shafiei (True Neutral, Wizard (Diviner) 7/Loremaster 4), half-dao female
    • Shahla Shafiei (Chaotic Neutral, Cleric 10), half-marid female
    • Manesh Shafiei (Chaotic Evil, Barbarian 4/Sorcerer 3/Dragon Disciple 3 (blue dragon)), half-janni male
    • Sahba Shafiei (Chaotic Good, Sorcerer 6/Ranger 2), tarisabi female
    • Tri (Neutral Evil, Rogue 5/Assassin 3), she-da-zhong (lesser asp) female

    Zawraq

    Zurqim
    • High Priestess Leila al-Ibham (Lawful Evil, Cleric 19), author of the Scroll of Ebon, a Sunyan religious tract*

    * = Deceased
    ** = Featured Below
    Last edited by Zeta Kai; 2012-01-12 at 09:28 AM.

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    Age of Kingdoms NPCs

    Adabasha
    • King-Priest Khumanuntat*
    • King-Priest Manas, builder of the Temple of Manas*
    • Queen Djasmi*
    • King Tekhmun*
    • Queen Suthatep*

    Admaja
    • King Adma-Jarri, founder of the kingdom of Admaja & first of the Jarri Dynasty*
    • King Alazala, last of the Juarif Dynasty*
    • King Zazir (AKA Zazir Hadi al-Dahab, AKA Emperor Zazir I), first of the Hadi Dynasty, & founder of the Empire of Admaja*
    • King aq-Nazhaza (AKA Qadir Hadi aq-Nazhaza, AKA Emperor Qadir I)*
    • Emperor Maliq I (AKA Maliq Hadi aq-Naz), father of Qadir II*
    • Sumehra, concubine of Maliq I & mother of Qadir II*
    • King al-Felqa (AKA Qadir Hadi al-Felqa, AKA Emperor Qadir II; Lawful Good, Aristocrat 9/Wizard 3/Pharaoh 4), last of the Hadi dynasty & holder of the Golden Sword of Kings*
    • Empress Abia*
    • Emperor Maliq V*
    • Munira, the astronomer who discovered the sixth nomad star, Zohal*
    • Empress Rana II*
    • Emperor Jalil III (Lawful Neutral, Aristocrat 6), male human, last ruler of the Empire of Admaja
    • Dermanaske the Archmage (Neutral Evil, Wizard 17), who sold an empire for a bid at paradise & changed the course of two worlds’ histories*

    Al Huruz
    • King Huruza I, founder of the kingdom of Al Huruz*
    • King Pantili IV*
    • King Qazur VII*
    • King Zadaru II*

    Burdusq
    • None known

    Dominion of Alaqanas
    • Ul-Men-Adzur*
    • Ul-Mesha-Ruk*
    • An-Gil-Enkiu*
    • Kal-Padar-Ul*
    • Ul-Shap-Ikuru*
    • Alu-Tapish-Sum*
    • Leron, the legendary poet who wrote the collection of verses called the Cantos of the Spears about the War of Songs*

    Haz-Hurad
    • Queen Ismu, founder of the kingdom of Haz Hurad & the city of Araqibet*
    • King Zubua*
    • Queen Manaru*
    • King Nazalharu*

    Ilud
    • King Ilud Shumartim*
    • King Mahubarim, who issued the Decree of Mahubarim, which was the first code of organized law*
    • Queen Sasu Zaduqim*
    • King Qasim Nahutilud*
    • Queen Ashmur*
    • Queen Tari Hezaruqad*
    • King Shapnutal*
    • Ali Anwar Pashmaturim, the great philosopher who recounted a rendition of the War of Songs in his Hymns of War*

    Qalira
    • King Alalaq*
    • Queen Imar*
    • Queen Larza*
    • King Ashar*
    • King Tirqa*
    • Queen Shapur*
    • Hapu the Last King*

    Shadaz
    • King Anan-Shadazur*
    • King Ur-Marsakkad*
    • King Nabi-Simatshum*
    • King Naram-Shar*

    Sheqari
    • Amir Jathi (Paladin 13/Pharaoh 10), the lizardman who founded the kingdom of Sheqari by uniting the Seven Nations*
    • Sadiq Qawan, Jathi’s closest ally & second-in-command, who betrayed Jathi so that he could take Jathi’s mate as his own*
    • Amir Khur*
    • Amir Rakhiz*
    • Amir-Regent Jhauggar*
    • Amir Hoom*
    • Grand Amir il-Zalatha*
    • Amir Mulkhar*

    Uqalizar
    • King Kalba*
    • King Ghadhab*
    • Queen Imkan*
    • King Wawi*

    * = Deceased
    Last edited by Zeta Kai; 2012-01-12 at 09:33 AM.

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    Iconic NPCs

    • Amit (Fighter 5), male kobold
    • Daud (Monk 5), male half-djinn
    • Ras Hosni (Druid 5), male lizardfolk
    • Khodadad (Rogue 5), male half-ghul
    • Padma (Bard 5), female hawasabi
    • Rahman (Ranger 5), male gnoll
    • Shahriar (Paladin 5), male tarisabi
    • Tahmid Ali (Wizard 5), male human
    • Vijaya (Sorceress 5), female narsabi
    • Zaahira (Cleric of Al’Amal 5), female masabi
    • Zaira (Barbarian 5), female half-efreet
    • Arundhati Shashi (Fighter 12/Pharaoh 7), female gnoll
    • Bahram (Blackguard of Sunya), male masabi
    • Batul Bazur-Ajad (Cleric 5/Geomancer 6), female half-dao
    • Prophet Ghalib (Hierophant of the Darshan), female tarisabi
    • Hakeem (Sorcerer 5/Alchemist 1), male half-marid
    • Mkali (Rogue 1/Cleric of Johoum 5/Dervish 6), female aazlai
    • Madhavi (Duelist), female human
    • Rajani (Assassin), male hawasabi
    • Ras Shankar (Barbarian 9/Master of the Wastes 5), male half-ghul
    • Shri (Bard 9/Efreet Lord 4), female kobold
    • Teshiq Zaq-Zalar (Fighter 5/Hoplite 2), male narsabi
    Last edited by Zeta Kai; 2011-05-10 at 07:35 PM.

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    Other NPCs

    • Nesubet (Chaotic Evil, Cleric 17/Pharaoh 3), female shaghal**
    • A’Sheh Shahabah (Neutral Evil, Rogue 9/Shadowdancer 8), male gnoll**
    • High Priestess Noor al-Muhraq (Lawful Evil, Cleric 20/Hierophant 1), female half-djinn**
    • Sa’ul (Neutral Evil, Wizard 10/Loremaster 9/Archmage 5), male half-ghul**
    • Ahuma (Lawful Evil, Sorcerer 10/Djinn Lord 4/Archmage 5), male rakshasa**
    Last edited by Zeta Kai; 2012-01-12 at 09:35 AM.

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

    Najmah NPCs

    Ahimsa
    • Upazaa Mayati (Chaotic Good, Wizard 13), male half-djinn, mage who invented the weather machine that protects Ahimsa from the lightning storms
    • Queen La-Fahtii Aarashumaq (True Neutral), female common deva, benevolent monarch
    • King Rumakhan Aarashumaq (Lawful Neutral, Aristocrat 1, Fighter 12), male lesser deva, founder of the city*

    Angaros
    • Grand Duke Meshtu Vaakhan (Lawful Good, Paladin 6), male houri
    • Ruta Marta (Neutral Good, Cleric 14/Heirophant 1), female couatl, High Priestess of Pashati
    Asanam
    • Emperor Jalil III (Lawful Neutral, Aristocrat 6), male human, last ruler of the Empire of Admaja
    Ayus
    • Brahmarsi Etash Suniyama (Lawful Good, Cleric 14/Paladin 3/Hierophant 3), male deva, 44th brahmarsi
    • Ambika Simhii (Neutral Good, Cleric 20), female deva, 43rd brahmarsi*
    Dharma
    • King Kratu the Great (Lawful Neutral, Aristocrat 2/Fighter 6), male masabi, current monarch
    • Kratu the Lesser (Lawful Neutral, Aristocrat 1/Sorcerer 4), male half-marid, previous monarch & father of Kratu the Great*
    • The Fell Drake, a mysterious serial killer
    Ghantikal
    • Sidi Chemharouch (Lawful Neutral, Wizard 13/Pharaoh 7), the legendary founder of a short-lived pan-genie empire*
    Gita
    • Anand Jai Raagapati (Chaotic Neutral, Bard 4/Expert 3), male houri, the great poet
    • Priya Kirtana (Neutral Good, Bard 6), female tarisabi, the beloved singer-songstress
    • Vyasa Vaani Kundalini (Chaotic Good, Bard 1/Sorcerer 8), male half-dao, author of Gita’s official anthem, “Nyak Sopaanamala”*
    • Leela Kinnara (Lawful Good, Expert 6/Paladin 2), female houri, the poet-saint*
    Madanas
    • Sharma Apramatta (Lawful Good, Paladin 6), male half-dao, captain of the city’s defenses & maker of the Gaja Palaka
    Namaste
    • Bhima Kaaliman (Lawful Evil, Rogue 7), male half-djinn, merchant prince & newest member of the Blue Council
    Nila
    • Muurtikaara (Chaotic Neutral, Druid 1/Expert 6), male dao, sculptor of the Iron Angel statue*
    • Sankara Jagdish Lobhin (True Neutral, Aristocrat 1/Wizard 7), male half-efreet, member of the city council & leader of House Jagdish
    Puram
    • Rati Kheda (Neutral Good, Cleric 5), female masabi, priestesses of Lammali
    Puranah
    • Manujendra Zanipriya (Chaotic Neutral, Sorcerer 8), the current shah
    • The Veil (Neutral Good, Cleric 12/Pharaoh 1), high priestess of the Church of Adimas
    • Ulmahran (Lawful Evil, Rogue 10), the pahari executor of the League of Craftwrights
    Qarabah
    • Nanda Madiraa (Chaotic Good, Fighter 4), male houri, chief of city’s law enforcement division, the Blackwings
    Samadhi
    • Taksati (Lawful Neutral, Bard 9), male half-dao, artist & engineer who build the Dreaming Man statue*
    • Kanti Nalini Shobhana (Chaotic Neutral, Bard 7), female houri, legendary singer & songwriter
    Sirngaveram
    • Tamaskama (AKA Thamyschæmes, Lawful Evil, Sorcerer 15/Archmage 5), female devil, empress of the devils, the supreme leader of the Hima Sovereignty, worshiped as their living goddess, Tamaskama is the adored, despised, feared leader who has been increasing tensions with the devas and silently isolating the houri enclaves. When she speaks of the secrets of another world, her followers listen, and it seems she may have discovered the key to the supremacy of devil-kind...
    • Shaa’rokhan (Lawful Evil, Paladin of Tyranny 12), male pit fiend, current chancellor of Sirngaveram, dangerously cunning, a powerful warrior, the innate magic & powerful body granted to him by his archdevil status further augmented through careful & constant training
    • Bhuraakhan (Neutral Evil, Sorcerer 8/Loremaster 10), male cornugon, grand vizier of Sirngaveram
    Upala
    • Jvalana XIII (Lawful Neutral, Aristocrat 3/Fighter 4), male half-efreet, the last khan*
    Vanija
    • King Siikaa (True Neutral, Rogue 8), male marid, merchant prince & the founder of the city*
    • Prasad Jyotis Ksitipa (True Neutral, Expert 1/Rogue 5), male half-dao, illustrious trader & founder of the Pact Union
    Vatingana
    • Suman Lipika Pandita (Chaotic Good, Wizard 5/Alchemist 2), male half-marid, the current prime minister

    * = Deceased
    ** = Feature Below
    Last edited by Zeta Kai; 2012-01-12 at 09:43 AM.

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

    Featured NPCs (& their 4th Edition classes)

    1. Imperial Overseer Jaruq Azmar (Swordmage 21)
    2. Captain Raza, Commander of the Corsairs (Ranger 16)
    3. Amir the White (Rogue 25)
    4. Ras Shasad (Shaman 30)
    5. Ali Jaruq (Avenger 9)
    6. Zafar Asim (Warden 22)
    7. Qaled al-Shayq (Rogue 12)
    8. Fazul (Assassin 13)
    9. Haqalil ral-Shuqa (Swordmage 18)
    10. Nuri izr-Elaqras (Bard 10)
    11. Aziz Mamud al-Haddad (Bard 13)
    12. Ghada izud-Haqara (Warlord 14)
    13. Sultan Syed Awazi Aq-Hazaqan VI (Wizard 26)
    14. Master Khaled (Paladin 15)
    15. Lord Ghadhib (Runepriest 15)
    16. Sumehra (Warlord 12)
    17. Bearer Gamal (Invoker 12)
    18. Gadil izra-Yusuf (Cleric 23)
    19. Ras Duraq (Druid 17)
    20. Zada (Ardent 24)
    21. Prince Omar (Wizard 13)
    22. Vizier Aden aq-Zarqa (Paladin 10)
    23. Queen Tuhaia (Invoker 16)
    24. Sultana Nada (Bard 20)
    25. Lord Malik Sayed al-Rabb (Seeker 18)
    26. Madame Anan Alzena Gulibar (Sorcerer 10)
    27. The Blue Lady (Warlock 9)
    28. Jasmine of the Red Sands (Druid 8)
    29. The Thief of Days (Ranger 11)
    30. The Msaka Brothers (Mosi (Fighter 12) & Jabari (Swordmage 11))
    31. Nesubet (Cleric 26)
    32. A’Sheh Shahabah (Rogue 20)
    33. High Priestess Noor al-Muhraq (Runepriest 29)
    34. Sa’ul (Wizard 28)
    35. Ahuma (Warlock 30)
    36. Ruhollah Basim “Baba” Shafiei (Warlord 18)
    37. Naheed Shafiei (Wizard 16)
    38. Shahla Shafiei (Cleric 15)
    39. Manesh Shafiei (Barbarian 15)
    40. Sahba Shafiei (Ranger 12)
    41. Tri (Assassin 12)
    Last edited by Zeta Kai; 2011-05-13 at 12:09 PM.

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    Featured NPCs

    Imperial Overseer Jaruq Azmar

    Quotes
    • “A broken spirit is one that need not be caged.”
    • “This is my city.”
    • “Tonight I shall relish hearing your screams.”
    • “It is the right & the duty of the strong to dominate the weak.”

    Background
    Jaruq Azmar started his military career as an elite guard in the Ostazai army, smarter than most but not exceptionally so. Then, one day, while escorting a caravan, he came across a Ring of Wizardry (I), a relic from the imperial period. He kept it, & studied it in secret, lest it be discovered & confiscated. His work led him to understand the rudiments of arcane magic. Thus he was able to become a wizard in his own right, using the Secret Art to advance his career. He quickly rose through the ranks, eventually attaining the position of Imperial Overseer of the Mamluqai Annexation. He now resides in the so-called Palace of the Overseer, which used to house the former Potentate.

    Personality
    Jaruq is cruel & efficient, quickly dispatching anyone or anything that interferes (or even threatens to interfere) with his vision of what Mamluk should be. He supposedly takes orders from Ostaz, but he has been given a wide amount of leeway to do as he sees fit, which he has taken great advantage of over the years. Universally despised, he is now something of a despotic warlord in his own right, with almost enough power to rival the emperor himself.

    Appearance
    Jaruq has a long, thin face & cruel, narrow eyes, making for an unpleasant visage. Last year, he gained a long jagged scar on his neck from an assassin’s blade. For this reason, he is never seen in public without his full plate armor.

    Goals
    Most people believe that Jaruq is gathering his political & military strength, & that one day, he will attempt to take on the capital, deposing Grand Emperor Aqram & usurping the Ostazai throne for himself. While this may one day come to pass, at the moment, he is still loyal to the grand emperor, & is currently planning a military campaign to conquer the city of Raqam & its surroundings. He is mostly concerned with amassing personal power in the form of arcane mastery. His progress in the Secret Art is stymied at the moment by his spellbook, which is nearly full. He is hunting for another suitable book, & since wizardry is highly illegal, they are hard to come by. He cannot advance as either a wizard or an eldritch knight until he acquires another one, so he has directed his troops to capture all magic users alive, & to bring them to him.

    Combat Tactics
    Jaruq is a warrior, through & through. He prefers to wade into melee, closing with his enemies & looking them in the eyes as he dispatches them. His hands-on approach to combat can get his into trouble at times, so he is often backed by subordinate soldiers, charmed allies, or dominated slaves. He uses his falchion to surprising effect, throwing it with deadly accuracy or wielding it with both hands. He likes to use the element of surprise, hiding his advantages from his opponents, causing them underestimate his defenses. He will capture defeated opponents alive, if possible, so that he can enslave them for later torture & humiliation.

    Jaruq works to hide his mastery of the Secret Art, pretending to be a mere warrior. He hides behind his magic items, attributing any supernatural abilities to them. He uses subtle magic whenever possible, hiding flashier effects from the eyes of others at all costs. He prefers to use mind-affecting spells to convince others to do as he wants, which supplements his talents for intimidation. He will negate spell components whenever possible, via Silent Spell & Still Spell, so as to better disguise his arcane power. Before any major conflict, he will secretly cast as many defensive spells on himself as he can get away with. He will almost never cast buffs on those under his command, except in rare circumstances (non-sentients, dominated allies, etc.)

    3E Stats
    Spoiler
    Show
    RACE: Human (Ostazai) male
    CLASS: Fighter 2/Wizard 5/Eldritch Knight 7
    ALIGNMENT: Lawful Evil
    DEITY: Johoum (Taj al-Caliph, non-practicing)
    SIZE: Medium
    AGE: 43 (born 312 AF)
    HEIGHT: 5’10”
    WEIGHT: 185 lbs.
    EYES: Brown
    HAIR: Black
    LANGUAGES: Common, Gnoolun, & Archaic
    HIT DICE: 10+1d10+5d4+7d6+28 (80HP)
    INITIATIVE: +7
    SPEED: 30’
    ARMOR CLASS: 28 (+3 Dex, +3 natural, +9 armor, +3 shield); touch 13; flat-footed 25
    BASE ATTACK BONUS: +11
    GRAPPLE BONUS: +13
    ATTACK: +14 Throwing Returning Shock Scimitar (1d6+3 +1d6 electricity, 18-20/×2, 10’ range increment, slashing)
    FULL ATTACK: +14/+11/+8 Throwing Returning Scimitar (1d6+3 +1d6 electricity, 18-20/×2, 10’ range increment, slashing)
    SPACE/REACH: 5’/5’
    SAVING THROWS: Fortitude +10, Reflex +10, Will +7
    ABILITIES:
    • Strength 17 (+3)
    • Dexterity 16 (+3)
    • Constitution 14 (+2)
    • Intelligence 18 (+4)
    • Wisdom 12 (+1)
    • Charisma 10 (+0)
    SKILLS: 95 points
    • Climb +6
    • Concentration +19
    • Intimidate +15
    • Knowledge (arcana) +14
    • Knowledge (history) +14
    • Knowledge (nobility & royalty) +21
    • Ride +8
    • Spellcraft +21

    FEATS: Bulwark Warrior (all techniques)**, Cleave, Eschew Materials, Improved Initiative, Lightning Reflexes, Power Attack, Scribe Scroll (bonus), Sharper Edge (×2)**, Silent Spell, Still Spell
    WEAPON: +1 Throwing Returning Shock Scimitar (32,315gp, 1d6+3 +1d6 electricity, 18-20/×2, 4 lbs., slashing)
    ARMOR:
    • +1 Spell Resistance (SR19) Full Plate (37,650gp, +9, maximum dexterity bonus +1, check penalty -5, 35% AFC, speed 20’, 50lbs.)
    • +1 Animated Heavy Steel Shield (9,170gp, +3, check penalty -1, 15% ACF, 15 lbs.)

