Shihab

Mongol Archer Shihab “the Destroyer” is a chaotic good human male horse-back archer (fighter) and a Knight Protector of Kelmarene.

“I ride. I shoot.”

“I have seen Limbo and I did not like it!”

“Occasionally I still hear the spooky cat Zaidan used to carry about.”

Yes, he is rude, he is hairy, and he shoots people. From a distance. In the back. And then he takes their stuff. But he also has a way with the ladies.

Init. +6 speed 30 ft. (50 ft. on horseback) Perception -1 (luck +1) Ride +19 (rank +7, class +3, Dex +6, luck +1, saddle +2) Knowledge (drugs) +3 (ranks 4, Int -2, luck +1) Knowledge (the planes) +5 (ranks 3, Int -1, luck +1, mwk +2) Diplomacy (shaitan) +4 (ranks 1, luck +1, mwk +2) hp 103 BAB +12/+7/+2 CMB +16 (Str +3, luck +1) CMD 31 (Str +3, Dex +6) AC 27 (Dex +6 , armor +6 , enhancement +3, deflection +2) Fort +11 (Con +2, resistance +1) Ref +12 (Dex +6, trait +1, resistance +1) Will +5 (Wis -2, resistance +1, circumstance due to interplanar travel +2) +3 vs. fear

Garuda Greatbow +24 or +23/+23/+23 with rapid shot (1d8 +11 +1d6 electricity +1d6 other (usually cold) / 19-20 / ×3 / +5 to confirm); -4 (+8) for deadly aim; +1 (+1) if point blank range; +2 (+2+2d6) vs. genies; +0 (+2d6) vs. law; -2 if mount is double moving; a +2 shocking anarchic outsider (genie) bane mighty +3 Str composite longbow (Dex +6, enhancement +2, greater longbow focus +2, weapon training bows +2; damage Str +3, enhancement +2, weapon training bows +2, greater weapon specialization longbows +4)

Darwin’s Hammerhands +16 or +15/+15 (1d3 +4); +2 (+2+2d6) vs. constructs; +1 adamantium golem bane knuckle dusters (Str +3, enhancement +1)

Aziza’s Greataxe +18 or +17/+17/+17 with haste (1d12 +7 / ×3 / +5 to confirm); a cold iron greataxe of speed (Str +3 to hit +4 to damage, enhancement +2, weapon training axe +1)

En’Nubbi +16 (1d4+4 / 19-20); DC 15 Fort or contract lycanthropy (Str +3, enhancement +1, cursed)

Shakram +19 or +18/+18 (1d2 +4 +1d6 fire); 32 flaming bracelet shakrams (Dex +6 to hit, Str +3 to damage, enhancement +1)

Feats Mounted Combat (1st level), Mounted Archery (human), Point Blank Shot (bonus), Precise Shot (bonus), Rapid Shot (3rd level), Weapon Focus: bows (bonus), Weapon Training: bow +2; Weapon Specialization: bows (5th level); Deadly Aim (bonus), Nimble Moves (7th level); Greater Weapon Focus: bows (bonus); Improved Critical (9th); Weapon Training (axe) +1; Critical Focus: bows (bonus); Greater Weapon Specialization: bows (11th level); Improved Precise Shot (bonus) Traits Anatomist (+1 to confirm crits), Deft Dodger (+1 Ref) Other armor training reduces penalty by 3 Stats Str 16 Dex 22 (belt) Con 14 Int 8 Wis 7 Cha 11

Combat gear: Garuda Greatbow; Living Brass Quiver of Elemental Arrows produces endless +1 arrows with any desired elemental (default is cold); 21 adamantium arrows; En’Nubbi; Darwin’s Hammerhands; Sheerakh’s Mail cool mithral efreet chain mail +3, penalty +0 (armor -5, mithral +3, armor training +3), max Dex +7 (armor +2, mithral +2, armor training +3); Helm of Telepathy allows a suggest 1/day DC 15; caltrops; cloak of resistance +1; ring of deflection +2; ring of cold resistance 20; ring of water walking with an inset yellow topaz; belt of dexterity +2

Possessions: 2735 gp; flying carpet 10×10 ft.; explorer’s outfit; a prototype satchel (bag of holding type 2); two immovable rods; rod of restoration 1/day; wracking rod (5/day, cure light wounds, Fort 16 or be sickened for 2d4 rounds); pharao’s useless creeping glyph amulet; cursed amulet of noise (stealth -10); holy symbol of the gnoll “foul beast” Lamashtu with funny legs; four symbols of Urgathoa of a vampire coffins; small halfling tomb robber holy symbol of Nethis the god of cruel magic; golden holy symbol of Rovagog; useless amulet of shield guardian control (by the mummy queen Pantheron); spirit monkey hand that can cast mage hand at will; magic jade mantiss will transform into a giant mantiss 3/week for 1h/use; basalt frog statue; Adel’s golden bracelet; a magic lamp taken from the ancient Nethis temple in a belt pouch; 50ft of rope; 3 potions of cure light wounds; 4 doses of ordinary Pesh (-2 Dex, -2 Wis, +10 temp. hp, +1 vs. fear); 20 doses of refined Pesh (-4 Dex, -4 Wis, +15 temp. hp, +2 vs. fear; Fort DC 20 to avoid addiction); a dose of naga poison from Apanda’s Silk Mill in Niswan; Letters of the Shaitan, a book with pictures (+2 mwk bonus for Knowledge (the planes) and Diplomacy (shaitan); Horn of Fog (30” radius)

