Converting Shihab_(6)

Campaign Wiki DesertRaiders: Editing Shihab (6)

Editing Shihab (6)


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

“I ride. I shoot.”

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. +4 speed 30 ft. (50 ft. on horseback) Perception -2 Ride +15 (rank +6, class +3, Dex +4, saddle +2, armor penalty not included) *Knowledge (drugs) +0 (ranks 2, Int -2) hp 52 BAB +6 CMB +5 (+3 Str) CMD 23 (+4 Dex, +3 Str, +6 BAB) AC 23 (+4 Dex, +5 armor, +3 enhancement) Fort +7 (Con +2) Ref +6 (Dex +4, trait +1) Will 0 (Wis -2) +2 vs. fear *+3 Str Katapassian greatbow +1 +13 or +11/+11 (1d8+7 / ×3 / +1 to confirm); +1 (+1) if point blank range; -2 if mount is double moving (to hit +6 BAB, +4 Dex, +1 enhancement, +1 focus longbows, +1 weapon training bows; damage +3 Str, +1 enhancement, +1 weapon training bows, +2 weapon specialization longbows) *Kardsworn’s Edge +10 or +8+8 (1d12+5 / ×3 / +1 to confirm); greataxe +1; outsider bane +2 (+2d6); lawful bane +2 (+2d6)

Feats Mounted Combat (1st level), Mounted Archery (human), Point Blank Shot (bonus), Precise Shot (bonus), Rapid Shot (3rd level), Weapon Focus: bows (bonus), Weapon Specialization: bows (5th level), Deadly Aim (6th level) Traits Anatomist (+1 to confirm crits), Deft Dodger (+1 Ref) Other armor training reduces penalty by 1 Stats Str 16 Dex 19 Con 14 Int 7 Wis 7 Cha 11

Combat gear: His grandfather’s +3 Str Katapassian greatbow +1 and a quiver with 20 arrows; *Kardsworn’s Edge; +1 dagger of Dashki; cool mithral efreet chain mail +3 of Sheerakh (penalty -2); caltrops.

Possessions: 329 gp; 1100 gp owed by Asima; 50 gp owed by Adel; extra quiver of 30 arrows; Alef, a light horse (combat trained) and a military saddle; explorer’s outfit; two immovable rods; a prototype satchel (bag of holding type 2); wracking rod (5/day, cure light wounds, Fort 16 or be sickened for 2d4 rounds); a tomb guard ankh amulet of the number pharaoh (keeps defending my body if I drop for 1h/day) fused with Kardsworn’s Edge; pharao’s useless creeping glyph amulet; holy symbol of the gnoll “foul beast” Lamashtu with funny legs; small halfling tomb robber holy symbol of Nethis the god of cruel magic; useless amulet of shield guardian control (by the mummy queen Pantheron); golem bane scarab; water-walking ring with an inset yellow topaz; spirit monkey hand that can cast mage hand at will; magic jade mantiss of unknown use; useless shield guardian amulet; 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; 1 potion of cure serious wound; 9 doses of ordinary Pesh (-2 Dex, -2 Wis, +10 temp. hp, +1 vs. fear); 10 doses of refined Pesh (-4 Dex, -4 Wis, +15 temp. hp, +2 vs. fear); 11 rations

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= Total= Bonus= Level= HP

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


= Level= Feat
6Deadly aim
7Vital Strike?
8Greater Weapon Focus
9Improved Critical
10Critical Focus
11Improved Precise Shot or Bleeding Critical
12Greater Weapon Specialization or Penetrating Strike
13Staggering Critical

Eventually something about a melee weapon?


Wishlist: buckler

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 lusts for the daughter of his tribe’s emir, Noura the beautiful with eyes as black as the night. When he attempted to steal his grandfather mighty composite longbow he was caught by his dad and kicked out of his tribe in shame. So much for marrying the emir’s daughter. Maybe if he return in glory? Or he could just kidnap her and shoot anybody who tries to stop him.

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.

Gods: Current respect for the gods:

Nethishealing; cruel images; grave robbers; friendly priest in Al-Fatah1
Sarenraeprevented dying; repeated healing4
Adabarfair selling of loot2

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