    EQUIPMENT:
    • 8,390gp
    • Amulet of Natural Armor +3 (18,000gp)
    • Boots of Speed (12,000gp)
    • Gloves of Dexterity +4 (16,000gp)
    • Handy Haversack (2,000gp)
    • Periapt of Wisdom +2 (4,000gp)
    • 3 Potions of cure moderate wounds (900gp)
    • 2 Potions of cure serious wounds (1,500gp)
    • Ring of Mind Shielding (8,000gp)
    • Ring of Wizardry (I, 20,000gp)
    • Spellbook, Wizard’s (96 pages used (of 100), 0gp, 1 lb., disguised as a copy of the Hymns of War)

    SPELLS: 4/5/5/5/4/2/1 (Caster Level 11th, save DC14 + spell level)
    • 0th Level: acid splash, arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, stinging breeze**, tally**, touch of fatigue
    • 1st Level: charm person, disguise self, disgust**, jump, shield, true strike, unseen servant
    • 2nd Level: bull’s strength, minor image, protection from arrows, resist energy
    • 3rd Level: clairaudience/clairvoyance, fireball, heroism, suggestion
    • 4th Level: charm monster, confusion, greater invisibility, locate creature
    • 5th Level: dominate person, hold monster, teleport, ward object**
    • 6th Level: chain lightning, mass suggestion
    FAMILIAR: Ansari, a weasel (14HD, 33HP, AC17 (+2 size, +2 Dexterity, +3 Natural Armor), BAB+11, Bite +13 melee (1d3-4), Fortitude +9, Reflex +5, Will +7, Intelligence 8 (-1), Attach, Deliver Touch Spells, Empathic Link, Share Spells, Speak with Master, Low-Light Vision, Scent, Agile, Improved Evasion, Weapon Finesse).
    Last edited by Zeta Kai; 2011-07-07 at 07:22 AM.

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

    Captain Raza, Commander of the Corsairs

    Quotes
    • “To arms, men! Tonight, we drink to the fallen!”
    • “What are you lookin’ at? Huh?!”
    • “That’ll be worth five lashes. You know the rules.”
    • “Oh, ho! Looks like we’ve got ourselves a fat haul, men.”

    Background
    Raza has been serving on sailing vessels since he was a child, when the industry was in its relative infancy. He started as a lowly swabbie, working his way up to a deck hand, then a boatswain, then a first mate, & finally a captain of his own ship, the Deeper Wound. He is now the master of a hidden pirate village, Underdock, which as the name suggests is accessible to low-slung boats via an entrance beneath the docks when tides are low. It is located on a tiny island off the Lisan Coast, & is the home base of the Corsairs, a ragtag pirate cartel hailing from somewhere in the western seas.

    Personality
    Raza is usually quite drunk, claiming that it keeps him brave. This may indeed be true, as he is seemingly fearless in battle, often charging into melee against overwhelming odds. Among his crew he is violent & strict, but fair, & even generous if a raid is rather lucrative. He is feared & respected by the people under his command, but he is close to no one, preferring to maintain a professional distance from subordinates, who may be killed at any time in their hazardous vocation. He has a special hatred for lizardfolk, but other than that, he is not particularly racist.

    Appearance
    Raza’s clothes are disheveled, & his large captain’s hat is well-worn & ill-fitting, falling off often. His eyes are heavy-lidded, as if he has slept poorly as of late. Short even for his race, he usually rides on the shoulders of his first mate, & often uses step stools get onto tables or access the steering wheel.

    Goals
    Raza & his Corsairs prey on the treasure-laden sailing vessels traveling along the Lisan Coast. They have staged several raids on the city-state of Luardo in particular, which have been especially profitable. He has no overarching plan, other than to get rich committing acts of piracy. He seems to genuinely enjoy the life of a pirate: sailing the open sea, raiding settlements, commanding the Corsairs, & fomenting chaos in his wake.

    Combat Tactics
    As said before, Raza is without fear when it comes to combat. He will usually open combat with his crossbow, but will switch to his scimitar if there are any lizardfolk to fight. He is fond of using his crossbow in melee, & will only use his scimitar (assuming that there are no lizardfolk around) if he cannot reload his crossbow in the thick of the fight. He orders his Corsairs to fight strategically, sending them to flanking positions so that he can employ sneak attacks. He will even use his companion, Prince Halal the squid, to grapple foes so he can shoot them with relative impunity. Needless to say, he doesn’t mind fighting dirty, & in fact he enjoys it.

    3E Stats
    Spoiler
    Show
    RACE: Kobold (Hijra) male
    CLASS: Ranger 6/Rogue 5
    ALIGNMENT: Neutral Evil
    DEITY: None (Atheist)
    SIZE: Small
    AGE: 32 (born 323 AF)
    HEIGHT: 2’6”
    WEIGHT: 44 lbs.
    EYES: Green
    HAIR: N/A (Ochre scales)
    LANGUAGES: Common & Alhaggi
    HIT DICE: 8+5d8+5d6+11 (59HP)
    INITIATIVE: +8
    SPEED: 60’
    ARMOR CLASS: 22 (+1 size, +4 Dex, +5 armor, +2 shield); touch 12; flat-footed 18
    BASE ATTACK BONUS: +9
    GRAPPLE BONUS: +6
    ATTACK: +14 Keen Seeking Heavy Crossbow (1d8+4, 19-20/×2, 120’ range increment, piercing) or +11 Bane (Lizardfolk) Scimitar (1d4+1, 18-20/×2, slashing)
    FULL ATTACK: +14/+9/+4 Keen Seeking Heavy Crossbow (1d8+4, 19-20/×2, 120’ range increment, piercing) or +11/+6/+1 Bane (Lizardfolk) Scimitar (1d4+1, 18-20/×2, slashing)
    SPACE/REACH: 5’/5’
    SAVING THROWS: Fortitude +7, Reflex +13, Will +5
    ABILITIES:
    • Strength 12 (+1)
    • Dexterity 19 (+4)
    • Constitution 12 (+1)
    • Intelligence 10 (+0)
    • Wisdom 16 (+3)
    • Charisma 10 (+0)

    SKILLS: 94 points
    • Appraise +9
    • Balance +7
    • Bluff +14
    • Hide +13
    • Intimidate +5
    • Knowledge (Nature) +7
    • Listen +10
    • Sleight of Hand +9
    • Spot +17
    • Survival +16
    • Tumble +20
    • Use Rope +7

    FEATS: Endurance (bonus), Improved Critical (crossbow), Improved Initiative, Point Blank Shot, Stalking Panther (all techniques)**, Track (bonus)
    WEAPON:
    • +1 Keen Seeking Heavy Crossbow (18,350gp, 1d8+4, 19-20/×2, 120’ range increment, 4 lbs., piercing)
    • +1 Bane (Lizardfolk) Scimitar (8,315gp, 1d4+1, 18-20/×2, 2 lbs., slashing)

    ARMOR:
    • +2 Shadow Studded Leather (7,925gp, +5, maximum dexterity bonus +5, check penalty --0, 15% AFC, speed 30’, 10lbs.)
    • Arrow Catching Buckler (4,165gp, +2, check penalty 0, 5% ACF, 2½ lbs.)

    EQUIPMENT:
    • 3,885gp
    • Adimas Loop (3,200gp)**
    • Boots of Swiftness (9,600gp)**
    • 100 Crossbow Bolts (10gp)
    • Gloves of Dexterity +2 (4,000gp)
    • Oil of greater magic weapon +4 (2,400gp)
    • 2 Potions of cure moderate wounds (600gp)
    • Potion of cure serious wounds (750gp)
    • Ring of Swimming (2,500gp)

    SPELLS: 2 (Caster Level 3rd, save DC13 + spell level)
    RACIAL FEATURES: Darkvision 60’
    CLASS FEATURES:
    • Favored Enemy (Lizardfolk): +4.
    • Wild Empathy.
    • Combat Style (Archery).
    • Improved Combat Style (Archery).
    • Sneak Attack: +3d6.
    • Trapfinding.
    • Evasion.
    • Trap Sense +1.
    • Uncanny Dodge.

    ANIMAL COMPANION: Prince Halal, a squid (5HD, 22HP, AC19 (+4 Dexterity, +5 Natural Armor), BAB+3, Arms +5 melee (0) & Bite +0 melee (1d6+1), Fortitude +4, Reflex +8, Will +2, Intelligence 1 (-5), Evasion, Improved Grab, Link, Share Spells, Trick: Attack, Trick: Come, Inkcloud, Jet, Low-Light Vision, Alertness, Endurance).
    Last edited by Zeta Kai; 2011-07-07 at 07:25 AM.

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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
    Show
    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.

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

    Ras Shasad

    Quotes
    • “Get your hands off of that, you dolt! Don’t you know what that is?”
    • “The tales that are told of me are true, but the legends are all lies.”
    • “The dark years don’t seem so dark anymore. At least, not to me…”
    • “The rains fall where they must. And they fall everywhere eventually.”

    Background
    The legendary lizardwoman known as Ras Shasad was born in Rasaljathi in the waning years of the Admajai Empire. A lifelong follower of Pashati in a city dedicated to Sidaru, she was something of an eccentric outsider even in her youth. Despite her urban upbringing, she was attracted to the natural world, & soon joined a druidic order, eventually becoming a full-fledged priestess under the tutelage of the legendary Oud Zakat. Her initial tenure was unremarkable, but soon afterward, the Pactspell tore the empire apart & the Ten Dark Years began.

    It was then that Shasad came into her own as the great heroine of her day. She ceaselessly traveled the devastated imperial lands, aiding the sick & wounded, gathering survivors, & combating the hordes of ghuls that were unleashed by the devastation. She fought valiantly in the Battle of the Light, which ended the dark years, & was instrumental in winning that decisive victory. Ever since then, she has been a stalwart warrior in the fight for good, an ageless & enduring symbol of compassion & love of nature.

    Personality
    Shasad is blunt, brusque, & sometimes belligerent, but she cares deeply for nature, the world, & the people who live on it. A powerful force for good on Siraaj, & her kindness is seen in her deeds, if not always in her words. She is diligent in her chosen duties, & is venerated as a saint by many, as her exploits have almost become the stuff of epic myth. She chafes at the adoration that she receives, preferring to work without constant fanfare, & so she sometimes travels anonymously, helping people & battle the forces of darkness under many different guises. She is also growing tired of the constant struggle against the myriad forces of darkness, which is taking its toll on her. She has lived for several lifetimes, & the burden of so many years of conflict weigh on her.

    Appearance
    Shasad stands up straight, seemingly unburdened by the weight of all her years, & her scales are polished to a shiny luster. Her eyes betray her immense age, however, as they have a wisdom (& a weariness) that is unknown to the young. She is usually clad in simple dark blue robes, with a black cloak around her shoulders & a hood that is always up.

    Goals
    Shasad is many things to many people, & so few people understand what she is actually working towards, preferring their own version of her in their mind’s eye. Her ultimate objective is actually rather simple: to prevent the destruction of the Ten Dark Years from ever reoccurring. She witnessed the carnage & its aftermath firsthand; she saw the sky grow dim with smoke & ash, the piles of mangled bodies, the hordes of ghuls slaughtering entire towns, the people dying from famine & sickness. Thus she has labored for nearly four centuries to ensure that such bloodshed & ruin never happen again. To that end, she is often found near lands at the brink of war, trying to end hostilities & thwart any conflict before it starts.

    Combat Tactics
    Shasad is an implacable foe, & while she is still a mortal being, she fights like an embodiment of divine fury. Nowadays, many opponents surrender to her will rather than face certain death at her end of her staff. While she finds armed conflict distasteful, she understands that it is often necessary, & has become frighteningly skilled at it over the years.

    Unlike many consummate druids, she does not often use her Wild Shape, preferring to fight in her normal form unless in dire circumstances. She also employs her roc companion, Jurthi, to hamper & intimidate foes. Most importantly, she has a vast collection of magic items, which she uses as the circumstances warrant them. She can use them to create a stone golem, open locked doors, make a river flow once again, summon an efreet, or even blot out the sun.

    3E Stats
    Spoiler
    Show
    RACE: Lizardfolk (Sheqarai) female
    CLASS: Druid 17/Master of the Wastes 10***
    ALIGNMENT: Neutral Good
    DEITY: Pashati
    SIZE: Medium
    AGE: 461 (born 723 IR)
    HEIGHT: 5’5”
    WEIGHT: 134 lbs.
    EYES: Amber
    HAIR: N/A (Pine Green scales)
    LANGUAGES: Alhaggi, Archaic, Common, Draconic, & Druidic
    HIT DICE: 8+16d8+10d12+189 (334HP)
    INITIATIVE: +9
    SPEED: 30’
    ARMOR CLASS: 28 (+5 Dex, +5 natural, +8 armor); touch 15; flat-footed 23
    BASE ATTACK BONUS: +22
    GRAPPLE BONUS: +28
    ATTACK: +32 Disruption Thundering or +31 Merciful Speed Darkwood Quarterstaff (1d6+7/1d6+6, ×2, bludgeoning) (+28 & +23 as a double weapon, respectively) or +32 Distance Shocking Burst Seeking Darkwood Composite Longbow (1d8+11, ×3, 220’ range increment, piercing)
    FULL ATTACK: +28/+18 Disruption Thundering & +23/+13 Merciful Speed Darkwood Quarterstaff (1d6+10/1d6+9, ×2, bludgeoning) or +32/+27/+22/+17 Distance Shocking Burst Seeking Darkwood Composite Longbow (1d8+11, ×3, 220’ range increment, piercing)
    SPACE/REACH: 5’/5’
    SAVING THROWS: Fortitude +30, Reflex +14, Will +29
    ABILITIES:
    • Strength 22 (+6)
    • Dexterity 20 (+5)
    • Constitution 25 (+7)
    • Intelligence 32 (+11)
    • Wisdom 39 (+14)
    • Charisma 18 (+4)

    SKILLS: 180 points
    • Balance +20
    • Concentration +22
    • Handle Animal +23
    • Heal +29
    • Jump +16
    • Knowledge (Nature) +33
    • Listen +33
    • Ride +24
    • Spot +30
    • Survival +48 (+52 in deserts)
    • Swim +25

    FEATS: Blessed by Fate**, Desert Nomad**, Diehard, Endurance, Great Fortitude, Grim Determination**, Improved Initiative, Never Say Die**, Self-Sufficiency, Track
    WEAPON:
    • +4 Disruption Thundering / +3 Merciful Speed Darkwood Quarterstaff (196,620gp, 1d6+10/1d6+9, ×2, 2 lbs., bludgeoning)
    • +5 Distance Shocking Burst Seeking Darkwood Composite Longbow (162,420gp, 1d8+11, ×3, 220’ range increment, 1½ lbs., piercing)

    ARMOR: +5 Greater Fire Resistance Heavy Fortification Hide (166,165gp, +8, maximum dexterity bonus +4, check penalty -2, 20% AFC, speed 20’, 25lbs.)
    EQUIPMENT:
    • 526,588gp
    • 40 Arrows (2gp)
    • Amulet of Health +6 (36,000gp)
    • Bag of Holding IV (10,000gp)
    • Bag of Tricks, tan (6,300gp)
    • Belt of Giant Strength +6 (36,000gp)
    • Boots of Striding & Springing (5,500gp)
    • Bottle of Air (7,250gp)
    • Candle of Calm (14,410gp)**
    • Candle of Truth (2,500gp)
    • Cloak of Resistance +5 (25,000gp)
    • Decanter of Endless Water (9,000gp)
    • Dust of Dryness (850gp)
    • Earth Medallion (28,250gp)**
    • Efficient Quiver (1,800gp)
    • Efreeti Bottle (145,000gp)
    • Gem of Seeing (75,000gp)
    • Gloves of Dexterity +6 (36,000gp)
    • Golem’s Heart: Sandstone (53,000gp)**
    • Headband of Intellect +6 (36,000gp)
    • 4 Incenses of Meditation (19,600gp)
    • 4 Jewels of Light (11,000gp)**
    • Keffiyeh of Understanding (29,000gp)**
    • Key of All Locks (24,000gp)**
    • Latching Rod (22,850gp)**
    • 2 Marvelous Pigments (8,000gp)
    • Necklace of Adaptation (9,000gp)
    • Orb of Twilight (36,000gp)**
    • Pearl of Power: Two Spells (70,000gp)
    • Periapt of Wisdom +6 (36,000gp)
    • Potion of barkskin +5 (1,200gp)
    • 5 Potions of cure serious wounds (3,750gp)
    • 2 Potions of protection from arrows 15/magic (3,000gp)
    • 3 Potions of resist energy (acid) 30 (3,300gp)
    • 3 Potions of resist energy (cold) 30 (3,300gp)
    • 3 Potions of resist energy (electricity) 30 (3,300gp)
    • 3 Potions of resist energy (sonic) 30 (3,300gp)
    • Ring of Elemental Command: Earth (200,000gp)
    • Ring of Djinni Calling (125,000gp)
    • Rod of Absorption (50,000gp)
    • Scroll of astral projection (4,870gp)
    • Scroll of energy drain (3,825gp)
    • 2 Scrolls of gate (17,650gp)
    • Scroll of summon monster IX (3,825gp)
    • 3 Scrolls of true resurrection (86,475gp)
    • Staff of the Sudden Dream (41,600gp)**
    • Stone of Good Luck (20,000gp)
    • Sustaining Spoon (5,400gp)
    • Tome of Clear Thought +5 (137,500gp)
    • Tome of Leadership & Influence +5 (137,500gp)
    • Tome of Understanding +5 (137,500gp)
    • 2 Universal Solvents (100gp)
    • Vestments, Druid’s (10,000gp)
    • Wand of restoration (26,000gp)
    • Wand of wall of ice (21,000gp)
    • Wind Fan (5,500gp)

    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. NOTE: This is negated by the Fasting class feature.

    SPELLS:
    • Druid Spells: 6/8/7/7/7/6/5/4/3/2 (Caster Level 27th, save DC19 + spell level)
    • Master of the Waste Spells: 8/8/4 (Caster Level 27th, save DC25 + spell level)

    CLASS FEATURES:
    • Nature Sense.
    • Wild Empathy.
    • Woodland Stride.
    • Trackless Step.
    • Resist Nature’s Lure.
    • Wild Shape (T/S/M/L/H, 5/day, Elemental 1/day, Plant).
    • Venom Immunity.
    • A Thousand Faces.
    • Timeless Body (frozen at Old).
    • Hardiness.
    • Survival.
    • Commune with Nature.
    • Command of the Wastes.
    • Improved Survival.
    • Thermal Extremist.
    • Powerful Fortitude (3/day).
    • Preternatural Fortitude.
    • Scoured Skin (SR30).