Mounted Combat

Senses low-light vision, scent; Perception +6; AC 11 (+2 Dex, –1 size) or my Ride check; Fort +6, Ref +5, Will +1; hp 15 (2d8+6); Jump +10 (2 Dex; 50ft speed)

Movement: Your mount acts on your initiative count as you direct it. You move at its speed, but the mount uses its action to move. You can guide your mount with your knees so as to use both hands to attack or defend yourself. This is a free action.

Melee: When you attack a creature smaller than your mount that is on foot, you get the +1 bonus on melee attacks for being on higher ground. If your mount moves more than 5 feet, you can only make a single melee attack.

Ranged: You can use ranged weapons while your mount is taking a double move, but at a –2 penalty on the attack roll (feat). You can use ranged weapons while your mount is running (quadruple speed) at a –4 penalty. In either case, you make the attack roll when your mount has completed half its movement. You can make a full attack with a ranged weapon while your mount is moving. Likewise, you can take move actions normally.

If Your Mount Falls in Battle: If your mount falls, you have to succeed on a DC 15 Ride check to make a soft fall and take no damage. If the check fails, you take 1d6 points of damage.

If You Are Dropped: If you are knocked unconscious, you have a 75% chance to stay in the military saddle. Otherwise you fall and take 1d6 points of damage. Without you to guide it, your mount avoids combat.

Attributes, Skills, and Feats

Attr.Start Cost Race Level Total Bonus Level HP
Str 161016+3110+2+1
Dex 1610+2+220+525+2+1
Con 14514+238+2+1
Int 7-47-243+2+1
Wis 7-47-254+2+1
Cha 11111+064+2+1
Sum 1872+2+1
84+2+1
910+2+1
108+2+1
Knowledge (planes) +1115+2
Knowledge (planes) +1126+2

Skill points: 2 (fighter) -2 (stupidity) +1 (human) = max out one skill; knowledge (drugs) gained during a year in Kalmarene;

Plans:

Level Feat
13Staggering Critical

Character

Backstory: Grew up in the Selkelas area, back where they still speak of Selkelas’ sword. Apprentice to the tribe shaman. Feeding the deceased to the vultures and the shaman’s secret necromantic teachings taught Shihab the art of killing. His father’s harsh training and the free for all punchfests taught him to be a deft dodger.

He fell in love with the daughter of his tribe’s emir, Noura the beautiful with eyes as black as the night. But when he attempted to steal his grandfather’s mighty composite longbow he was caught by his dad and fled in in shame. So much for marrying the emir’s daughter. Maybe if he returned in glory? Oh well, so much time has passed. Who cares about a daughter of some lost desert tribe anyhow? Shihab has not seen Noura in many weeks.

Origin: The Red Vultures are a tribe living near Selkelas. Finding the real sword, scimitar, or falchion of Selkelas would be cool.

Recent Events: Defeated by the ninja dog king at the St. Vardishal monastery he acquired a fear of small and tiny dog-like creatures. Witnessed the cruel disemboweling and slow death of a human at the hands of the gnolls and learned to hate them. No mercy!

In his year at Kelmarene he switched from the city guards to the drug producers, guarding their Pesh fields, learning about the Pesh consumption, started to enjoy the occasional drink of Kiffa, the Pesh liquor, and made friends with pimps and drug dealers.

In Katapesh he learned to despise urban double dealing of pact masters and gangsters alike. His love for Adelle kept him sane.

His interplanar travels have opened his eyes to the miracles of the multiverse. He learnt about the planes and left some of his simple-mindedness behind. Once, when he was slain, he saw himself in Limbo, dancing like a puppet for his Slaad masters, his belly bloated, his legs long and thin, and his frog lords forcing him to eat ten thousand flies.

Gods: Current respect for the gods:

God Act Level
Nethis healing; cruel images; grave robbers; friendly priest in Al-Fatah 1
Sarenrae prevented dying; repeated healing 5
Adabar fair selling of loot 2
Rovagog beasts, spiders, scorpions -2
Urgathoa undead creepy woman 0
Dalavay unsuspected rot, corruption, six armed, 2H scimitar -2