    ANIMAL COMPANION: Jurthi, a roc (18HD, 207HP, AC17 (-4 size, +2 Dexterity, +9 Natural Armor), BAB+13, 2 Talons +21 melee (2d6+12) & Bite +19 melee (2d8+6), Fortitude +18, Reflex +13, Will +9, Intelligence 2 (-4), Link, Share Spells, Trick: Defend, Low-Light Vision, Alertness, Flyby Attack, Iron Will, Multiattack, Power Attack, Snatch, Wingover, Hide -3, Listen +10, Spot +14).
    Last edited by Zeta Kai; 2011-11-26 at 03:05 PM.

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

    Ali Jaruq

    Quotes
    • “If this city’s ever going to change, it’s going to need someone with the will to change it.”
    • “Look at my face. What do you see? A monster? A beast? Something to be put down for your glory? Or do you see something more? Do you see the soul that hides behind the ghul’s eyes?”
    • “I need no such worldly things. The air provides everything that I could ever want.”
    • “Let the sultan do what he pleases, & let me do what I please. We both know what is right.”

    Background
    Ali Jaruq was born into poverty near the City of God, & lived in squalor for most of his childhood. His father abandoned him & his human mother when he was an infant, & his mother was forced to make ends meet any way that she could. They moved to the Numar District (AKA “Ghultown”), where Ali’s mother soon became a prostitute in order to stave off starvation. Ali was persecuted for his strange appearance, as well as his lowly status as the son of a prostitute. He fought back against his bullies, & it appeared that the rage in his heart would soon turn him into a lifelong criminal.

    But a kindly Waharimite priest saw potential in Ali, & offered to take him under his wing. He moved into a temple dedicated to the Lord on the Mountain many miles to the north, past the Zuhahul Hills, where he studied for over a decade to become a monk. Eventually, he learned to focus his inner anger & channel it into performing acts of good. Years later, he returned to his childhood home in the City of God to find his mother, but she had been murdered not long after he left. He saw that the Numar District had been neglected by the sultan & his government, & as a result, it had deteriorated even further into chaos & blight. It was then that he pledged to end the cycle of poverty & crime that plagued Ghultown, & to prevent the circumstances that led to his childhood misery from happening again.

    Personality
    Ali is an ascetic disciple of Waharim, at peace with himself & the world around him. He has harnessed his baser emotions into a firm resolve to better those in need, & he works tirelessly to that end. He has worked hard to overcome his own personal discrimination, so he is quick to defend against racial prejudice. He takes great pleasure in the simple things in life, & has little appreciation for luxuries or vices, preferring meditation & prayer. His patience does have limits, however, & he has expressed frustration with the sultanate & his ministers from time to time. Some might say that he is humorless, but he has been known to smile at a welcome breeze or a newfound piece of uncovered lore.

    Appearance
    Ali has pale gray skin & many piercings in both ears. His long black hair is tied back in a braided queue that falls most of the way down his back. He wears simple white monk’s robes, & is usually barefooted.

    Goals
    Ali now struggles to develop the Numar District & improve the lives of those who live there. He fights against the stigma or crime & poverty regarding his neighborhood, hoping to one day eliminate the district’s many ills. To that end, he seeks to increase guard watch, keep the district clean, prevent criminal activity, & help the poor. These efforts have not gone unnoticed by the city’s leaders, & they have been publicly supportive, although their pledges of assistance have yet to be realized. A rumor has been spreading that the sultan & his ministers are angry with him for shedding a bad light on this situation, embarrassing the city & its government. There is even some word that the sultanate may be looking for ways to neutralize him, before he tarnishes their reputation further.

    Combat Tactics
    Ali is an adept combatant, both armed & unarmed & he uses the Swift Wind style, which favors sweeping movements & passive, flowing stances. He is particularly skilled at knocking opponents prone, either with a trip or a Surging Palm. His ghul heritage also contributes to his fighting prowess, as he often uses his innate abilities, such as obscuring mist & gust of wind, to keep foes off-balance.

    3E Stats
    Spoiler
    Show
    RACE: Half-Ghul male
    CLASS: Monk 6
    ALIGNMENT: Lawful Good
    DEITY: Waharim (Jabal)
    SIZE: Medium
    AGE: 43 (born 312 AF)
    HEIGHT: 6’6”
    WEIGHT: 251 lbs.
    EYES: Red
    HAIR: Black
    LANGUAGES: Common & Ghul
    HIT DICE: 8+5d8+15 (45HP)
    INITIATIVE: +2
    SPEED: 50’
    ARMOR CLASS: 18 (+2 Dex, +3 Wis, +1 monk, +2 armor); touch 16; flat-footed 16
    BASE ATTACK BONUS: +4
    GRAPPLE BONUS: +6
    ATTACK: +7 Quarterstaff (1d6+3/1d6+2, ×2, bludgeoning)
    FULL ATTACK: +7/+2 Quarterstaff (1d6+3/1d6+2, ×2, bludgeoning) or +7 Sling (1d4+2, ×2, 50’ range increment, bludgeoning) or +5/+5 unarmed strike (1d8+2, ×2, bludgeoning)
    SPACE/REACH: 5’/5’
    SAVING THROWS: Fortitude +9, Reflex +9, Will +12
    ABILITIES:
    • Strength 14 (+2)
    • Dexterity 14 (+2)
    • Constitution 14 (+2)
    • Intelligence 13 (+1)
    • Wisdom 16 (+3)
    • Charisma 10 (+0)

    SKILLS: 45 points
    • Balance +8
    • Diplomacy +9
    • Jump +7
    • Knowledge (Religion) +7
    • Listen +10
    • Spot +10
    • Tumble +11

    FEATS: Base Vasrah**, Forceful Hand**, Improved Trip, Improved Unarmed Strike (bonus), Second Vasrah**, Stunning Fist, Surging Palm**, Toughness (bonus)
    WEAPON:
    • +1 Quarterstaff (2,600gp, 1d6+3/1d6+2, ×2, 2 lbs., bludgeoning)
    • +1 Sling (2,300gp, 1d4+2, ×2, 50’ range increment, 0 lbs., bludgeoning)

    ARMOR: N/A
    EQUIPMENT:
    • 49gp
    • 100 Sling Bullets (1gp)
    • Bracers of Armor +2 (4,000gp)
    • Cloak of Resistance +2 (4,000gp)
    • Potion of cure light wounds (50gp)

    RACIAL FEATURES:
    • Ghul Blood
    • Elemental Resistance (cold 5 & fire 5)
    • Spell-Like Abilities
      • At Will: darkness, detect magic, obscuring mist
      • 1/Day: gust of wind (DC13)
      • Caster level 8th. The save DCs are Charisma-based.

    CLASS FEATURES:
    • Flurry of Blows (+5/+5).
    • Unarmed Strike (Improved Unarmed Strike, +6, 1d8+2).
    • Evasion.
    • Still Mind.
    • Ki Strike (Magic).
    • Slow Fall (30’).
    • Purity of Body.

    LEVEL ADJUSTMENT: +2
    Last edited by Zeta Kai; 2011-07-07 at 07:30 AM.

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

    Zafar Asim

    Quotes
    • “I make the rules here, friend. First rule: I get paid up front. Second rule: I don’t like rules.”
    • “The desert is a vast empty place. Anything can happen out there. You never know…”
    • “You’d better watch out, friend. You wouldn’t want anything bad to happen, would you?”
    • “Well, if that’s our game, then I’d better get some more coin for the trouble.”

    Background
    Zafar Asim came from a nomadic tribe of kobolds that wandered across the Northern Wastes in a yearly migration. He was one of their most skilled hunters, able to stalk & fell wild beasts with apparent ease. He was particularly adept at hunting sarsaoks, ankhegs, basilisks, & other magical beasts. His talents brought him great acclaim & status within the tribe, but he was exiled for a scandal involving the chief’s daughters.

    Zafar wandered the desert alone for some time, growing bitter over his fall from grace, until he came across the city of Alaqur. He quickly became the most successful hunter in Alaqur’s history, as well as one of the longest lasting. He is one of the few hunters to survive an attack from the desert dragons, & is the only one to have brought back a desert dragon’s head as a trophy. He sometimes serves as a guide for less experienced hunters, although his clients have a tendency to not return from their expeditions.

    Personality
    Zafar is a brooding, grim hunter, devoid of compassion or kindness. He is cruel & cold-hearted, stalking his prey without mercy or remorse, & calmly dispatching them with his axe. He doesn’t speak more than absolutely necessary, & is often silent for hours at a time, which only adds to the unsettling tension that he engenders in those around him. He doesn’t spend much time in town, only staying long enough to collect his bounties, gather supplies, & pick up customers. This is just as well, because the townsfolk universally consider him unpleasant & disturbing, as if he were just as monstrous as the beasts he slays.

    Appearance
    Zafar has hard, cruel eyes, devoid of any emotion, like those of a vulture. He is usually clad in a stained suit of black studded leather with tall boots, a dark cloak tied at the shoulder, & a plain white keffiyeh on his head. He is often seen chewing on a leaf from a desert shrub. His compact body is covered in crisscrossing scar, a testament to his countless hunts.

    Goals
    Zafar doesn’t have any long-term agenda. He is content with his current circumstances, & would gladly continue has lucrative practice indefinitely. His “goals” are perhaps better explored by reviewing his routine: he comes to town, unwinds in a local hookah bar while waiting for customers to approach him, takes his fees up-front, leads his clients out into the wild, instructs them on how to properly stalk & kill their prey, possibly kills his customers if they become especially annoying to him, & then he returns to the city to repeat the cycle. He occasionally breaks up his routine by hunting more dangerous game by himself in order to keep his skills sharp & maintain his reputation, which keeps him out of Alaqur when his antisocial behavior becomes particularly reprehensible to the local authorities.

    Combat Tactics
    Zafar is a cold-blooded methodical killer, one who calmly surveys the battlefield, chooses his targets, & dispatches them efficiently & without fanfare. While he specializes in slaying magical beasts, he has a falchion that is especially effective against humans (which, incidentally, are his most common clients). He is incredibly skilled at stalking & killing undetected, able to sneak up on his targets without being seen until it is too late. This is aided by his equipment, which includes several potions of invisibility. He likes to surprise his foes, who think of him as a dispassionate hunter, by flying into a murderous rage once he gets within melee range.

    3E Stats
    Spoiler
    Show
    RACE: Kobold (Hijra) male
    CLASS: Barbarian 4/Ranger 11
    ALIGNMENT: Chaotic Evil
    DEITY: Limalia (The Wayfarers, non-practicing)
    SIZE: Small
    AGE: 37 (born 318 AF)
    HEIGHT: 2’9”
    WEIGHT: 55 lbs.
    EYES: Red
    HAIR: N/A (Orange scales)
    LANGUAGES: Common & Alhaggi
    HIT DICE: 12+3d12+11d8+38 (119HP)
    INITIATIVE: +5
    SPEED: 40’
    ARMOR CLASS: 26 (+1 size, +1 Dex, +7 natural, +2 deflection, +5 armor); touch 14; flat-footed 25
    BASE ATTACK BONUS: +15
    GRAPPLE BONUS: +13
    ATTACK: +18 Destructive** Furious** Battleaxe (1d6+4, ×3, slashing) or +18 Bane: Human Falchion (2d3+4, 18-20/×2, slashing)
    FULL ATTACK: +18/+13/+8/+3 Destructive** Furious** Battleaxe (1d6+4, ×3, slashing) or +18/+13/+8/+3 Bane: Human Falchion (2d3+4, 18-20/×2, slashing)
    SPACE/REACH: 5’/5’
    SAVING THROWS: Fortitude +17, Reflex +13, Will +10
    ABILITIES:
    • Strength 14 (+2)
    • Dexterity 13 (+1)
    • Constitution 16 (+3)
    • Intelligence 10 (+0)
    • Wisdom 14 (+2)
    • Charisma 8 (-1)

    SKILLS: 94 points
    • Appraise +5
    • Hide +15
    • Jump +7
    • Knowledge (Arcana) +10
    • Listen +15
    • Move Silently +14
    • Ride +12
    • Survival +20
    • Tumble +17

    FEATS: Endurance (bonus), Imposing Rage (all techniques)**, Improved Critical, Improved Initiative, Iron Will, Power Attack, Stalking Panther (all techniques)**, Track (bonus)
    WEAPON:
    • +2 Destructive** Furious** Battleaxe (32,310gp, 1d6+4, ×3, 3 lbs., slashing)
    • +2 Bane: Human Falchion (18,375gp, 2d3+4, 18-20/×2, 4 lbs., slashing)

    ARMOR: Armor of Warding (+2 Studded Leather (22,175gp, +5, maximum dexterity bonus +5, check penalty -0, 15% AFC, speed 30’, 20lbs.))**
    EQUIPMENT:
    • 8,775gp
    • Agal of Rapid Wellness (17,500gp)**
    • Amulet of Natural Armor +6 (36,000gp)
    • Cloak of Resistance +3 (9,000gp)
    • Gloves of Rebuke (8,200gp)**
    • Leaping Boots (19,700gp)**
    • 2 Potions of fly (1,500gp)
    • 5 Potions of invisibility (1,500gp)
    • Ring of Protection +2 (8,000gp)
    • Tears of Shera Hazadi (7,040gp)**

    SPELLS: 2/2/0 (Caster Level 5th, save DC12 + spell level)
    RACIAL FEATURES: Darkvision 60’
    CLASS FEATURES:
    • Rage (5/day).
    • Uncanny Dodge.
    • Trap Sense +1.
    • Favored Enemy (Magical Beast): +6.
    • Wild Empathy.
    • Combat Style (Two-Weapon Combat).
    • Improved Combat Style (Two-Weapon Combat).
    • Woodland Stride.
    • Swift Tracker.
    • Evasion.
    • Combat Style Mastery (Two-Weapon Combat).

    ANIMAL COMPANION: Sandracer, a camel (5HD, 32HP, AC16 (-1 size, +4 Dexterity, +3 Natural Armor), BAB+3, Bite +1 melee (1d4+2), Fortitude +6, Reflex +7, Will +1, Intelligence 2 (-4), Evasion, Link, Share Spells, Trick: Seek, Trick: Track, Low-Light Vision, Scent, Alertness, Endurance).
    Last edited by Zeta Kai; 2011-07-07 at 07:30 AM.

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

    Qaled al-Shayq

    Quotes
    • “May the day smile upon you, my child.”
    • “I don’t recall the exact passage right now…”
    • “It’s getting late, & I have a prior appointment. Let us continue this discussion another time.”
    • “Gold reflects the light of day most clearly, my child.”

    Background
    Qaled al-Shayq was born into the aristocracy, the son of a merchant prince from Fandaq & a vizier’s daughter. From an early age, he displayed an aptitude for business, able to deftly leverage capital in order to generate large profits with ease. He followed in his father’s footsteps (against his mother’s wishes) & took over the Shayq-owned businesses. His growing financial power led him to covet political power, & it wasn’t long before he found a ripe opportunity in the city of Aqur.

    While he didn’t invent the Aqurai commercial empire, which masquerades as a church of Akasha, he certainly perfected it to fine art. Soon after he joined as advising partner, profits hit record highs due to his savvy dealings, & the city itself became a more gainful investment, as well. Within three years, he became the Head Minister of Aqur, solidifying his position expanding mercantile operations into new markets (& eliminating a few key rivals). The church has never been more profitable, the city looks better & has a better reputation that it has been in decades, & real business of the church has never been better hidden. All of this has made Qaled more popular with the citizens of Aqur, as well as his commercial colleagues, although a few of his staunchest enemies have grown to loathe him all the more venomously.

    Personality
    Qaled is extremely deceitful, lying & manipulating everyone around him almost as a matter of course. Even those closest to him don’t rightly know him, including his wife (or his mistresses) & children. On the outside, he appears to be a genial & pious gentleman, one who is eager to help the souls of everyone he meets, & is thought to pray for days at a time in his private chambers. In reality, he couldn’t care less for the wellbeing of others (except where it benefits himself), he spends much of his time arranging commercial deals or philandering, & he isn’t even very familiar with the tenets of Akashan dogma.

    Appearance
    Qaled’s hair is mostly hidden by an enormous mitered hat. He has a beatific & stately demeanor, with impeccable manners. He always wears a smile on his face, although it sometimes appears to be somewhat mirthless & ingenuine. He walks with a very slight limp, the result of an injury in his youth.

    Goals
    Qaled is attracted to power even more than most, & it is this ambition & greed that drives him. He would prefer to do away with the pretense of running a church, but for the time being, he is forced by cultural inertia to live with the religious façade. He plans to expand his mercantile empire’s influence in the region (&, by extension, his own influence); to that end, he is working to undermine the commercial operation in Fandaq & other nearby trade hubs. He often employs low-level “Akashan acolytes” to rob or otherwise sabotage caravans from those rival city-states, & even sometimes to conduct assassinations of key merchants & nobles. He rarely commits these acts in person, preferring the deniability of using unwitting pawns. He has also been selling several Akashan shrines to the Taj Sunnah for a tidy profit, thereby freeing him from the duties of administration at the cost of letting the Johoumites get a foothold in the city.

    Combat Tactics
    Qaled doesn’t fight his battles personally unless he is forced to by circumstances, favoring the use of bodyguards (usually fighters, other rogues, or assassins). His usually excuse is that he is a feeble old minister, more accustomed to matters of faith & politics than those of war; like almost everything that he says, this is a lie. On the rare occasions that he is pressed into armed conflict, he is a wily foe, surprisingly agile for someone of his age. He hides an enhanced short sword under his voluminous robes, which he can brandish with shocking speed. He will order any subordinates in earshot to flank his opponents with him, setting him up so that he can perform sneak attacks as often as possible.

    3E Stats
    Spoiler
    Show
    RACE: Human (Iludai) male
    CLASS: Aristocrat 1/Rogue 7
    ALIGNMENT: Chaotic Evil
    DEITY: Akasha (non-practicing)
    SIZE: Medium
    AGE: 52 (born 303 AF)
    HEIGHT: 5’11”
    WEIGHT: 224 lbs.
    EYES: Brown
    HAIR: White
    LANGUAGES: Common, Ghul, & Gnoolun
    HIT DICE: 8+7d6+4 (36HP)
    INITIATIVE: +3
    SPEED: 30’
    ARMOR CLASS: 21 (+5 Dex, +6 armor); touch 15; flat-footed 16
    BASE ATTACK BONUS: +5
    GRAPPLE BONUS: +6
    ATTACK: +7 Bloodthirsty** Short Sword (1d6+2, 19-20/×2, piercing)
    FULL ATTACK: +7/+2 Bloodthirsty** Short Sword (1d6+2, 19-20/×2, piercing)
    SPACE/REACH: 5’/5’
    SAVING THROWS: Fortitude +6, Reflex +12, Will +5
    ABILITIES:
    • Strength 12 (+1)
    • Dexterity 20 (+5)
    • Constitution 11 (+0)
    • Intelligence 15 (+2)
    • Wisdom 9 (-1)
    • Charisma 13 (+1)

    SKILLS: 105 points
    • Appraise +13
    • Bluff +12
    • Diplomacy +11
    • Forgery +13
    • Gather Information +12
    • Intimidate +11
    • Knowledge (Local) +13
    • Search +10
    • Sense Motive +10
    • Sleight of Hand +16

    FEATS: Combat Reflexes, Dodge, Great Fortitude, Quick Draw
    WEAPON: +1 Bloodthirsty** Short Sword (8,310gp, 1d6+2, 19-20/×2, 2 lbs., piercing)
    ARMOR: +2 Light Fortification Chain Shirt (9,250gp, +6, maximum dexterity bonus +4, check penalty -1, 20% AFC, speed 30’, 25lbs.)
    EQUIPMENT:
    • 1,440gp
    • Cloak of Resistance +2 (4,000gp)
    • Gloves of Dexterity +2 (4,000gp)

    CLASS FEATURES:
    • Sneak Attack: +4d6.
    • Trapfinding.
    • Evasion.
    • Trap Sense +2.
    • Uncanny Dodge.
    Last edited by Zeta Kai; 2011-05-14 at 08:10 PM.

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

    Fazul

    Quotes
    • “The store’s closed & I’m not selling, if you catch my meaning.”
    • “Looks like you’ve strolled down the wrong alley, my friend.”
    • “If you think the sultan’s the man that really runs this town, then you’re sadly mistaken.”
    • “You’ve got fighting spirit, I’ll give you that much. But it’s time to put the pig down, & get to carving the meat.”

    Background
    Fazul is the founder of the Hand of Dusk, the dominant thieves’ guild in the City of God, & has been its leader since its inception. His origins are shrouded in mystery, but it is said that he grew up on the semi-lawless streets of Warehouse Row, & was a local thug for years. He later discovered that he had a knack for drawing people to himself, & that he could accomplish many things through the sheer force of his personality.

    The Hand of Dusk has been operating for over 15 years, & its headquarters is in Fazul’s Bakery, near the edge of town. The bakery was previously owned by a pastry chef, but Fazul is rumored to have killed the old baker & taken his shop, attracted by the network of tunnels running through the basement below (which his familiar, Whisker, discovered for him). He is rarely seen nowadays, & those that do meet him either are already working for him, do not live for long afterward, or both.

    Personality
    As could be presumed, Fazul is an unpleasant man to be around. Many describe him as a complete monster, devoid of any human emotion or empathy. Some even believe that he has some demonic connection from the Realm of Night, or is a ghul in disguise. He seems to take pleasure from inflicting pain upon others, & this sadism even extends to members of his own guild. He will do anything that it takes to get want he wants, especially if he can get his way by killing & robbing others. His odious behavior terrifies even those few individuals who are unfortunate enough to be close to him, & they tend not to last long within his organization. Even the local authorities are afraid of him & what he might do to them (& their loved ones) if they stand against him.

    Appearance
    Fazul’s long stringy hair hangs down in his face in greasy locks, & his beady eyes are yellowed by prolonged drug use. He wears many prominent tattoos, including a small black hand on his neck & a rat on the back of his left hand. He usually wears a dirty baker’s apron over his blousy shirt & stained breeches. He is missing the smallest finger on his left hand, the result for a skirmish with authorities. He walks with a skulking gait, & is almost unnaturally quiet, not making the slightest noise, even on sand or gravel.

    Goals
    Fazul is determined to bleed the City of God dry, stealing as much of its riches as possible. He hates the city, & everyone in it, so he wants to take as much as he can from them, leaving them all poor & miserable. His most pressing goal is to rob the sultan’s palace, & to accomplish that, he has been organizing a crime wave to distract the city guard. With their numbers stretched so thin, he can head up a raid with his most trusted lieutenants (whom he plans to kill afterward) through the underground tunnel network, all the way into the palace’s lower levels. From there, he plans to steal the sultan’s most valuable treasures, & perhaps even assassinate the sultan himself, just for spite.

    Combat Tactics
    Fazul is a fearsome combatant, not for what he can do, but what he is willing to do. He will gladly sacrifice his own men, his own familiar, or even his own finger to win a battle, & his tenacity has convinced more than one opponent to flee rather than risk losing to him. He is extremely fond of sneaking up on his foes, striking them before they even know that he’s there. He won’t cast his innate magic in public, but he will try to lure his enemies into hidden areas, where he can cast with impunity. He enjoys charming foes & then leading them into deadly situations, or fatiguing a foes & slashing them with his toxic sickle while their winded.

    3E Stats
    Spoiler
    Show
    RACE: Human male
    CLASS: Rogue 6/Sorcerer 3
    ALIGNMENT: Neutral Evil
    DEITY: Maqur
    SIZE: Medium
    AGE: 49 (born 306 AF)
    HEIGHT: 6’4”
    WEIGHT: 210 lbs.
    EYES: Brown
    HAIR: Black
    LANGUAGES: Common, Draconic, & Ghul
    HIT DICE: 6+5d6+3d4 (31HP)
    INITIATIVE: +2
    SPEED: 30’
    ARMOR CLASS: 17 (+2 Dex, +1 natural, +1 deflection, +3 armor); touch 13; flat-footed 15
    BASE ATTACK BONUS: +5
    GRAPPLE BONUS: +5
    ATTACK: +6 Venomous** Sickle (1d6+1, ×2, slashing)
    FULL ATTACK: +6/+1 Venomous** Sickle (1d6+1, ×2, slashing)
    SPACE/REACH: 5’/5’
    SAVING THROWS: Fortitude +5, Reflex +8, Will +5
    ABILITIES:
    • Strength 11 (+0)
    • Dexterity 15 (+2)
    • Constitution 10 (+0)
    • Intelligence 14 (+2)
    • Wisdom 10 (+0)
    • Charisma 19 (+4)

    SKILLS: 114 points
    • Appraise +10
    • Disguise +16
    • Escape Artist +14
    • Gather Information +15
    • Hide +14
    • Intimidate +16
    • Listen +12
    • Move Silently +14
    • Sleight of Hand +13
    • Spot +12

    FEATS: Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack
    WEAPON: +1 Venomous** Sickle (18,306gp, 1d6+1, ×2, 2 lbs., slashing)
    ARMOR: N/A
    EQUIPMENT:
    • 1,344gp
    • Amulet of Natural Armor +1 (2,000gp)
    • Bracers of Armor +3 (9,000gp)
    • Cloak of Charisma +2 (4,000gp)
    • Potion of gaseous form (750gp)
    • 2 Potions of invisibility (600gp)
    • Ring of Protection +1 (2,000gp)

    SPELLS: 6/5 (Caster Level 3rd, save DC14 + spell level)
    • 0th Level: flickerflame**, light, message, skew fate**, touch of fatigue
    • 1st Level: charm person, disgust**, disguise self

    CLASS FEATURES:
    • Sneak Attack: +3d6.
    • Trapfinding.
    • Evasion.
    • Trap Sense +2.
    • Uncanny Dodge.
    • Summon Familiar.

    FAMILIAR: Whisker, a rat (9HD, 15HP, AC16 (+2 size, +2 Dexterity, +2 Natural Armor), BAB+5, Bite +7 melee (1d3-4), Fortitude +3, Reflex +7, Will +6, Intelligence 7 (-2), Deliver Touch Spells, Empathic Link, Improved Evasion, Share Spells, Low-Light Vision, Scent, Alertness, Stealthy, Weapon Finesse, Balance +10, Climb +12, Escape Artist +14, Hide +16, Intimidate +8, Listen +13, Move Silently +14, Spot +13, Swim +10).
    Last edited by Zeta Kai; 2011-12-08 at 07:40 PM.

  17. - Top - End - #17
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    Default Re: [Hourglass of Zihaja] Chapter 10: Adventuring

    Haqalil ral-Shuqa

    Quotes
    • “Greetings, my subjects! I bear thee good news: the Caliph has arrived to brighten your day!”
    • “You’ll have to try harder than that if you wish to retain my company. Now, if you’ll excuse me, the Caliph must brighten the lives of his other subjects.”
    • “The Caliph kindly requests that you provide your liege with your finest lodgings for the night. Please show him to his room as soon as you are able.”
    • “The tax collectors have been lax as of late, so the Caliph may have to levy the tithe himself.”

    Background
    Haqalil ral-Shuqa is the so-called Caliph of Dajajah, a whimsical & charismatic individual that has no claim to the sheikh’s throne, either in Dajajah or anywhere else. His antics have garnered a lot of attention regardless. Born to an adulterous human noblewoman, he was sent to live with his father, a half-djinn musician, who taught him the intertwined arts of music & social manipulation. He was an apt pupil, & quickly became a sensation in his hometown of Aqaba, in the southern Sahra Basit.

    Due to a scandal involving an imam’s daughter, he was forced to flee his home, leaving him virtually penniless. His nomadic wandering led him to the city of Dajajah, which he soon fell in love with. His musical performances on the streets garnered a lot of attention, which he parleyed into several ludicrous (albeit profitable) schemes. These plots often involved fanciful stories & amazing lies, the most audacious of which is the repeated claim that he is the city’s true leader, the Caliph of Dajajah. Thus he began his bizarre & daring career of vexing authority figures & amusing the common man.

    Personality
    Haqalil is witty, jovial, boisterous, & above all, capricious. He is a talented musician & a consummate showman. He is quick with a comeback, & he has a seemingly-endless supply of clever jokes & entertaining stories. He is irrepressibly optimistic, & often insists that nothing is utterly impossible, even if some things are a bit unlikely. His tricks & pranks have been known to irk some, but most people find him to be hilarious & charming.

    Appearance
    Haqalil’s hair is a wild shock of shimmering silver, which always seems to be blown by an erratic breeze. He has a lithe, sinuous gait, full of fluid & flamboyant motion, & his skin is very pale, appearing bluish in certain light. He nearly always wears a smirk, as if he were amused by some private joke. He is usually dressed in leather armor or in the robes of a musician, but always wears a battered brass crown on his head.

    Goals
    Most people would say that Haqalil has no real objective; that he is slightly mad, & just does things for the sake of doing them. But there is a method to his madness, albeit a strange & circuitous one. He wants to one day be the master of his own city-state, & he wants to have a good time doing it. Therefore, he wishes to garner widespread popularity, eventually leading to a populist revolt, which he hopes will usher him into a position of wealth & power. His plans, however, are somewhat hampered by his lack of understanding of the process of governance, as well as the system of constitutional monarchy in place in Dajajah. Some have suggested to him that he would be better off relocating to a more democratic city, such as Sa’ifah, but so far, this advice has fallen on genially deaf ears.

    Combat Tactics
    Haqalil would rather talk than fight, & he’d rather laugh than do either. He is, however, as skilled at wielding his whistle-dagger as he is at playing it. When forced into a fight, he will usually try to hypnotize his “audience” with his performance. He will then keep his opponents off-balance by casting dancing lights, distraction, echo mask, grease, &/or gust of wind. When faced with melee opponents, he will take the high ground with a potion of fly; when taking on casters, he will employ Adimas’ annoying arrow to disrupt their spells; & if any useful bystanders nearby, he will sometimes make a suggestion to them to fight in his stead.

    3E Stats
    Spoiler
    Show
    RACE: Hawasabi male
    CLASS: Bard 7/Rogue 3/Arcane Trickster 2
    ALIGNMENT: Chaotic Neutral
    DEITY: Adimas (non-practicing)
    SIZE: Medium
    AGE: 40 (born 315 AF)
    HEIGHT: 5’10”
    WEIGHT: 162 lbs.
    EYES: Gray
    HAIR: Silver
    LANGUAGES: Auran, Common, & Terran
    HIT DICE: 6+6d6+3d6+2d4+12 (54HP)
    INITIATIVE: +6
    SPEED: 30’
    ARMOR CLASS: 23 (+2 Dex, +2 deflection, +9 armor); touch 14; flat-footed 21
    BASE ATTACK BONUS: +8
    GRAPPLE BONUS: +8
    ATTACK: +9 Whistle Dagger (1d4+1, 19-20/×2, 10’ range increment, piercing or slashing)
    FULL ATTACK: +9/+4 Whistle Dagger (1d4+1, 19-20/×2, 10’ range increment, piercing or slashing)
    SPACE/REACH: 5’/5’
    SAVING THROWS: Fortitude +3, Reflex +11, Will +9
    ABILITIES:
    • Strength 10 (+0)
    • Dexterity 15 (+2)
    • Constitution 12 (+1)
    • Intelligence 13 (+1)
    • Wisdom 10 (+0)
    • Charisma 23 (+6)

    SKILLS: 107 points
    • Bluff +21
    • Decipher Script +8
    • Diplomacy +21
    • Disable Device +8
    • Escape Artist +9
    • Knowledge (Arcana) +5
    • Open Lock +9
    • Perform (Wind Instruments) +21
    • Sleight of Hand +17
    • Tumble +17

    FEATS: Combat Expertise, Diverse Background (bonus)**, Improved Disarm, Improved Feint, Improved Initiative, Improved Trip
    WEAPON: +1 Whistle Dagger (16,302gp, 1d4+1, 19-20/×2, 10’ range increment, 1 lb., piercing or slashing)
    ARMOR: +3 Spell Resistance (SR13) Studded Leather (25,175, +6, maximum dexterity bonus +5, check penalty -0, 0% AFC, speed 30’, 20lbs.)
    EQUIPMENT:
    • 223gp
    • Bracers of Armor +3 (9,000gp)
    • Cloak of Charisma +4 (16,000gp)
    • MW Flute (100gp, 3lbs.)
    • Handy Haversack (2,000gp)
    • Hat of Disguise (1,800gp)
    • Pipes of Sounding (1,800gp)
    • 2 Potions of fly (1,500gp)
    • 2 Potions of invisibility (600gp)
    • Ring of Protection +2 (8,000gp)
    • Wind Fan (5,500gp)

    SPELLS: 3/5/5/3 (Caster Level 9th, save DC16 + spell level)
    • 0th Level: bend fate**, dancing lights, know direction, mage hand, prestidigitation, read magic
    • 1st Level: Adimas’ annoying arrow**, distraction**, echo mask**, grease
    • 2nd Level: false sun**, impossible feat**, silence, whispering wind
    • 3rd Level: charm monster, gaseous form, glibness

    RACIAL FEATURES:
    • Darkvision 60’
    • Breathless: Hawasabi do not breathe, so they are immune to drowning, suffocation, & attacks that require inhalation (such as some types of poison).
    • Genie Heritage (Sp): +1 racial bonus on saving throws against all air spells & effects. This bonus increases by +1 for every five class levels the Sabi attains.
    • Spell-Like Abilities
      • 3/Day: stinging breeze
      • 1/Day: gust of wind (DC12)
      • Caster level 5th. The save DCs are Wisdom-based.

    CLASS FEATURES:
    • Bardic Music.
    • Bardic Knowledge.
    • Countersong.
    • Fascinate.
    • Inspire Courage +1.
    • Inspire Competence.
    • Suggestion.
    • Sneak Attack +3d6.
    • Trapfinding.
    • Evasion.
    • Trap Sense +1.
    • Ranged Legerdemain 1/day.

    LEVEL ADJUSTMENT: +1
    Last edited by Zeta Kai; 2011-07-07 at 08:36 AM.

  18. - Top - End - #18
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    Default Re: [Hourglass of Zihaja] Chapter 10: Adventuring

    Nuri izr-Elaqras

    Quotes
    • “My company can attend to your needs, whatever they may be. Provided, of course, that proper compensation is made available.”
    • “You drive a hard bargain, to be sure.”
    • “Shall we shake on it, or would you rather put quill to ink, so to speak?”
    • “You might say that I flatter, but I only speak the truth.”

    Background
    Nuri izr-Elaqras is a clever merchant prince in Fandaq, a silver-tongued trader who owns his own small shipping business called the Trailblazers. He is a mover & shaker in the mercantile politics of the City of Wonders, one whose innovative techniques & business savvy are influential to other traders. His father was a lamp dealer, & taught him the science of buying & art of selling. His father wasn’t very successful, however, & Nuri learned more from his failures than his accomplishments.

    Nuri grew up to be a canny & wise merchant, able to make deals that are beneficial to all parties, & therefore can easily retain repeat customers. Even as a young man, he made a name for himself in the politics of Fandaq, which is closely intertwined with the economics of the city-state. He formed the Trailblazers in response to a need for cheap, reliable shipping services, seeing that the existing shipping magnates were charging exorbitant fees for ferry & freighter use. This has made him very rich, but it has also made him several enemies.

    Personality
    Unlike most other businessmen, both in Fandaq & in the world at large, Nuri is a kind, pleasant man, one who is genuinely concerned with the well-being of employees & his customers. He is fiercely dedicated to his work, staying up until the deepest hours of the night to review contracts & draft trade proposals. He often has to deal with racial prejudice, which is a sore spot for him, but he always attempts to maintain his composure & not let it interfere with his professional dealings. This is another reason that he formed the Trailblazers: in order to hide behind the name, so that people didn’t shy away from his services because of his race.

    Appearance
    Nuri’s skin has a warm brassy tone to it, & always appears as if he were coated with oils. He usually wears very plain, common clothes, which stand in stark contrast to this glowing eyes & hair. His teeth are sharp & pointy, especially his canines, so he rarely smiles widely, preferring a closed grin; his fingernails are long, black, & well polished.

    Goals
    Like any merchant prince, Nuri’s paramount goal is to become as rich as possible, amassing as much wealth & influence as he is able. He does have other, less ordinary ambitions. He would like to minimize the social stigma & bigotry that half-genies & sabi experience on a daily basis, achieving acceptance by (& equality to) more mundane races, such as gnolls, humans, kobolds, & lizardfolk. He has noted with some sense of sad irony that even less-civilized races, such as the aazlai & the desert centaurs, are better accepted among urban society than genie-kin. He has experienced this prejudice firsthand, & hopes to one day eliminate it altogether, even thought he accepts that this dream may never come true, at least within his lifetime. He aims to work toward that impossible dream through the Trailblazers, which he hopes will show the world that a half-genie can fit into normal society, succeed in it, & even act as a force for positive change at the same time.

    Combat Tactics
    Despite his amiable, urbane nature, Nuri is an able combatant, capable of holding his own in a fight. He doesn’t hide behind his employees or other allies, unlike many such magnates. He is skilled at using his Defending Scimitar, both for attack & defense. He will take to the sky with a potion of fly if he’s cornered, & he’s able to stay in battle by using cure light wounds often. He also has a great number of spells at his disposal for defusing fights before they begin, such as charm person, calm emotions, & herald/courier (as well as bard abilities like Fascinate & Suggestion). This is his most common strategy, as it is more subtle & acceptable than flashy skirmishes using magic.

    3E Stats
    Spoiler
    Show
    RACE: Half-Efreet male
    CLASS: Bard 6/Expert 1
    ALIGNMENT: Chaotic Good
    DEITY: Adimas (non-practicing)
    SIZE: Medium
    AGE: 67 (born 288 AF)
    HEIGHT: 5’9”
    WEIGHT: 227 lbs.
    EYES: Yellow (Glowing)
    HAIR: Red (Glowing)
    LANGUAGES: Aquan, Auran, Common, & Ignan
    HIT DICE: 6+6d6+7 (34HP)
    INITIATIVE: +3
    SPEED: 30’
    ARMOR CLASS: 16 (-1 Dex, +7 armor); touch 9; flat-footed 16
    BASE ATTACK BONUS: +4
    GRAPPLE BONUS: +4
    ATTACK: +5 Defending Scimitar (1d6+1, 18-20/×2, slashing)
    FULL ATTACK: +5 Defending Scimitar (1d6+1, 18-20/×2, slashing)
    SPACE/REACH: 5’/5’
    SAVING THROWS: Fortitude +3, Reflex +6, Will +8
    ABILITIES:
    • Strength 10 (+0)
    • Dexterity 9 (-1)
    • Constitution 12 (+1)
    • Intelligence 14 (+2)
    • Wisdom 13 (+1)
    • Charisma 19 (+4)

    SKILLS: 80 points
    • Appraise +12
    • Bluff +16
    • Diplomacy +14
    • Intimidate +16
    • Move Silently +1
    • Perform (Sing) +14
    • Profession (merchant) +11
    • Search +12
    • Sense Motive +11
    • Spellcraft +4
    • Use Magic Device +6

    FEATS: Improved Initiative, Lightning Reflexes (bonus), Persuasive, Snake’s Tongue**
    WEAPON: +1 Defending Scimitar (8,315gp, 1d6+1, 18-20/×2, 4 lbs., slashing)
    ARMOR: +2 Chain Shirt (4,250, +6, maximum dexterity bonus +4, check penalty -1, 0% AFC, speed 30’, 25lbs.)
    EQUIPMENT:
    • 485gp
    • Bracers of Armor +1 (1,000gp)
    • Cloak of Charisma +2 (4,000gp)
    • 4 Potions of cure light wounds (200gp)
    • Potion of fly (750gp)
    SPELLS: 3/4/3 (Caster Level 6th, save DC14 + spell level)
    • 0th Level: bend fate**, detect magic, light, mending, skew fate**, tally**
    • 1st Level: charm person, comprehend languages, cure light wounds, identify
    • 2nd Level: calm emotions, herald/courier**, see enchantment**

    RACIAL FEATURES:
    • Outsider (Native): Half-genies are not subject to spells or effects that affect humanoids only, such as charm person or dominate person. They also can be raised, reincarnated, or resurrected just as other living creatures can be, & they need to eat & sleep.
    • Genie Blood: For all effects related to race, a half-genie is considered a genie.
    • Elemental Birthright, Efreet: once per day, a half-efreeti can cast produce flame &/or wall of fire (as the spells). Caster level 8th. The save DCs are Charisma-based.
    • Elemental Resistance: A half-efreeti gains Fire Resistance 10.
    • Magical Sensitivity (Ex): Spells cast on a half-genie character function as if they had +1 caster level.
    • Darkvision 60’.

    CLASS FEATURES:
    • Bardic Music.
    • Bardic Knowledge.
    • Countersong.
    • Fascinate.
    • Inspire Courage +1.
    • Inspire Competence.
    • Suggestion.

    LEVEL ADJUSTMENT: +2
    Last edited by Zeta Kai; 2012-01-21 at 12:26 PM.

  19. - Top - End - #19
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    Default Re: [Hourglass of Zihaja] Chapter 10: Adventuring

    Aziz Mamud al-Haddad

    Quotes
    • “It’s been a long march to get to this place. But I’d say that it was worth the walk.”
    • “You must be mistaking me for someone else. Allow me to correct you, for you cannot know to whom you speak.”
    • “A fine place it is, for a fine people. You will never see a better land under the sun.”
    • “That may have been true, under a long-past moon. But I’ve grown gray, & the strings are out of tune.”

    Background
    Aziz Mamud al-Haddad was once a cheerful mercenary operating around the city-state of Raqam. He & his company fought in many battles & did many great deeds over the years. They were well-liked & respected in the area, but one day, while exploring an unearthed ruin in the Desert of Lost Souls, he & his men were beset by a horde of ghuls. They tried to flee, but he was the only survivor of that ambush, an event that has haunted him ever since.

    After that incident, Aziz could find no joy in his lifestyle as an adventurer. He decided to make a new life for himself elsewhere, & traveled westward. Years later, he ended up on the island of Jal Ziffa, where he settled in the city-state of Luardo. He decided to stay, & has been there for the past 25 years. He passed himself off as an eccentric nobleman, & quickly became a local celebrity, eventually sitting on the ruling council. His most notable accomplishment was the commissioning of Luardo’s great lighthouse, a monument that dwarfs the city’s other buildings & dominates its landscape.

    Personality
    Aziz is a genial man, one who always has an amusing anecdote to share. While usually quite jovial, his eyes betray a bit of sadness on occasion. He still likes to travel, so every few years he will leave for a sabbatical, which typically last for about two months. He doesn’t talk about his trips with others, & no one seems to know where he goes. He is quite generous with his wealth, & he has donated large sums of coin to the city of Luardo more than once. Politically, he is cool-headed & populist, usually unwilling to argue with his peers on the council.

    Appearance
    Aziz has a soft, grandfatherly look, with a large belly & a wide round face. His beard is braided in the Iludai style, in contrast to the untamed beards of Luardo’s native men. He is nearly bald with age, although he usually covers this with a wide-brimmed hat. Despite his advanced years, he still wears his old armor beneath his councilor’s robes.

    Goals
    Aziz tries to deny it, but he is an adventurer, through & through. He has tried to retire & leave the wandering life behind, but he’s at his happiest when he’s roaming the wilderness with a company of fellow mercenaries. He hasn’t been on a sabbatical in over four years, & despite his age, he feels the arrows in his quiver, longing to be shot. The quiet life in Luardo is pleasant, but uneventful, & the challenges of the ruling council don’t fulfill his missing sense of purpose. In his mind, he still hasn’t avenged the friends that he lost to the ghuls nearly 30 years ago, & he believes that the only way to put their souls to rest is by picking up his bow & his oud once more to slay ghuls in glorious battle.

    Combat Tactics
    Aziz may be an old man, grown soft by years of relative ease, but he is still a force to be reckoned with on the battlefield. He is a deadly shot with his bow, & is able to perform several tricks with it. He is fond of animating a carpet & using it to fly upon, firing on enemies from relative safely. He can stop many encounters before they begin, through the use of hypnotism or suggestion, but he is sometimes compelled to eschew those routes in favor of an honest fight. When he’s in a dire situation, he will use invisibility &/or expeditious retreat to escape.

    3E Stats
    Spoiler
    Show
    RACE: Human male
    CLASS: Bard 9
    ALIGNMENT: True Neutral
    DEITY: Daq (The Gray Order, non-practicing)
    SIZE: Medium
    AGE: 59 (born 296 AF)
    HEIGHT: 5’7”
    WEIGHT: 183 lbs.
    EYES: Brown
    HAIR: Gray
    LANGUAGES: Aquan, Common, & Pahrai
    HIT DICE: 6+8d6 (34HP)
    INITIATIVE: +4
    SPEED: 30’
    ARMOR CLASS: 20 (+1 Dex, +7 armor, +2 dodge); touch 13; flat-footed 17
    BASE ATTACK BONUS: +6
    GRAPPLE BONUS: +5
    ATTACK: +7 Thundering Longbow (1d8+2, ×3, 100’ range increment, piercing)
    FULL ATTACK: +7/+2 Thundering Longbow (1d8+1, ×3, 100’ range increment, piercing)
    SPACE/REACH: 5’/5’
    SAVING THROWS: Fortitude +3, Reflex +7, Will +6
    ABILITIES:
    • Strength 8 (-1)
    • Dexterity 13 (+1)
    • Constitution 10 (+0)
    • Intelligence 14 (+2)
    • Wisdom 11 (+0)
    • Charisma 19 (+4)

    SKILLS: 108 points
    • Bluff +16
    • Diplomacy +16
    • Forgery +14
    • Gather Information +16
    • Knowledge (History) +14
    • Knowledge (Nobility) +14
    • Perform (String Instruments) +16
    • Search +14
    • Sense Motive +12

    FEATS: Avoidance**, Hawk’s Talons (3 techniques)**, Improved Initiative, Point Blank Shot, Precise Shot
    WEAPON: +1 Thundering Longbow (8,375gp, 1d8+2, ×3, 100’ range increment, 3 lbs., piercing)
    ARMOR: +1 Escaping** Chain Shirt (15,750, +5, maximum dexterity bonus +4, check penalty -1, 0% AFC, speed 30’, 25lbs.)
    EQUIPMENT:
    • 3,025gp
    • Bracers of Armor +2 (4,000gp)
    • Cloak of Charisma +2 (4,000gp)
    • MW Oud (100gp, 3lbs.)
    • Oil of keen edge (750gp)

    SPELLS: 3/4/4/2 (Caster Level 9th, save DC14 + spell level)
    • 0th Level: bend fate**, daze, detect magic, mending, summon instrument, tally**
    • 1st Level: charm person, expeditious retreat, hypnotism, sleep
    • 2nd Level: detect thoughts, glitterdust, invisibility, suggestion
    • 3rd Level: animate carpet**, glibness, uncertainty**

    CLASS FEATURES:
    • Bardic Music.
    • Bardic Knowledge.
    • Countersong.
    • Fascinate.
    • Inspire Courage +2.
    • Inspire Competence.
    • Suggestion.
    • Inspire Greatness.
    Last edited by Zeta Kai; 2011-07-07 at 09:54 AM.

  20. - Top - End - #20
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    Default Re: [Hourglass of Zihaja] Chapter 10: Adventuring

    Ghada izud-Haqara

    Quotes
    • “This city has seen much in its day, & its walls have weathered every storm. It is my duty to see it through to the next dawn.”
    • “You must understand what we’re fighting for. There is more at stake than you know.”
    • “I cannot abide the Circle’s influence. They must be excised, lest they corrupt our beloved home.”
    • “We are accustomed to receiving guests. And it is not uncommon for welcome guests to become neighbors.”

    Background
    Ghada izud-Haqara was born in Maisan, & has lived there all her life. The only daughter of the previous bey, she was raised from any early age to rule the city & its people. At the age of 19, her father was killed in an accident, leaving her to take up the Scepter & Miter. That was 15 years ago, & she has been the ruling bey of Maisan, as well as the face of the local church of Adimas, ever since.

    Ghada has had to deal with a lot since becoming bey. Maisan is constantly in a state of recovery from the latest disaster, be it a dust storm, a dragon attack from Azhan, or a deadly mining incident. She has also faced a personal tragedy, when it was discovered that she could not bear children. The frequent calamities have taken their toll on the city’s people, including the bey, even though she still works hard to help the city prosper. The Church of the Falling Feather (as Adimas’ church is known here) assists her with this goal, but they can only do so much in face of such adversity. It seems that it is all that they can do just to hold their ground & keep the city from sliding further into chaos & despair.

    Personality
    Ghada deeply loves her city, & feels an all-consuming responsibility towards its wellbeing. She is very driven & focused, & cares very deeply & honestly about her citizens. This can sometimes get in her way, clouding her judgment as to the best course of action, as short-term concerns can get in the way of the city’s long-term interests. When she was a younger & greener bey, she made some decisions that she has come to regret, & those still trouble her to this day. She is pleasant & courteous, but is usually quite serious, to the point of being a bit grave.

    Appearance
    Ghada’s face is weathered & slightly wrinkled, making her appear older than she actually is. She rarely smiles, as she is seldom pleased or amused. Her hair is tightly tied back in a severe bun, which is often hidden by her cloak’s hood. Her body is very thin & angular, with a bony frame & a somewhat awkward gait, as though she were unused to moving.

    Goals
    As with any head of state, Ghada has many objectives, both large & small. She would like to restore Maisan to its former glory, when the city was young, before it was plagued with a constant series of woes. She is working to secure enough water to supply the citizenry, both now & in the future. She is trying to find a force strong enough to clear out the local mines, which have been overrun with monstrous creatures. But her most critical concern is the Circle of Jalud, which worries her greatly. A single mage can be cause for alarm, so a group of them actually working together has her very afraid for the future of her city & its people.

    Combat Tactics
    Ghada is a surprisingly-able combatant, having been trained by the best warriors in the region. She deftly wields a mighty-cleaving falchion in one hand & a balanced throwing falchion in the other. She is adept at several martial forms, including the sweeping finisher & the overcoming finisher. She usually doesn’t rely on magic items, preferring to maintain a simple-yet-effective repertoire of combat maneuvers & her own martial prowess.

    3E Stats
    Spoiler
    Show
    RACE: Human female
    CLASS: Fighter 6/Ranger 3
    ALIGNMENT: Neutral Good
    DEITY: Adimas
    SIZE: Medium
    AGE: 34 (born 321 AF)
    HEIGHT: 5’6”
    WEIGHT: 124 lbs.
    EYES: Brown
    HAIR: Black
    LANGUAGES: Common & Draconic
    HIT DICE: 10+5d10+3d8 (51HP)
    INITIATIVE: +6
    SPEED: 30’
    ARMOR CLASS: 20 (+2 Dex, +7 armor, +1 shield); touch 12; flat-footed 18
    BASE ATTACK BONUS: +9
    GRAPPLE BONUS: +10
    ATTACK: +11 Mighty Cleaving Falchion (2d4+2, 18-20/×2, slashing) or +11 Throwing Falchion (2d4+2, 18-20/×2, 10’ range increment, slashing)
    FULL ATTACK: +11/+6/+1 Mighty Cleaving Falchion (2d4+2, 18-20/×2, slashing) or +11 Throwing Falchion (2d4+2, 18-20/×2, 10’ range increment, slashing) & +6/+1 Mighty Cleaving Falchion (2d4+2, 18-20/×2, slashing)
    SPACE/REACH: 5’/5’
    SAVING THROWS: Fortitude +11, Reflex +10, Will +8
    ABILITIES:
    • Strength 13 (+1)
    • Dexterity 15 (+2)
    • Constitution 10 (+0)
    • Intelligence 12 (+1)
    • Wisdom 14 (+2)
    • Charisma 10 (+0)

    SKILLS: 60 points
    • Diplomacy +12
    • Intimidate +12
    • Knowledge (Nobility) +13
    • Listen +14
    • Sense Motive +14

    FEATS: Cleave, Diehard, Endurance (bonus), Great Cleave, Improved Critical, Improved Initiative, Parry**, Power Attack, Tempest Assault (all techniques)**, Track (bonus), Two-Weapon Combat**
    WEAPON:
    • +1 Mighty Cleaving Falchion (8,375gp, 2d4+2, 18-20/×2, 8 lbs., slashing)
    • +1 Throwing Falchion (8,375gp, 2d4+2, 18-20/×2, 10’ range increment, 8 lbs., slashing)

    ARMOR: +1 Spell Resistance (SR13) Banded Mail (9,400, +7, maximum dexterity bonus +1, check penalty -5, 35% AFC, speed 20’, 35lbs.)
    EQUIPMENT:
    • 850gp
    • Cloak of Resistance +3 (9,000gp)

    CLASS FEATURES:
    • Favored Enemy (Native Outsider): +2.
    • Wild Empathy.
    • Combat Style (Two-Weapon Combat).
    Last edited by Zeta Kai; 2011-07-07 at 09:56 AM.

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

    Sultan Syed Awazi Aq-Hazaqan VI

    Quotes
    • “I have a proposal that should please both sides, if you would care to hear it.”
    • “I believe that someone close to me wishes me harm. I have slept little, & am wary of every shadow.”
    • “It would be best for all parties, I judge.”
    • “For the good of my people, I must find them a queen. The Awazi dynasty must continue.”

    Background
    Syed Awazi Aq-Hazaqan VI was born to rule. His father was Syed Awazi Aq-Hazaqan V, the sultan of Meraya & fourteenth in the line of the Awazi dynasty, & his mother was Amina-Israt, the first of his father’s seven wives. The oldest of his father’s 20 children, he was trained almost from birth to one day succeed his father as sultan, & he learned his lessons well. He studied history, law, astronomy, war, poetry, economics, diplomacy, mathematics, combat, alchemy, literature, & more, excelling in every course.

    When the time came to sit upon the Adamant Throne, Syed was ready to rule, & rule well. He quickly became a dynamic & charismatic sultan, one who would inspire his people to achieve greatness with his bold leadership. Under his rule, the city has become even more prosperous than it was in his father’s time, with arts & sciences flourishing, & ever-taller towers being constructed. He’s been the sultan for over 20 years now, & most of the citizens hope that he will be their leader for decades to come.

    Personality
    Syed is a studious, introspective man, one who prefers to look at all sides of an issue before making a decision. A wise & judicious ruler, with a gift for strategy & public speaking, he has led the city & its people with a measured, prudent hand. Cool & dispassionate, he isn’t prone to whims or sentiments, opting in most cases to take the most practical path for long-term gains. In his youth, he was much more impulsive & daring, even traveling with a group of explorers for a time. But his time as an adventurer is long past, & the years have taught him patience & caution, though he recalls his brief life of excitement & discovery with fondness. He now looks to the future, & he worries about the welfare of his beloved Meraya.

    Appearance
    The sultan has pale, delicate-looking skin with no wrinkles, despite his age. He is extravagantly dressed in exquisite robes of red silk, black velvet, & golden stitch work. His long salt-&-pepper beard is braided & clasped with many jeweled bands & rings. He speaks & moves with an air of slow, measured importance, as if every moment was part of a great myth in which he was participating.

    Goals
    Syed is a man of many plans & objectives, one who carefully sets events in motion to achieve his desires. He wants what is best for his city, but he demands what is best for himself & his family even more. He suspects that a conspiracy exists within his palatial tower to assassinate him, but he isn’t certain who are among the plotters, so he doesn’t know who to trust. He suspects one of his brothers or half-brothers is behind the scheme, but he can’t be sure. His lack of an heir has compounded the issue, & so he is also in search of a worthy bride. He is keenly aware of his limited time in this world, & he fully intends to make the most of it, ensuring that his legacy (like that of the entire Awazi dynasty) will be long & well-remembered.

    Combat Tactics
    Syed hasn’t seen a battlefield firsthand in nearly 20 years, but his memory is long & his wits are still as sharp as they were in his youth. If anything, his years of study & diplomacy have left him even more formidable an opponent than he once was. He is deeply familiar with the Secret Art (something that he hides from almost everyone), & his magical powers aid him in all of his endeavors.

    Syed fights with a quarterstaff, which has flames on one end & frost on the other. His stately robes hide numerous defensive items & charms (as well as his spellbook). He usually has multiple protective spells cast on himself, including feather fall, mage armor, detect thoughts, see invisibility, nondetection, &/or protection from energy. He will allow his servants to fight for him, but is not above defending himself personally, relishing a challenge that reminds him of his younger, more adventurous days.

    Syed has a surprising number of combat options available to him for a person of his age & position. He will usually engage an opponent by using one of his pharaonic talents, like his Commanding Voice, Enthralling Voice, Fascinate, or Rebuke Humanoid. If those are not effective, he will cast aggressive spells, such as cause fear, touch of idiocy, fear, or summon monster IV. If he were to face a losing situation, he would likely take to the air to escape via animate carpet or a potion of fly. He knows that his position as sultan & positive reputation would shield him from anti-magic sentiment, so he is not afraid to cast spells in public if he feels the need to do so.

    3E Stats
    Spoiler
    Show
    RACE: Human male
    CLASS: Aristocrat 5/Wizard 7/Pharaoh 5***
    ALIGNMENT: Lawful Neutral
    DEITY: Johoum (Ayat)
    SIZE: Medium
    AGE: 47 (born 308 AF)
    HEIGHT: 6’2”
    WEIGHT: 216 lbs.
    EYES: Brown
    HAIR: Black (Graying)
    LANGUAGES: Aquan, Common, Ghul, & Terran
    HIT DICE: 8+4d8+7d4+5d8+17 (83HP)
    INITIATIVE: +6
    SPEED: 30’
    ARMOR CLASS: 20 (+2 Dex, +2 natural, +6 armor); touch 12; flat-footed 18
    BASE ATTACK BONUS: +11
    GRAPPLE BONUS: +11
    ATTACK: +11 Flaming Burst/Icy Burst Quarterstaff (1d6/1d6, ×2, bludgeoning)
    FULL ATTACK: +11/+6/+1 Flaming Burst/Icy Burst Quarterstaff (1d6/1d6, ×2, bludgeoning)
    SPACE/REACH: 5’/5’
    SAVING THROWS: Fortitude +8, Reflex +9, Will +19
    ABILITIES:
    • Strength 10 (+0)
    • Dexterity 14 (+2)
    • Constitution 12 (+1)
    • Intelligence 24 (+7)
    • Wisdom 13 (+1)
    • Charisma 15 (+2)

    SKILLS: 156 points
    • Bluff +4
    • Diplomacy +22
    • Intimidate +27
    • Knowledge (History) +27
    • Listen +21
    • Move Silently +18
    • Sense Motive +21
    • Spellcraft +27
    • Spot +21 (+24 in bright light)

    FEATS: Eschew Materials, Improved Initiative, Iron Will, Leadership, Persuasive, Scribe Scroll (bonus), Silent Spell, Skill Focus (Intimidate), Still Spell
    WEAPON: Flaming Burst/Icy Burst Quarterstaff (32,600gp, 1d6/1d6, ×2, 4 lbs., bludgeoning)
    ARMOR: N/A
    EQUIPMENT:
    • 3,500gp
    • Amulet of Natural Armor +2 (8,000gp)
    • Bag of Holding I (2,500gp)
    • Bracers of Armor +6 (36,000gp)
    • Cloak of Resistance +3 (9,000gp)
    • Headband of Intellect +4 (16,000gp)
    • 2 Potions of fly (1,500gp)
    • Potion of haste (750gp)
    • Potion of heroism (750gp)
    • Potion of resist energy (acid) 30 (1,100gp)
    • Potion of resist energy (cold) 30 (1,100gp)
    • Potion of resist energy (electricity) 30 (1,100gp)
    • Potion of resist energy (fire) 30 (1,100gp)
    • Spellbook, Wizard’s (64 pages used (of 100), 0gp, 1 lb.)
    • Staff of Charming (16,500gp)
    • Wand of cure moderate wounds (4,500gp)

    SPELLS: 4/5/5/5/2 (Caster Level 8th, save DC17 + spell level)
    • 0th Level: acid splash, arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, stinging breeze**, tally**, touch of fatigue
    • 1st Level: cause fear, charm person, disguise self, feather fall, identify, mage armor, unseen servant
    • 2nd Level: detect thoughts, lesser herald/courier**, see invisibility, touch of idiocy
    • 3rd Level: dispel magic, nondetection, protection from energy, suggestion
    • 4th Level: animate carpet**, fear, lesser globe of invulnerability, summon monster IV

    CLASS FEATURES:
    • Summon Familiar.
    • Rebuke Humanoid.
    • Exalted Aura +3.
    • Oratory.
    • Enthralling Voice.
    • Opulence.
    • Aura of Leadership (Belief).
    • Commanding Voice.

    FAMILIAR: Skygazer, a hawk (17HD, 41HP, AC21 (+2 size, +3 Dexterity, +6 Natural Armor), BAB+5, Talons +14 melee (1d4-2), Fortitude +4, Reflex +7, Will +15, Intelligence 9 (-1), Deliver Touch Spells, Empathic Link, Improved Evasion, Low-Light Vision, Share Spells, Speak with Birds, Speak with Master, Alertness, Weapon Finesse, Diplomacy +18, Intimidate +23, Knowledge (History) +19, Listen +22, Move Silently +19, Sense Motive +22, Spot +22).
    Last edited by Zeta Kai; 2011-05-19 at 07:43 AM.

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

    Master Khaled

    Quotes
    • “I’m just looking for answers, the same as you.”
    • “We’ll get to the bottom of this. The truth always comes out, eventually.”
    • “Well, if you remember anything else, just let one of my men know, alright?”
    • “As the pharaoh wills it, to be sure.”

    Background
    Born the second son of a carpet weaver, Khaled was drawn at an early age to stories of glory & valor on the battlefield. Rather than follow his father’s footsteps & go into the family business, like his older brother, he joined the city militia in his hometown of Mushayar. He quickly learned that the tales of his youth were far different from the gritty mundane realities of martial life. But he persevered, & even excelled at his duties after a fashion, & he was promoted to the pharaoh’s guard. He eventually rose to become master-captain, the leader of the city’s armed forces.

    While most of the day-to-day operations are handled by his able lieutenants, Khaled is still heavily involved in the ground-level issues of the city & its people. His hands-on approach may be irksome to some of his subordinates, but it has served him well over the years, earning him respect & admiration while noticeably strengthening the city’s defensive capabilities. He often gets personally involved with security matters & criminal investigations, as he reports directly to the pharaoh, King Tutra.

    Personality
    Khaled is a stubborn yet kind man, a dogged pursuer of justice. He always does what he thinks is right, even if it is difficult of dangerous. He wants what is best for the people in his charge, & will do whatever it takes to protect them. He won’t break the law, but he will bend it a bit, if the greater good demands it. He is a pious follower of Daq, & therefore attempts to seek balance in his life & the world around him. He is cheerless & solemn since the death of his eldest son ten years ago, but he has never let that tragedy interfere with his duties.

    Appearance
    Khaled is muscular & thickly-built, making him appear very solid. His skin is tanned & weathered, with more wrinkled than you’d expect from someone his age. His eyes are weary-looking, but intense, with a hard withering stare when he wants to. He wears his captain’s helm whenever he is on-duty, unless he is in disguise as a civilian.

    Goals
    Khaled has an entire city to look after, & its people’s wellbeing is his highest priority. He is currently investigating the mysterious collapse of the Genumel Causeway, which killed 38 people & destroyed a great amount of property. The circumstances are peculiar & suspicious, so the investigation is ongoing. He is in charge of the inquiry, but there are few clues, & even fewer reliable leads, so he is growing anxious. It has been two months since the bridge’s collapse, & he is no closer to a cause than he was the day it fell. If he cannot solve the case soon, the pharaoh may question his competence, & harsh measures could be taken to assign blame & resolve the matter.

    Combat Tactics
    Khaled is a simple man, with simple tactics; they are effective, though, which is why he still relies on them. He wields a greataxe with surprising grace & speed, & his shield floats before him, protecting him while freeing both hands for his mighty axe swings. He uses his horse, Haqiqa, to great effect, riding her wherever he goes (she could be called his only true friend). And he is not above using invisibility potions to sneak about during his investigations or to evade overwhelming foes, which many paladins don’t realize that they are allowed to do.

    3E Stats
    Spoiler
    Show
    RACE: Human male
    CLASS: Paladin 10
    ALIGNMENT: Lawful Good
    DEITY: Daq (The Path of Providence)
    SIZE: Medium
    AGE: 39 (born 316 AF)
    HEIGHT: 6’1”
    WEIGHT: 195 lbs.
    EYES: Brown
    HAIR: N/A (Bald)
    LANGUAGES: Common & Gnoolun
    HIT DICE: 10+9d10+20 (79HP)
    INITIATIVE: +4
    SPEED: 30’
    ARMOR CLASS: 22 (+9 armor, +3 shield); touch 10; flat-footed 22
    BASE ATTACK BONUS: +10
    GRAPPLE BONUS: +12
    ATTACK: +13 Holy Greataxe (1d12+3, ×3, slashing)
    FULL ATTACK: +13/+8/+3 Holy Greataxe (1d12+3, ×3, slashing)
    SPACE/REACH: 5’/5’
    SAVING THROWS: Fortitude +11, Reflex +5, Will +11
    ABILITIES:
    • Strength 14 (+2)
    • Dexterity 10 (+0)
    • Constitution 14 (+2)
    • Intelligence 13 (+1)
    • Wisdom 18 (+4)
    • Charisma 11 (+0)

    SKILLS: 65 points
    • Diplomacy +15
    • Gather Information +15
    • Intimidate +13
    • Search +16
    • Sense Motive +18

    FEATS: Improved Initiative, Investigator, Iron Will, Negotiator, Zealous Prayer**
    WEAPON: +1 Holy Greataxe (18,320gp, 1d12+3, ×3, 12 lbs., slashing)
    ARMOR:
    • +2 Half-Plate (4,750, +9, maximum dexterity bonus +0, check penalty -6, 40% AFC, speed 20’, 50lbs.)
    • +1 Animated Heavy Steel Shield (9,170, +3, check penalty -1, 15% AFC, speed 30’, 15lbs.)

    EQUIPMENT:
    • 660gp
    • Cloak of Resistance +2 (4,000gp)
    • Horseshoes of Speed (3,000gp)
    • Periapt of Wisdom +2 (4,000gp)
    • 4 Potions of cure light wounds (200gp)
    • 3 Potions of invisibility (900gp)

    SPELLS: 2/2 (Caster Level 5th, save DC13 + spell level)
    CLASS FEATURES:
    • Aura of Good.
    • Detect Evil.
    • Smite Evil 3/day.
    • Divine Grace.
    • Lay on Hands.
    • Aura of Courage.
    • Divine Health.
    • Turn Undead.
    • Special Mount.
    • Remove Disease 2/week.

    MOUNT: Haqiqa, a heavy warhorse (8HD, 60HP, AC20 (-1 size, +1 Dexterity, +10 Natural Armor), BAB+6, 2 Hooves +11 melee (1d6+5) & Bite +6 melee (1d4+2), Fortitude +9, Reflex +7, Will +3, Intelligence 7 (-2), Empathic Link, Improved Evasion, Improved Speed (60’), Low-Light Vision, Scent, Share Spells, Share Saving Throws, Endurance, Run, Listen +7, Spot +6).
    Last edited by Zeta Kai; 2011-07-07 at 09:57 AM.

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

    Lord Ghadhib

    Quotes
    • “The darkness of these days… it weighs on me.”
    • “This city… it calls to me. It needs a defender… a champion. I sit here & wonder: could that be me? Am I worthy of such a task?”
    • “The sand in the glass runs low. The dawn of a dark day approaches.”
    • “We will do what we must, as we have always done.”

    Background
    Lord Ghadhib, king-priest of Nahraldikh, has led a quiet, insular life, one of study & ease. The only son of the previous king-priest, Lord Kelbe, he has hardly had to lift a finger for anything in his privileged life. There have always been servants, advisers, courtiers, ministers, courtesans, & clerics to attend to his every need or desire. Thus, he grew to have little understanding of the troubles of ordinary men & women, despite the many moral lessons that were instilled in him.

    Ghadhib took the Amulet of Kings from his father’s deathbed about 20 years ago, & has done his best to rule the city as Lord Kelbe would have done. At first, the task was an easy one, as the city was peaceful, the people were prosperous, & the royal councilors attended to most of the daily concerns. But twelve years ago, the shaghali first arrived on their strange boats, & have wreaked havoc ever since. This has greatly worried the populace of Nahraldikh, as well as Ghadhib in particular, & a recent series of grisly murders with possible ties to a shaghal cult has confounded the royal guard & sent Ghadhib into a state of despair.

    Personality
    Ghadhib is a pessimistic leader nowadays, full of self-doubt & fear of what the future may bring. He was once much more cheerful, but the looming shaghal invasion has weighed on him for years. He wants to do what is best for his people, & is a capable decision-maker, but he believes that will not be enough to see him or his city through a potential crisis such as this. He is agreeable, diplomatic, & considerate of others, as he was taught to be, but his upbringing left him without an understanding of what it means to work hard, to do without things, or to suffer. For this reason, he is unsure of how to deal with the hardships that his city may be facing soon.

    Appearance
    The lord’s posture is stiff & straight, making him seem even taller than he already is. He has deep-set eyes & a sad, somber face, which is unused to smiling. He rarely wears the finery of his station, preferring simple robes of a lesser priest. His only concession to his position is a medallion bearing the symbol of Akasha in Nahraldikh’s colors.

    Goals
    Above all else, Ghadhib wants to restore Nahraldikh to its former state of contentment, before the shaghali first arrived. He is particularly worried about how the shaghal invasions will affect the region. So far, the incursions have been small, with isolated raids of no more than one or two ships of attackers, but the common belief is that there are many more shaghali where these foes came from. These fears are not without merit, as the shaghali are implacable enemies, & they already have a Natharite cult in the area, the Children of the Night, that is causing no small amount of trouble. Ghadhib wants to be rid of them all, so that the city may return to the calm peaceful place that it once was.

    Combat Tactics
    Ghadhib is not a warrior by any stretch of the imagination. Despite his moral convictions that would demand that he fight evil, he is unaccustomed to pain & stress, so he makes for a poor combatant. He is protected by the Knights of the Shield, an elite squad of the royal guard (Fighter 5/Hoplite 3) that are sworn to protect the king-priest at all costs, two of which are at his side at all times. If he were to be personally threatened, he would use spells from the Protection domain on himself, spells from the Presence domain on his enemies, &/or use a scroll of dimension door to escape.

    3E Stats
    Spoiler
    Show
    RACE: Gnoll (Nahr) male
    CLASS: Aristocrat 6/Cleric 4
    ALIGNMENT: Lawful Good
    DEITY: Akasha
    SIZE: Medium
    AGE: 44 (born 311 AF)
    HEIGHT: 7’5”
    WEIGHT: 275 lbs.
    EYES: Green
    HAIR: Brown (Spotted Black)
    LANGUAGES: Archaic, Celestial, Common, & Gnoolun
    HIT DICE: 8+9d8+6 (54HP)
    INITIATIVE: +6
    SPEED: 30’
    ARMOR CLASS: 21 (+2 Dex, +1 natural, +7 armor, +2 shield); touch 11; flat-footed 20
    BASE ATTACK BONUS: +7
    GRAPPLE BONUS: +7
    ATTACK: +8 Wounding Glaive (1d10+1, ×3, slashing, 10’ reach) or +8 Dagger (1d4+1, 19-20/×2, 10’ range increment, piercing or slashing)
    FULL ATTACK: +8/+3 Wounding Glaive (1d10+1, ×3, slashing, 10’ reach) or +8/+3 Dagger (1d4+1, 19-20/×2, 10’ range increment, piercing or slashing)
    SPACE/REACH: 5’/5’
    SAVING THROWS: Fortitude +7, Reflex +8, Will +16
    ABILITIES:
    • Strength 10 (+0)
    • Dexterity 14 (+2)
    • Constitution 11 (+0)
    • Intelligence 14 (+2)
    • Wisdom 22 (+6)
    • Charisma 15 (+2)

    SKILLS: 70 points
    • Bluff +10
    • Diplomacy +15
    • Intimidate +14
    • Listen +14
    • Sense Motive +19
    • Spot +14
    • Survival +13
    • Use Magic Device +15

    FEATS: Common Senses**, Gift of Tongues**, Improved Initiative, Lightning Reflexes
    WEAPON:
    • +1 Wounding Glaive (18,375gp, 1d10+1, ×3, 10 lbs., slashing, 10’ reach)
    • +1 Dagger (2,302gp, 1d4+1, 19-20/×2, 10’ range increment, 1 lb., piercing or slashing)

    ARMOR:
    • +2 Breastplate (4,350, +7, maximum dexterity bonus +3, check penalty -3, 25% AFC, speed 20’, 30lbs.)
    • +1 Retributive** Buckler (9,165, +2, check penalty -0, 5% AFC, 5lbs.)

    EQUIPMENT:
    • 408gp
    • Cloak of Resistance +1 (1,000gp)
    • Gloves of Dexterity +2 (4,000gp)
    • Periapt of Wisdom +2 (4,000gp)
    • 2 Scrolls of dimension door (1,400gp)

    SPELLS: 5/5+1/3+1 (Caster Level 4th, save DC15 + spell level)
    RACIAL FEATURES:
    • Darkvision 60’.
    • Social Acumen.

    CLASS FEATURES:
    • Turn Undead.
    • Domain: Presence**.
    • Domain: Protection.
    Last edited by Zeta Kai; 2011-07-07 at 09:58 AM.

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

    Sumehra

    Quotes
    • “How could you be so witless as to not know who I am?”
    • “You shall pay dearly for your transgression, & I shall be amused by your anguish.”
    • “Filthy peasant!”
    • “Know your place, you lowly worm. You are nothing compared to me.”

    Background
    The lady Sumehra is the only child of Grand Emperor Aqram, supreme leader of the Ostazai Empire. Her father wanted a son as his heir, but it seems that no matter how many concubines, mistresses, & wives that he takes to his bed chamber, no woman will bear him another child. It is suspected that Sumehra may not even be his progeny, as she looks nothing like the emperor. But, regardless of her questionable pedigree, she is the princess & heir of Ostaz, & is treated accordingly.

    Sumehra has been doted on & indulged her entire life, especially by her father, who genuinely loves her more than anything else in his entire dominion. She grew up having her every whim realized, & those who refused her would not live for long afterward. As a result, she has no patience or empathy for anyone, & she expects nothing but absolute perfection from everyone. She now serves (if that is the proper term) as her father’s personal liaison, a sort of imperial envoy, enforcer, & top agent.

    Personality
    It is said that if Sumehra has a heart, it is either frozen solid, or burns with wrath. She seems to have no love for anyone, not even the (disposable) suitors that she takes into her bed. She only tolerates her father, the emperor, because she has to respect him, & he is the only one who can reign in her wild excesses. Her petulance has a murderous edge, & she delights in the suffering of others. Her cruelty & malice are matched only by her duplicity; she is a master manipulator & habitual liar, almost never speaking the whole truth. Anyone who has ever trusted her has met an unfortunate fate soon after.

    Appearance
    Sumehra’s beauty is as cold as her personality. She has a slim, supple figure, & moves with the grace of a dancer. She has an extensive (& expensive) wardrobe, rarely wearing the same clothes twice. Her hair is always in some bizarre style, having been shaped & arranged by her ever-changing stable of hair dressers.

    Goals
    Sumehra is a scheming woman, one with a virtually-endless list of plots & intrigues tied to her in some fashion. She knows that one day she will become empress (something that many citizens dread even more than Aqram’s continued rule), but she would prefer to make that day come sooner. She is, therefore, attempting to assassinate her father, but only via means that cannot be traced back to her. She has also been working for years to ensure that no woman will give her father another heir. This has even involved disposing of Aqram’s mates who were possibly pregnant with his child.

    She is working to undermine Jaruq Azmar, the Imperial Overseer of the Mamluqai Annexation, who she believes in disloyal to the empire. She is also searching for a suitable mate, one who is powerful enough to be a valuable asset, & of a like mind, but not so much that he would resist her control or overpower her. This search has been long & difficult, with many potential suitors having met their premature end. And, in an official capacity, she is now working to expand the empire’s territory, laying siege to neighboring settlements & organizing forces to seize lands beyond the Nizal Peninsula. Unlike Jaruq, who is planning to invade the inland area of Raqam, she would prefer to strike along the southern coasts, toward the city of Dajajah.

    Combat Tactics
    Sumehra is a furious warrior, a whirling, spinning, twirling frenzy of death. Despite her father’s wishes, she enjoys being the thick of battle, as it affords her the chance to personally inflict pain & death on others up-close. She fights with either an icy ruthlessness or a searing rage, depending on her temperament. She prefers to keep her distance from her foes so that she can use her trident to its greatest effect. She will only brandish her dagger if her enemies are less than 10’ away from her. She will order her subordinates to fight with her, but mostly so that they will grant her sneak attack opportunities. She rarely employs her Warrior’s Prayer, but she does use her Whirl of Blades as often as possible.

    3E Stats
    Spoiler
    Show
    RACE: Human (Ostazai) female
    CLASS: Aristocrat 1/Rogue 5/Dervish 2**
    ALIGNMENT: Chaotic Evil
    DEITY: Johoum (Taj al-Caliph)
    SIZE: Medium
    AGE: 21 (born 334 AF)
    HEIGHT: 5’1”
    WEIGHT: 109 lbs.
    EYES: Green
    HAIR: Black
    LANGUAGES: Alhaggi, Archaic, & Common
    HIT DICE: 8+5d6+2d10 (36HP)
    INITIATIVE: +4
    SPEED: 30’
    ARMOR CLASS: 21 (+4 Dex, +6 armor, +2 dodge); touch 15; flat-footed 16
    BASE ATTACK BONUS: +5
    GRAPPLE BONUS: +6
    ATTACK: +7 Shock Trident (1d8+2, ×2, 10’ range increment, piercing) or +7 Dagger (1d4+2, 19-20/×2, 10’ range increment, piercing or slashing)
    FULL ATTACK: +7/+2 Shock Trident (1d8+2, ×2, 10’ range increment, piercing) or +7/+2 Dagger (1d4+2, 19-20/×2, 10’ range increment, piercing or slashing)
    SPACE/REACH: 5’/5’
    SAVING THROWS: Fortitude +5, Reflex +10, Will +9
    ABILITIES:
    • Strength 13 (+1)
    • Dexterity 19 (+4)
    • Constitution 11 (+0)
    • Intelligence 14 (+2)
    • Wisdom 11 (+0)
    • Charisma 12 (+1)

    SKILLS: 86 points
    • Bluff +12
    • Hide +9
    • Intimidate +12
    • Knowledge (Religion) +8
    • Move Silently +15
    • Sense Motive +11
    • Sleight of Hand +15
    • Tumble +15
    • Use Magic Device +10

    FEATS: Avoidance**, Dodge, Iron Will, Treacherous**
    WEAPON:
    • +1 Shock Trident (8,315gp, 1d8+2, ×2, 10’ range increment, 4 lbs., piercing)
    • +1 Dagger (2,302gp, 1d4+2, 19-20/×2, 10’ range increment, 1lb., piercing or slashing)

    ARMOR: +2 Silent Moves Studded Leather (7,925gp, +5, maximum dexterity bonus +5, check penalty -0, 15% AFC, speed 30’, 20lbs.)
    EQUIPMENT:
    • 1,858gp
    • Bracers of Armor +1 (1,000gp)
    • Cloak of Resistance +1 (1,000gp)
    • Gloves of Dexterity +2 (4,000gp)
    • 2 Potions of invisibility (600gp)

    CLASS FEATURES:
    • Sneak Attack: +3d6.
    • Trapfinding.
    • Evasion.
    • Trap Sense +1.
    • Uncanny Dodge.
    • Warrior’s Prayer +1.
    • Whirl 1/day.
    • Smite.
    • Burning Smite.
    • Zeal.
    Last edited by Zeta Kai; 2011-07-07 at 09:59 AM.

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

    Bearer Gamal

    Quotes
    • “There are things in this world which we all must endure.”
    • “Would though I may suffer in their stead, it seems that I cannot be burdened enough.”
    • “Like all things, pain shall pass away & be forgotten. Afterward, we are better for it.”
    • “This is a torment that I shall not abide.”

    Background
    Gamal was born in the city of Qaziz, the eldest son of the sultan’s chief astronomer. After an embarrassing incident in the palace turned into a minor scandal, his father was banished from the sultan’s sight. His father sold all of his family’s assets & fled the city in disgrace, but before he did, he sent Gamal to join the church of Limalia as a priest, in the hopes that he would benefit from the strict, austere lifestyle. His father begged the clergy to instill in his 10-year-old son a strong, virtuous character, one that could resist the vices that led to the astronomer’s downfall.

    In the 35 years since, Gamal has grown to become everything that his father (who never returned to Qaziz, even after the sultan’s death) could have wished for, & then some. He has proven his piety & moral rectitude time & again, & his conservative, pragmatic outlook has served him well in the church’s sometimes-cutthroat politics. He was eventually promoted to the title of Bearer, one of the highest ranks in the city’s clergy, second only to the Enduring. As a high-ranking member of the Limalite church, he feels responsible for all of the citizenry, & wants to end the current drought, as well as the resulting famine.

    Personality
    A man of few words, Gamal is a direct, no-nonsense speaker, one who cleaves right to the point of any issue. He can appear grim & overly-stern to some, but it is simply a religious affectation, done to appeal to Limalia’s harsh will. He genuinely cares for his congregation, & wants the city to recover from the Queen of Trials’ latest tribulations as quickly as possible. He tries to help the citizens by fostering their recovery in his own way, but his efforts are not always appreciated by those who don’t understand the Limalite philosophy.

    Appearance
    Gamal has a very unremarkable face, one that seems almost pointedly nondescript. The only notable feature of his face is the fact that, unlike most men of Qaziz, he is clean-shaven. He walks slowly & purposefully, with his hands clasped behind his back. He wears only a simple brown robe (underneath which a suit of chainmail is hidden), a pair of sandals, & a plain blue cloak.

    Goals
    Despite outward appearances, Gamal wants what is best for the people of Qaziz, & is struggling to cure the city’s many ills. He believed that Limalia brought the drought to Qaziz as a test of its strength, but has recently learned that the drought may be the work of some evil creature, unrelated to the will of the Sultana of Winds. So, in a break with his church’s doctrine, he is coordinating efforts to bring food-bearing merchants from nearby regions. In his mind, his hard work has not been enough, & so he seeks to end the crisis in a more direct fashion. He is determined to face the famine-causing creature in combat, & is assembling a team of intrepid individuals to that end.

    Combat Tactics
    Gamal is not a cloistered priest, one that is sheltered from the harsh realities of life & death. He has served Limalia’s stern will wherever he was needed, including the battlefield, & his combat style strongly reflects his church’s principles. He fights with a merciful katar, inflicting non-lethal wounds with each cut of his enchanted blade. He does this to teach opponents the virtues of adversity & the benefits of overcoming it. He avoids rebuking undead unless he has to (a self-imposed restriction, one to test his own spirit), & he will only take one of his many healing potions as a last resort (so that he may endure more privation in the future). He favors the casting of domain spells (especially those of the Hardship domain) on his opponents & allies as often as possible, the better to spread understanding of his faith.

    3E Stats
    Spoiler
    Show
    RACE: Human male
    CLASS: Cleric 8
    ALIGNMENT: True Neutral
    DEITY: Limalia (The Khaziima)
    SIZE: Medium
    AGE: 45 (born 310 AF)
    HEIGHT: 6’0”
    WEIGHT: 162 lbs.
    EYES: Gray
    HAIR: Brown
    LANGUAGES: Common, Gnoolun, & Qamilai
    HIT DICE: 8+7d8+8 (48HP)
    INITIATIVE: +0
    SPEED: 30’
    ARMOR CLASS: 18 (+8 armor); touch 10; flat-footed 18
    BASE ATTACK BONUS: +6
    GRAPPLE BONUS: +5
    ATTACK: +5 Merciful Katar (AKA Punching Dagger, 1d4+1, ×3, piercing)
    FULL ATTACK: +5 Merciful Katar (AKA Punching Dagger, 1d4+1, ×3, piercing)
    SPACE/REACH: 5’/5’
    SAVING THROWS: Fortitude +9, Reflex +4, Will +12
    ABILITIES:
    • Strength 8 (-1)
    • Dexterity 10 (+0)
    • Constitution 12 (+1)
    • Intelligence 15 (+2)
    • Wisdom 22 (+6)
    • Charisma 13 (+1)

    SKILLS: 59 points
    • Concentration +12
    • Diplomacy +7
    • Heal +17
    • Knowledge (Religion) +11
    • Profession (Ecclesiastic) +17
    • Spellcraft +13

    FEATS: Combat Casting, Combat Expertise, Diehard, Endurance (bonus), Extra Turning, Grim Determination**
    WEAPON: +1 Merciful Katar (AKA Punching Dagger, 8,302gp, 1d4+1, ×3, 1 lb., piercing)
    ARMOR: +3 Chainmail (9,300, +8, maximum dexterity bonus +2, check penalty -4, 30% AFC, speed 20’, 40lbs.)
    EQUIPMENT:
    • 48gp
    • Cloak of Resistance +2 (4,000gp)
    • Periapt of Wisdom +2 (4,000gp)
    • 10 Potions of cure light wounds (500gp)
    • 2 Potions of cure moderate wounds (600gp)
    • Potion of endure elements (50gp)
    • Potion of mage armor (50gp)
    • 2 Potions of protection from evil (100gp)
    • Potion of remove fear (50gp)

    SPELLS: 6/6+1/4+1/4+1/2+1 (Caster Level 8th, save DC15 + spell level)
    CLASS FEATURES:
    • Rebuke Undead.
    • Domain: Hardship**.
    • Domain: Travel.
    Last edited by Zeta Kai; 2011-07-07 at 10:00 AM.

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

    Gadil izra-Yusuf

    Quotes
    • “Hear me! I bring unto you the word of heaven! Your salvation is at hand!”
    • “Anyone can be saved. All that is needed is peace & forgiveness. Forgive those you have wronged you, & peace will be your reward.”
    • “I am but a humble messenger. The true glory flies above, on wings of gold & light.”
    • “My death would mean nothing. The truth is as immortal as the sun, & shines just as brightly.”

    Background
    The origins of Gadil izra-Yusuf are shrouded in mystery & steeped in myth. Some say that he was a prince who fled his far-off kingdom to wander the desert alone. Others claim that he was a humble orphan who grew up to be a shepherd or a carpenter. Still others believe that he is actually a being from beyond the Veil of Night, an otherworldly being with an unknowable beginning. Regardless of his past, he is currently a self-described prophet who has gathered a growing cult of personality around himself in the city of Qulzai.

    Gadil came to Qulzai three years ago, a modest man of meager means. He began preaching on the street almost immediately, claiming to have recently received divine wisdom from an angelic being while walking through the wasteland. Since then, he has become one of the most popular & well-known figures in the city, despite his humble wishes to live simply & spread his word without undue adulation. The ruling council of Qulzai fears his movement as threatening the delicate status quo, so they are looking into ways of neutralizing him before his followers cause any lasting harm to the established order

    Personality
    Gadil is nothing if not driven. Unlike most other so-called prophets, he genuinely believes that he has been touched by divinity, & that he must spread the word of the divine to the masses for their own benefit. He preaches & sermonizes tirelessly, convinced that he can (& indeed must) help as many people as he is able to, & that the best way to do so is to give them the words of wisdom that were passed onto him. His passion & fervor can be a bit disquieting to some, but his daily acts of selfless kindness & giving have won over many converts, most of whom were initially skeptical about his message.

    Appearance
    Gadil’s eyes are warm & kind, yet they betray an unwavering, zealous conviction. He is emaciated from previous long fasts. His hair & beard are tangled & unkempt. He wears only a simple tunic (which is actually a glamered chain shirt), a pair of plain sandals, & shabby leggings.

    Goals
    Gadil wants nothing more than to spread the words of wisdom, telling anyone who will listen (& many people who won’t) of his divine message. He truly believes that he is a godly messenger, & that he has been chosen for this task. In order to better give the wisdom to all who can receive it, he has gathered a following of the faithful, a rapidly-expanding group of like-minded people who believe that he is the Chosen One. These Gadilites, as they are called, see him as a messianic figure that will unite the world against the evils that plague them, saving the world from the forces of darkness & ushering in a golden age of enlightenment.

    This trend is worrisome to Gadil, as he feels that his followers are starting to worship him, instead of his message. He is trying to direct the Gadilites’ energies toward positive endeavors, such as charity, community services, healing the sick, & feeding the hungry, all while spreading the words of wisdom to those who will listen. But the movement is bigger than any one man, & the Gadilites’ may be beyond his efforts (& those of the ruling council) to control.

    Combat Tactics
    Gadil is a strict pacifist, a man who abhors violence & wants to heal wounds rather than inflict them. He carries a kukri, but he uses it to heal people (with its curative power) as a means of shocking people out of their preconceived assumptions. He will not use the weapon to attack someone, even in self-defense. His closest disciples, worried about his safety, have given him a glamered chain shirt (disguised as a tunic) to wear for his protection, although he had to be convinced that it was best for the message & the movement that he wear it. While he will not fight an attacker, he has used charm person & calm emotions to defuse violent situations in the past, & his use of the Knowledge & Prophecy domains allow him to avoid most battles before they start. If a serious threat to his life is known by the Gadilites, then they will defend him, usually with 2 clerics (13th level) or 4 paladins (11th level), who will use less peaceful means to resolve the issue.

    3E Stats
    Spoiler
    Show
    RACE: Human (Nomadic Tribal) male
    CLASS: Bard 4/Cleric 11
    ALIGNMENT: Neutral Good
    DEITY: The Darshan (The Awakened)
    SIZE: Medium
    AGE: 33 (born 322 AF)
    HEIGHT: 6’5”
    WEIGHT: 196 lbs.
    EYES: Green
    HAIR: Brown
    LANGUAGES: Archaic & Common
    HIT DICE: 8+10d8+4d6+15 (82HP)
    INITIATIVE: +5
    SPEED: 30’
    ARMOR CLASS: 20 (+1 Dex, +9 armor); touch 11; flat-footed 19
    BASE ATTACK BONUS: +11
    GRAPPLE BONUS: +11
    ATTACK: +13 Curative** Merciful Kukri (1d4+2, 18-20/×2, slashing)
    FULL ATTACK: +13/+8/+3 Curative** Merciful Kukri (1d4+2, 18-20/×2, slashing)
    SPACE/REACH: 5’/5’
    SAVING THROWS: Fortitude +8, Reflex +7, Will +17
    ABILITIES:
    • Strength 10 (+0)
    • Dexterity 12 (+1)
    • Constitution 12 (+1)
    • Intelligence 10 (+0)
    • Wisdom 25 (+7)
    • Charisma 14 (+2)

    SKILLS: 82 points
    • Diplomacy +21
    • Heal +25
    • Knowledge (Arcana) +18
    • Knowledge (Religion) +18
    • Sense Motive +23

    FEATS: Brew Potion, Extra Turning, Improved Initiative, Improved Turning, Negotiator, Skill Focus (Diplomacy), True Believer**
    WEAPON: +2 Curative** Merciful Kukri (18,308gp, 1d4+2, 18-20/×2, 2 lbs., slashing)
    ARMOR: +5 Glamered Chain Shirt (27,950, +9, maximum dexterity bonus +4, check penalty -1, 20% AFC, speed 30’, 25lbs.)
    EQUIPMENT:
    • 92gp
    • Agal of Blessed Faith (6,500gp)
    • Candle of Cleansing** (6,500gp)
    • Orb of Twilight (24,900gp)
    • Periapt of Wisdom +4 (16,000gp)
    • 4 Potions of cure moderate wounds (1,200gp)
    • 3 Potions of endure elements (150gp)
    • 3 Potions of mage armor (150gp)
    • Ring of Sustenance (2,500gp)
    • Wand of cure light wounds (750gp)

    SPELLS:
    • Bard: 3/3/1 (Caster Level 4th, save DC12 + spell level)
      • 0th Level: bend fate**, detect magic, know direction, light, mending, resistance
      • 1st Level: charm person, remove fear, sleep
      • 2nd Level: calm emotions, herald/courier**
    • Cleric: 6/6+1/6+1/6+1/3+1/2+1/1+1 (Caster Level 11th, save DC17 + spell level)

    CLASS FEATURES:
    • Bardic Music.
    • Bardic Knowledge.
    • Countersong.
    • Fascinate.
    • Inspire Courage +1.
    • Inspire Competence.
    • Turn Undead.
    • Domain: Knowledge.
    • Domain: Prophecy**.
    Last edited by Zeta Kai; 2011-12-05 at 10:11 AM.

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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
    Show
    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.

  28. - Top - End - #28
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    Default Re: [Hourglass of Zihaja] Chapter 10: Adventuring

    Zada

    Quotes
    • “I will see Rizaj razed before I let it go.”
    • “I command, & you obey! That is the only law!”
    • “A fire burns within me. It will consume you, & your children with choke on the ashes.”
    • “I did not cross the scorching desert to fall here. Luck & cunning shall bear me to victory.”

    Background
    Almost 20 years ago, Rizaj was under the control of a tyrant named Zada. She was a merciless & capricious emir, & the citizens finally ousted her after a particularly cruel deed, sending her into exile. The city then turned to a local hero, Leron the Wildhearted, for leadership, turning him into the next emir. This turned out to be very fortunate for the town, as Emir Leron was able to transform the city-state into the tranquil splendor that it is today.

    But Zada was neither killed nor made powerless; she wandered the desert for quite some time, unsure of what to do or how best to seek revenge. But fortune, for once, was on her side; she came across several nomadic tribes, made up of aazlai, desert centaur, gnolls, humans, & kobolds. She was able to recruit each of these peoples into her service, amassing an army that would follow her brutal will. She is now poised to storm Rizaj & reclaim her throne, no matter what it may cost the city’s citizens.

    Personality
    Zada is a pitiless, spiteful woman, with a short temper & a long memory for grudges. She is shrewd & insightful, though, which makes her an effective leader, as she is able to see into the heart of an issue & quickly craft a plan to resolve it efficiently. For instance, under her malicious rule, the bandits that are now plaguing Rizaj were kept in check by her public executions, which have since been abolished. She is regarded with the respect born of fear by nearly all who encounter her, for she follows her sadistic whims on occasion, flaying or maiming someone for the slightest of offenses, both real & perceived.

    Appearance
    Zada’s skin is shiny & smooth, like polished brass. She has an ample, voluptuous figure, one that she uses to her advantage when she must. Her eyes are cold & piercing, & she looks at everyone as if they are a piece of food. She is usually clad in her battle armor, but she sometimes wears her old emir’s robes, which are worn & faded from her time in the desert.

    Goals
    With an army of cowed followers in hand (which are rumored to be backed by Maqurites), Zada is determined to reclaim her former seat of power, even if it means razing the city she once ruled. She is single-minded in this aim, entertaining no alternative. Her actions have not been in secret, though, so the people of Rizaj have had ample warning, causing some citizens to flee & others to prepare for the inevitable conflict. Leron is preparing for the impending assault, but doubts that the city could withstand a siege. Zada believes that she will be able to take the city soon, as her forces are growing larger & more organized by the day, & Rizaj’s defenses are not prepared for an assault of this nature. What she plans to do once she has retaken the throne is unclear, but it can be assured that her vengeance will not end there.

    Combat Tactics
    Zada is a vicious, nasty adversary, prone to fits of fury & violence even off of the battlefield. Her falchion is capable of driving her enemies mad, which she revels in before dispatching them. She is adept at countering her opponents’ attacks, striking back with terrific speed. Her sabi heritage suits her well, as she greatly favors flame-based magic, & uses her own innate fiery powers (such as flickerflame) as often as she is able. Her bardic powers complement her pharaonic abilities nicely, as she is able to command a great number of people with them, something that she enjoys doing, even when not in the midst of battle.

    3E Stats
    Spoiler
    Show
    RACE: Narsabi female
    CLASS: Bard 15/Pharaoh 1**
    ALIGNMENT: Chaotic Evil
    DEITY: Adimas
    SIZE: Medium
    AGE: 51 (born 304 AF)
    HEIGHT: 6’3”
    WEIGHT: 151 lbs.
    EYES: Red
    HAIR: Black
    LANGUAGES: Common, Gnoolun, & Ignan
    HIT DICE: 6+14d6+1d8+16 (75HP)
    INITIATIVE: +1
    SPEED: 30’
    ARMOR CLASS: 20 (+1 Dex, +9 armor); touch 11; flat-footed 19
    BASE ATTACK BONUS: +12
    GRAPPLE BONUS: +12
    ATTACK: +15 Lunacy Falchion (2d4+1, 18-20/×2, slashing)
    FULL ATTACK: +15/+10/+5 Lunacy Falchion (2d4+1, 18-20/×2, slashing)
    SPACE/REACH: 5’/5’
    SAVING THROWS: Fortitude +6, Reflex +12, Will +13
    ABILITIES:
    • Strength 10 (+0)
    • Dexterity 13 (+1)
    • Constitution 12 (+1)
    • Intelligence 15 (+2)
    • Wisdom 10 (+0)
    • Charisma 20 (+5)

    SKILLS: 184 points
    • Bluff +26
    • Diplomacy +21
    • Disguise +24
    • Gather Information +21
    • Hide +20
    • Intimidate +26
    • Move Silently +20
    • Ride +20
    • Sense Motive +19
    • Use Magic Device +24

    FEATS: Clever Wit**, Combat Reflexes, Counterattack**, Iron Will, Lightning Reflexes, Persuasive
    WEAPON: +3 Lunacy Falchion (50,375gp, 2d4+1, 18-20/×2, 8 lbs., slashing)
    ARMOR: +2 Invulnerability Chain Shirt (25,250gp, +6, maximum dexterity bonus +4, check penalty -1, 20% AFC, speed 30’, 25lbs.)
    EQUIPMENT:
    • 175gp
    • Bracelets of Binding** (21,700gp)
    • Bracers of Armor +3 (9,000gp)
    • Lamp of Conjuring** (13,500gp)

    RACIAL FEATURES:
    • Outsider (Native): Narsabi are not subject to spells or effects that affect humanoids only, such as charm person or dominate person. They also can be raised, reincarnated, or resurrected just as other living creatures can be, & they need to eat & sleep.
    • Darkvision 60’.
    • Genie Heritage (Sp): +1 racial bonus on saving throws against spells & effects. This bonus increases by +1 for every five class levels the Sabi attains.
    • Spell-Like Abilities
      • 3/Day: flickerflame
      • 1/Day: flame blade
      • Caster level 5th. The save DCs are Intelligence-based.
    • Ritual Lore: Narsabi gain Ritual Lore as a bonus feat, but they must choose a ritual with the [Fire] descriptor.
    SPELLS: 4/6/4/4/4/3 (Caster Level 15th, save DC15 + spell level)
    • 0th Level: dancing lights, detect magic, flare, read magic, resistance, skew fate**
    • 1st Level: Adimas’ annoying arrow**, cause fear, disgust**, hideous laughter
    • 2nd Level: enthrall, false moon**, glitterdust, pyrotechnics
    • 3rd Level: confusion, countermand**, genie’s mystique**, major image
    • 4th Level: baleful suggestion**, dominate person, greater invisibility, muffle**
    • 5th Level: firesinger**, mass suggestion, summon monster V

    CLASS FEATURES:
    • Bardic Music.
    • Bardic Knowledge.
    • Countersong.
    • Fascinate.
    • Inspire Courage +3.
    • Inspire Competence.
    • Suggestion.
    • Inspire Greatness.
    • Song of Freedom.
    • Inspire Heroics.
    • Rebuke Humanoid.
    • Exalted Aura +1.
    • Eagle’s Splendor 1/Day.

    LEVEL ADJUSTMENT: +1
    Last edited by Zeta Kai; 2011-07-07 at 12:14 PM.

  29. - Top - End - #29
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    Default Re: [Hourglass of Zihaja] Chapter 10: Adventuring

    Prince Omar

    Quotes
    • “The ministers back me, & the people back the ministers. By blood, by order, & by the will of the city, I am the rightful king.”
    • “My brothers are both strong, never prone to surrender or failure. Let us all hope that they remain wise.”
    • “Who among us would you choose? Who would you have hold the Rod & Flail?”
    • “Dimmer days await us all. One day quite soon, our fortunes shall curdle & spoil.”

    Background
    Omar is the eldest son of the last pharaoh of Sabur, King Sesseram, who died two years ago. He now jointly rules the city of Sabur with his two younger brothers, Amir & Walid. As the firstborn prince, he appeals to the city’s ministers, who are mostly traditionalist & like-minded. His relationship with his brothers is extremely tense & fragile, as they each actively seek to usurp the others’ power, or have each other killed.

    Prince Omar would prefer not to deal with the politics & intrigue involved in governing a city-state like Sabur, but he feels as if he has no choice in the matter. The citizens of Sabur have mostly chosen sides, siding with one co-ruler or another, which threatens to turn their sibling rivalry into a civil war. The general sentiment among the locals is that this situation is unstable & one day, sooner or later, the issue will erupt in an irrevocable confrontation. Omar would prefer to avoid a conflict, but for all his wits, he doesn’t see much of a choice about that, either.

    Personality
    Omar is an aloof individual, prone to distraction & preoccupation. He would rather spend his time reading books & performing arcane experiments in his private chambers, but he feels pressured by circumstances (& the ministers) to take the reigns of power. In his mind, he believes that the city needs a wise, learned leader, & that he is the best one for the task. He is distant & socially awkward, therefore not inspiring confidence in his abilities, even though he is an able strategist & a skilled problem-solver.

    Appearance
    Omar’s face is mostly expressionless, as if he were wearing a mask of bored indifference. He wears only the finest embroidered robes, which are decorated with crossed bars & other symbols of state. He can often be seen making strange hand gestures & whispering to himself. He usually walks about in an absentminded manner, as though he were thinking about something or somewhere else.

    Goals
    Omar wants to take complete control of Sabur, wresting it from his brothers. He thinks that Amir is too irresponsible & foolish to be the next pharaoh, & that Walid is too power-hungry & ambitious for the Rod & Flail. Despite his desire to leave the city & its politics behind to focus on his studies, he is determined to preserve his father’s legacy & maintain the city’s peaceful prosperity. He would prefer to remove his brothers without bloodshed, but if they continue to resist his designs, then he feels that he will have no choice but ensure the wellbeing of the city, no matter what it might cost them. The city’s recent troubles with the Black Blight have distracted most of the involved parties, but Omar will not be deterred so easily; he feels that this crisis has exacerbated the issue of succession, & that it must be resolved decisively (& soon).

    Combat Tactics
    Omar is patient & deliberate on the battlefield, almost to the point of being pensive. He will calmly assess the situation, determine the most beneficial course of action, & execute his stratagems with a cool efficiency that some find unnerving. He hides a rapier on his person that he uses to surprise opponents, although he prefers to avoid melee fights, if at all possible. He would rather summon a creature to fight for him, like a celestial riding dog or a fiendish wolf. He likes to cast his spells surreptitiously, & he often relies on offensive spells (such as ray of enfeeblement, fog cloud, & hold person) to end encounters before they become a serious threat. Often times, however, he need not lift a finger to protect himself, as he is usually accompanied by a small retinue of the city’s best guards (1d3 fighters, 7th level); if these guards are defeated, he will usually find it prudent to flee.

    3E Stats
    Spoiler
    Show
    RACE: Human male
    CLASS: Aristocrat 4/Wizard 5
    ALIGNMENT: True Neutral
    DEITY: Adimas
    SIZE: Medium
    AGE: 26 (born 329 AF)
    HEIGHT: 6’3”
    WEIGHT: 188 lbs.
    EYES: Brown
    HAIR: Black
    LANGUAGES: Aquan, Archaic, Auran, & Common
    HIT DICE: 8+3d8+5d4+18 (52HP)
    INITIATIVE: +0
    SPEED: 30’
    ARMOR CLASS: 16 (+2 deflection, +4 armor); touch 12; flat-footed 16
    BASE ATTACK BONUS: +5
    GRAPPLE BONUS: +6
    ATTACK: +7 Concealing** Rapier (1d6+2, 18-20/×2, piercing)
    FULL ATTACK: +7/+2 Concealing** Rapier (1d6+2, 18-20/×2, piercing)
    SPACE/REACH: 5’/5’
    SAVING THROWS: Fortitude +5, Reflex +3, Will +7
    ABILITIES:
    • Strength 13 (+1)
    • Dexterity 10 (+0)
    • Constitution 14 (+2)
    • Intelligence 16 (+3)
    • Wisdom 12 (+1)
    • Charisma 9 (-1)

    SKILLS: 86 points
    • Appraise +18
    • Concentration +14
    • Knowledge (Arcana) +13
    • Knowledge (History) +11
    • Knowledge (Nobility) +12
    • Listen +16
    • Sense Motive +12
    • Spellcraft +15

    FEATS: Augment Summoning, Scribe Scroll (bonus), Silent Spell, Skill Focus (Listen), Spell Focus (Conjuration, bonus), Still Spell
    WEAPON: +1 Concealing** Zahir Rapier (8,820gp, 1d6+2, 18-20/×2, 1 lb., piercing)
    ARMOR: N/A
    EQUIPMENT:
    • 930gp
    • Bracers of Armor +4 (16,000gp)
    • Ring of Protection +2 (8,000gp)
    • Wand of magic missile 3rd (2,250gp)

    SPELLS: 4/4/3/2 (Caster Level 5th, for Conjuration spells, save DC14 + spell level; for all other spells, save DC13 + spell level))
    • 0th Level: acid splash, arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, stinging breeze**, tally**, touch of fatigue
    • 1st Level: Adimas’ annoying arrow**, feather fall, mount, ray of enfeeblement, shocking grasp, sleep, true strike
    • 2nd Level: detect thoughts, fog cloud, see invisibility, summon monster II
    • 3rd Level: herald/courier**, hold person

    FAMILIAR: Maliq, a raven (9HD, 26HP, AC17 (+2 size, +2 Dexterity, +3 Natural Armor), BAB+11, Claws +7 melee (1d2-5), Fortitude +3, Reflex +5, Will +8, Intelligence 8 (-1), Alertness, Deliver Touch Spells, Empathic Link, Low-Light Vision, Share Spells, Speak with Master, Alertness, Improved Evasion, Weapon Finesse, speaks Archaic, Appraise +14, Concentration +12, Knowledge (Arcana) +9, Knowledge (History) +7, Knowledge (Nobility) +8, Listen +17, Sense Motive +13, Spellcraft +11, Spot +9).
    Last edited by Zeta Kai; 2011-05-25 at 05:36 AM.

  30. - Top - End - #30
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    Default Re: [Hourglass of Zihaja] Chapter 10: Adventuring

    Vizier Aden aq-Zarqa

    Quotes
    • “The gray coals still boil the stew, I suppose.”
    • “I believe that course of action would be prudent.”
    • “I am but the first of many such strides; the sudden spark which ignites the blaze.”
    • “Would you please excuse me? There are matters that I must attend to.”

    Background
    Aden aq-Zarqa was born in the City of Green to a human scholar, Haqim, & his half-efreet wife, Hari. As the son of a alchemy professor, Aden was raised with a deep understanding of academic pursuits; he has a modicum of knowledge regarding a wide range of topics, such as history, astronomy, & of course, alchemy. He attended the Academy of the Truest Art (where his father teaches), graduated with top honors, & became a talented & respected scribe.

    It was while working as a scribe for the church of Qirus that Aden became interested in politics. His mother had been a pious woman who pushed him toward the clergy, while his father wanted him to pursue scholastic employment. But it was in the Qirusite temple that Aden found his passion: governance. He worked closely with the senators, & impressed them greatly with his abilities & insights. He was soon elected to the senate, & not long afterward, was voted into the office of vizier as the first sabi to hold that position in Sa’ifah.

    Personality
    Aden is a cool, efficient leader with a calm, low-key persona, which is in stark contrast to the stereotype of a fiery temperamental narsabi. He is a gifted speaker, with a calm demeanor & an ambitious agenda for reforms. He is genial, kind, optimistic, & is usually found with a wide grin on his face. His tough stance on corruption & his grand plans are off-putting to some, some of whom resort to racist epithets to undermine his tenure. He largely ignores these attacks weathering them with an unflappable grace & aplomb.

    Appearance
    Aden has smoky gray skin & his eyes are calm & kind, which stands in stark contrast to his fearsome coloration. His jet-black hair is cropped very short, & is mostly hidden by the hood of his cloak. He wears the official robes of his position, although they seem a bit awkward or ill-fitting. His teeth (which are often seen due to his nearly-constant smile) are golden yellow & sharply pointed.

    Goals
    Aden’s agenda is simple: to ensure the continued safety & prosperity of his beloved city. His largest problem at the moment (even more pressing than the she-da-zhong) is the thieves’ guild known as the Brotherhood that is operating in the area. The republican guard has proven powerless to stop them, & the locals are desperate to end (or at least contain) this escalating lawlessness. He is also working to issue a series of laws which will reform the government of Sa’ifah, expanding civil rights, prohibiting corruption, adding social services, & improving the wellbeing of the citizenry. These reforms are opposed by more conservative members of the senate (back by the nobles), who see the proposed laws as encroaching on their former social & political preeminence, as well as upsetting the current status quo.

    Combat Tactics
    Aden may be a scholar, a devout theologian, & a politician, but he is not without his combat prowess. In the academy, he learned to fire a longbow which uncanny accuracy, & in the Temple of Qirus, he was taught the way of the paladin, a path of honor & perseverance that he has never wavered from. He integrates his fiery natural abilities with his fighting style, often scorching opponents with his innate powers (such as flame blade). He also is fond of smiting, & will do readily against any foe that he knows is evil. His specialty is fighting the undead, however, as they are some of the few enemies that he considers beyond redemption.

    3E Stats
    Spoiler
    Show
    RACE: Narsabi male
    CLASS: Paladin 7
    ALIGNMENT: Lawful Good
    DEITY: Qirus
    SIZE: Medium
    AGE: 74 (born 281 AF)
    HEIGHT: 6’7”
    WEIGHT: 204 lbs.
    EYES: Yellow
    HAIR: Black
    LANGUAGES: Archaic, Common, Ignan, & Terran
    HIT DICE: 10+6d10+4 (47HP)
    INITIATIVE: +0
    SPEED: 30’
    ARMOR CLASS: 23 (+10 armor, +3 divine); touch 13; flat-footed 23
    BASE ATTACK BONUS: +7
    GRAPPLE BONUS: +9
    ATTACK: +13 Seeking Composite Longbow (+2 rating, 1d8+6, ×3, 110’ range increment, piercing)
    FULL ATTACK: +13/+8 Seeking Composite Longbow (+2 rating, 1d8+6, ×3, 110’ range increment, piercing)
    SPACE/REACH: 5’/5’
    SAVING THROWS: Fortitude +10, Reflex +7, Will +8
    ABILITIES:
    • Strength 14 (+2)
    • Dexterity 10 (+0)
    • Constitution 11 (+0)
    • Intelligence 14 (+2)
    • Wisdom 13 (+1)
    • Charisma 15 (+2)

    SKILLS: 40 points
    • Diplomacy +15
    • Knowledge (Religion) +15
    • Ride +13
    • Sense Motive +14

    FEATS: Improved Sunder, Power Attack, Templar**
    WEAPON: +1 Seeking Composite Longbow (+2 rating, 8,600gp, 1d8+6, ×3, 110’ range increment, 3 lbs., piercing)
    ARMOR: +2 Full Plate (5,650gp, +10, maximum dexterity bonus +1, check penalty -5, 35% AFC, speed 20’, 50lbs.)
    EQUIPMENT:
    • 200gp
    • Cloak of Resistance +2 (4,000gp)
    • Efficient Quiver (1,800gp)
    • Potion of cure serious wounds (750gp)

    RACIAL FEATURES:
    • Outsider (Native): Narsabi are not subject to spells or effects that affect humanoids only, such as charm person or dominate person. They also can be raised, reincarnated, or resurrected just as other living creatures can be, & they need to eat & sleep.
    • Darkvision 60’.
    • Genie Heritage (Sp): +1 racial bonus on saving throws against spells & effects. This bonus increases by +1 for every five class levels the Sabi attains.
    • Spell-Like Abilities
      • 3/Day: flickerflame
      • 1/Day: flame blade
      • Caster level 5th. The save DCs are Intelligence-based.
    • Ritual Lore: Narsabi gain Ritual Lore as a bonus feat, but they must choose a ritual with the [Fire] descriptor.

    SPELLS: 2 (Caster Level 3rd, save DC11 + spell level)
    CLASS FEATURES:
    • Aura of Good.
    • Detect Evil.
    • Smite Evil 2/day.
    • Divine Grace.
    • Lay on Hands.
    • Aura of Courage.
    • Divine Health.
    • Turn Undead.
    • Special Mount.
    • Remove Disease 1/week.

    LEVEL ADJUSTMENT: +1
    Last edited by Zeta Kai; 2011-07-07 at 12:16 PM.

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